Beruflich Dokumente
Kultur Dokumente
docs.com
http://www.replacement
Table of Contents
Your goal is to shoot down enemy airplanes while not getting your Quick Start
own planes shot down in the process. Every dogfight lasts for six If you immediately want to jump right in, here's how you do it...
turns, at which point the survivors are running low on fuel and
need to return to base. Each of your turns is broken down into 1. Double-click on the "DIF" icon on your desktop.
steps. When your turn is over the next player takes his turn. This
continues until all the players have had a turn, then you get another
turn. When all players have had six turns the game ends. If you
destroy all the enemy fighters before the end of turn six you get to
go home early.
Down in Flames is based on the tabletop card game by the same 2. Click on the splash screen to continue.
name, and it remains faithful to its roots while gaining 3. You are now in the Lobby.
enhancements for play on the computer. You'll see many references
to the playing of cards, and while there isn't anything that seems to
resemble an actual playing card on the screen, this refers to the
various actions your virtual pilots will make in the course of a
dogfight. If you are familiar with the card game, make sure that
you still read through this manual, as there have been a few rule
changes.
Installation Requirements
To start, you must install the game file and have .NET version 1.1
and DirectX 9.0 installed on your computer. The game’s 4. Click on the "Local" tab and select "Create Local Game".
installation file will automatically install these packages if you do
not have them. You can also download these files from
www.microsoft.com at no charge.
Player Types
There are two types of players. Each player type has his own
- The game comes with a Leader and Wingman element created
access level to the game.
for each nation.
Feature Limits
Aircraft available (4) Level 3 fighters
Pilot XP limit 100
Campaign games available Dunkirk
Auto update feature available No
Able to join a Demo game Yes
Able to join a non-Demo game No - You can select one of these to immediately take to the skies.
- Make sure the Response Time is "Green".
(c) 2005 • Dan Verssen Games (DVG) ~1~ Down In Flames • www.battlefront.com
-
-
Click "Okay".
The computer will select an opposing element of aircraft for
Section II - Rules
you to fight against. The opposing aircraft will be controlled
by the computer. Turn Sequence
- A preview screen will appear showing aircraft details.
Your turn is divided into 5 steps: Wingman,
Altitude, Leader, Discard, and Draw.
Wingman
Your Wingman can play cards.
Altitude
You can stay at your current altitude, climb to the next higher
altitude, or dive to the next lower altitude. Both of your aircraft
will change altitude.
Leader
Your Leader can play cards.
- Click on it to reveal the Dogfight window.
Discard
You can discard none, some, or all of your cards. The screen will
display an “<OPEN>” note for every new card you are about to
draw. You might want to discard cards that are not useful to you if
it will open up additional card draws.
Draw
Your Leader gets to draw cards.
Your Element
- That's it; you're flying your first mission! You get to command an Element of fighters
- Your element is always shown on the bottom of the screen. made up of a Leader and a Wingman.
VITAL NOTE: When you start creating pilots, it makes sense Your Leader is more powerful, but your Wingman is very useful
to generate at least 2 elements from the same nation (3 or 4 are also. Your Wingman trails to the right side of your Leader.
even better). If you have only one element, those pilots will not
be able to rest and reduce their fatigue between missions! If your Leader is shot down, your Wingman will take over the
Leader role for him and continue the battle.
Your Leader
Your Leader has stats that can
be viewed in the top-right
Dogfight window. All Aircraft
have 2 sets of stats, one set for
when they are mostly
undamaged, and one set with
reduced capabilities for when
they are mostly damaged. The
two columns have the headings of "OK" and "Dam."
Airframe - This is a rating of how sturdy your aircraft is, and how
(c) 2005 • Dan Verssen Games (DVG) ~2~ Down In Flames • www.battlefront.com
well it can take damage. The "OK" column shows how many more Actions and Reactions
points of damage your Leader's aircraft can take before being Down in Flames is based on a unique Action & Reaction game
flipped to its smoking or "Damaged" side. The "Dam." Column system. You can play 3 different types of cards: Action, Reaction
shows how many more points of damage your Leader's aircraft can and Both
take before being shot down.
If you right-click on a card name a help
Performance - When you draw cards at the end of your turn, you window will pop-up detailing what the
cannot draw a card if it would give you more cards than your card can do.
Performance rating. You can exceed your Performance rating
during your turn, for example, by diving.
Action Cards:
In My Sights, Out of the Sun,
Cards are also referred to as maneuvers. There is also a specific
Maneuvering, Half Loop
maneuver called “Maneuvering”.
Action Cards - Action cards allow your
Horsepower - A Leader's Horsepower is the maximum number of
aircraft to take an action during your
cards your Leader can gain at the end of each of your turns. Your
turn. You cannot play these cards during an opponent's turn. Action
Leader will not gain a card if it would put him in excess of his
cards allow your Leader's plane to gain a better position on an
Performance rating.
enemy Leader, adjust your Leader's altitude, attack an enemy
aircraft, or gain extra Bursts against an enemy Wingman or
Bursts - The number of Bursts of attacks your Leader can perform.
Bomber.
There are 2 types of attack cards: In My Sights and Out of the Sun.
Each card will note how many Bursts it expends to play the card.
For example, "In My Sights 1" expends 1 Burst. Attack cards also
Reaction Cards:
specify how many points of damage each inflicts if successfully Barrel Roll, Tight Turn, Ace Pilot
played. For example, "In My Sights 2:3 requires 2 Bursts to play
and will Inflict 3 points of damage. Reaction Cards - Reaction cards allow you to respond to a card
played by an enemy player. You can play them during your turn or
when the opposing player uses a card against you during his turn.
Your Wingman
Each reaction card can react to specific cards including other
Your Wingman has his own set of
reaction cards. This often leads to a chain of cards being played.
stats. Like Leaders, they have
"OK" and "Dam." Status.
Action and Reaction Cards:
Scissors, Vertical Roll
Airframe - This is a rating of
how sturdy your aircraft is, and
Action and Reaction Cards - These cards can both initiate an
how well it can take damage. The
action and react to certain other cards. This flexibility makes them
"OK" column shows how many
very powerful.
more points of damage your Wingman's aircraft can take before
being flipped to its smoking or "Damaged" side. The "Dam."
Column shows how many more points of damage your Wingman's The Cards
aircraft can take before being shot down. A list of your current cards is found in the lower right window on
your screen.
Attack - The number of cards your Wingman gets when it is his
turn to attack. Your Wingman is not limited by Bursts, he can play Each card can either initiate an action and/or counter an action that
all the In My Sights and Out of the Sun cards he is draws. is being attempted by the enemy player. The following sections
detail what each card does, how often you can expect to receive
Defense - The Defense stat is the number of cards your Wingman one, and how easy each card is to counter.
draws when he is attacked.
The cards are the heart of DIF. Here's how it works, the acting
Your Wingman does not save the cards he does not play. He always player initiates an action by playing a card. The player targeted by
draws new cards whenever he attacks or is attacked. the card then has a chance to play a card to counter. Likewise, the
first player can then play a card in reaction. This continues back
and forth until a player cannot counter. If the acting player plays
the final card, his initial action is successful. If the defending
player plays the final card the initial action is cancelled.
(c) 2005 • Dan Verssen Games (DVG) ~3~ Down In Flames • www.battlefront.com
Scissors can only be played to initiate an action during your turn if
In My Sights (Very Common) your Leader is Disadvantaged. If the Scissors is successful, your
This is one of the ways you inflict damage on the enemy. Every In Leader will go from being Disadvantaged to being Advantaged.
My Sights card shows how many of your Bursts it expends and
how many points of damage it will inflict if successful. Scissors can counter Tight Turn and Scissors.
For example, an “In My Sights 2:3” requires 2 Bursts to play and Vertical Roll (Uncommon)
will inflict 3 hits if it is not countered. Vertical Rolls can also be played in two different ways. They can
be played to change a Leader’s altitude, or to counter an enemy
Your Leader must be Neutral, Advantaged, or Tailing, and have the card.
required number of Bursts available to play these cards. In My
Sights cannot counter any other cards. Vertical Rolls can be played to change your element’s altitude by
one level during your Leader's Attack step. If you are
There is one type of very rare In My Sights card that causes Disadvantaged or Tailed when you play a Vertical Roll to change
catastrophic damage to the enemy aircraft, such as hitting its fuel altitude, the enemy Leader must discard one extra card if he wants
tank. This is the IMS 2:Destroyed card, and if this card is not to follow you to your new Altitude.
countered the enemy aircraft is destroyed.
Vertical Rolls counter In My Sights, Out of the Sun, and Vertical
Out of the Sun (Rare) Roll.
These work just like In My Sights except they are much harder to
counter. Out of the Sun cannot counter any other cards. For those of you familiar with the card game, there has been a
change to how Vertical Roll works. We have standardized Vertical
Barrel Roll (Common) Roll to play like all the other cards. You can only play it when you
are engaged with an enemy element.
Barrel Rolls are a defensive card. They can counter In My Sights
and Barrel Roll.
Positioning
Tight Turn (Common) Positioning refers to the relative position your Leader holds in
Tight Turns are another defensive card. They can counter In My relation to an enemy Leader. Wingmen do not hold Position. You
Sights, Tight Turn and Maneuvering. can play Maneuvering, Half Loop, and Scissors cards to adjust
your Leader's position.
Ace Pilot (Rare)
Tailing - Your Leader's nose is pointed at an enemy
Ace Pilots are the best type of reactive card. They can counter any
Leader's tail. This is the best position for you. You
other card, including another Ace Pilot.
get 3 extra Bursts and his Leader cannot play In My
Sights or Out of the Sun cards against you.
Maneuvering (Common)
There are two terms in Down in Flames Online that are very close.
A maneuver (card) is any action you play against an enemy. There
is also a card called Maneuvering. Maneuvering is the specific
action that means positioning your aircraft to better attack the Advantaged - Your Leader's nose is pointed at an
enemy. enemy Leader's side. This is a good position for
you. You get 1 extra Burst and his Leader cannot
Playing a Maneuvering will change your position by one in your play In My sights or Out of the Sun cards against
favor. Maneuvering cannot counter any other card. you.
(c) 2005 • Dan Verssen Games (DVG) ~4~ Down In Flames • www.battlefront.com
- Your Leader can only attack the Leader that is positioned on him.
Disadvantaged - An enemy Leader's nose is - Your Wingman can attack either the Leader or Wingman that is
pointed at your Leader's side. This is a bad position positioned on your Leader.
for you. He gets 1 extra Burst and your Leader
cannot play In My Sights or Out of the Sun cards. Altitude
Once you click on it, it will turn Effects of Altitude - You can only attack, and be attacked by
red to lock in your selection. This enemy aircraft at your same altitude.
lets you and your opponent know
the target of your attacks. Your Every time you climb one altitude band, you must select 1 of your
plane can only target one enemy cards to discard. This represents the loss of energy an aircraft
aircraft during its turn, so choose experiences when climbing. Every time you dive one altitude
wisely. band, you gain 1 extra card. This represents the energy an aircraft
gains when diving.
If your element is Neutral:
- You can attack any Neutral Leader or Wingman at your same Altitude also affects the capabilities of your aircraft:
altitude.
- You can attack the Wingman of any Advantaged or Tailing Very Low and Low - Your Leader gains +1 Horsepower.
element at your altitude. Medium - No adjustments.
- You can attack the Leader of any Advantaged or Tailing element High - Your Leader suffers -1 Horsepower and your Wingman
that does not have a Wingman at your altitude. suffers -1 Defense.
Very High - Your Leader suffers -2 Horsepower and your
If your element is Advantaged or Tailing: Wingman suffers -1 Offense and -1 Defense.
- Your Leader can attack the Leader he is positioned on and
maintain his position. Wingmen
- Your Wingman can attack either the Leader or Wingman your Unlike Leaders, Wingmen do not have a Burst limit when
Leader is positioned on. attacking. A Wingman can play all the In My Sights and Out of the
- Your Leader can attack the Wingman of the element he is Sun cards they draw. A Wingmen can play Maneuvering, Half
positioned on, or all the legal targets listed in "Neutral", but he Loop, or Scissors to improve the positioning of his Leader.
loses his position and returns to Neutral.
Attacking Wingmen - When it is your Wingman's turn to act, you
If your element is Disadvantaged or Tailed: can choose to have him attack an enemy Wingman or Leader.
(c) 2005 • Dan Verssen Games (DVG) ~5~ Down In Flames • www.battlefront.com
receive Turret Support.
During your Leader's turn, he can also choose to attack an enemy
Wingman if your Leader has a Neutral, Advantaged, or Tailing Special Bomber Rules - Bombers are always at Neutral position.
Position. If you choose to have your Leader attack an enemy When your fighter plays Maneuvering or Half Loops against a
Wingmen, he will lose his Advantaged or Tailing Position and bomber it gains extra Bursts.
return to Neutral.
Fighter Leaders automatically get +1 Burst when attacking a Light
Engaged - When a Leader is Advantaged, Tailing, Disadvantaged, or Medium Bomber, and +2 Bursts when attacking a Heavy
or Tailed he is said to be Engaged against the other Leader. Bomber.
Wingman Protection - If your Leader has a Wingman and is Wingmen get to draw cards equal to their Offense plus Defense, -
Engaged, only the enemy player that you are Engaged against can 1 when attacking a Light or Medium Bomber. Wingmen get to
play cards against your Leader. draw cards equal to their Offense plus Defense when attacking a
Heavy Bomber.
If an enemy Leader without a Wingman is Advantaged or Tailing
another Leader on your team, you can play Position adjusting cards Bombers have a chance to play a "Spoil Attack" to negate a card
to degrade the enemy Position. played against them. You do not get to react to a Spoiled Attack.
Bombers Also, when you play a card against a bomber, the bomber has a
chance to shoot at your fighter! You can react to these attacks as
To Escort Bombers your Leader must normal. If you react to the bomber's attack, the bomber cannot
have earned enough XPs to fly second counter-react.
or third level fighters. The exact
number of XPs needed is based on the Bombers can counter-attack with "Gunner" and "Heavy Fire"
bomber to be escorted. attacks. You react to a Gunner counter-attack as if it were an In My
Sights. You react to Heavy Fire as if it were an Out of the Sun.
As part of the mission set-up, you can choose to "Escort" bombers
with one of your pilots that have gained enough Experience Points. Mission Success - The Escorting player gains XP for bombers that
The AI always controls bombers, leaving you free to either Escort end the game "Okay", and loses XP for bombers that are shot
(Protect) them, or Intercept (Attack) them. down. The Intercepting player gains XP for bombers that are shot
down, and loses XP for bombers that end the game Okay. Bombers
Types of Bombers - There are three general types of bombers: that end the mission Damaged are worth zero points to both the
Light, Medium, and Heavy. Light bombers usually look like a Escorting and intercepting players.
fighter plane. Medium bombers usually have 2 engines. Heavy
bombers usually have 4 engines. Special Abilities
Some aircraft have special abilities that are not covered in the
Bomber Status - Bombers are standard aircraft stats.
rated for Airframe, like fighters,
as well as their Turret Defense Gunners
and Turret Support Capabilities. These aircraft have a rear-facing gunner that can play In My Sights
and Out of the Sun cards against an enemy Leader that is
Turret Defense - This value Advantaged or Tailing his aircraft. Since Wingmen never hold any
shows you how many cards the position other than Neutral, this only applies to Leaders with
bomber will gain when it is Gunners.
attacked. Bombers are not as
maneuverable as fighters, so they Gunners have a Burst limit as noted. Using a Gunner’s Bursts does
play a special set of cards. For example, you will not see them not subtract from the aircraft's normal Bursts for the turn. Gunner
doing Barrel Rolls. attacks can be reacted to as normal.
(c) 2005 • Dan Verssen Games (DVG) ~6~ Down In Flames • www.battlefront.com
When your aircraft is in a situation to do so, you will be prompted
with a button in the lower-right window that reads "Use Agility". When a Leader is killed, his Wingman is promoted to Leader, all
To do so, click the button, and then click on the card you want to his skills are erased and the XP spent on Wingman skills (not
play as a Scissors. Cards) are once again made available so you can buy Leader skills
for him. You will then need to create a new Wingman for your new
Turbochargers Leader.
Some aircraft perform very well at high altitudes. An aircraft with
a turbocharger treats High altitude as Medium, and Very High as There has been a change from the card game here. In the card
High. game, a Wingman would draw his hand up to the Performance of
the aircraft, minus 1. In this game, the Wingman receives his full
Fatigue draw of cards. This stops the snowballing effect of losing a Leader.
It is best to generate 4 elements for a nation. That way, you can fly
different pilots in order to keep their FPs under control. This is a
vital decision making aspect of the game!
Death
Your pilot has a chance to regain the expended Escape Death skill
at the end of every mission he completes, including the mission in
which he lost his Escape Death. At the end of each completed
mission, he has a 20% chance to regain his Escape Death, or 33%
if he shot down one or more enemy aircraft during the mission.
(c) 2005 • Dan Verssen Games (DVG) ~7~ Down In Flames • www.battlefront.com
Section III - Online Logon
A list of the other players logged-on will appear in the 'Roll Call'
area on the left. Each player will have one of three icons next to his
name: Available, Away, or Playing.
Once you click “Register”, you If you want to create or manage online pilots, or fly online
will be taken to a screen to enter missions, pull down on the Online-tab. By selecting the 'Manage
your personal information. Pilots' option you will be able to create and manage your online
pilots.
You are now registered and
ready to explore the Down In Manage Pilots
Flames world!
The manage pilots window
appears as a pop-up window on
Lobby top of the Lobby window.
The lobby is the central meeting Before you can take to the air,
place of your Down In Flames you need to create your pilots.
online world. From this window Online pilots are for use in
you will create and develop your online games, and cannot be
pilots, fly into swirling used in local games. Pilots are created in Leader/Wingman sets.
dogfights, defend your bombers These two pilots will always fly together.
against hostile interceptors, and
fight desperately to get your The Online-tab is used to create and manage your online pilots. To
own bombers through to their targets. You can also initiate create a pilot, click on the 'New Leader' button.
historical campaigns to re-live some of World War II's greatest air
battles! Create Pilots
The pull-down menu-tabs located at the top of the window control The Create Pilot pop-up
all of these options. If you want to create or manage online pilots, window appears on top of the
or fly online missions, pull down on the Session-tab and select Manage Pilots window. From
"Logon" to unlock the online options. this window you create your
new Leader and Wingman. You
get to select their nationality,
names, and photos from this
window. You can also upload
your own images for your pilots. Each image is limited to 20k in
size.
Click "Okay" when you have made all of your selections. You have
(c) 2005 • Dan Verssen Games (DVG) ~8~ Down In Flames • www.battlefront.com
now created a new pilot leader, and his trusty wingman sidekick, Create a Game
and they are ready to take to the skies!
Pull-down on ‘Online’ and
There are two additional links on the Manage Pilots window that select Single Mission, then
are used for purchasing extra skills for your Leaders and Wingmen Create Online Game from the
with the experience points (XPs) you will earn in missions. When Online-tab to create an online
you create a pilot, the pilot does not have any experience points to game.
spend on extra skills.
When you start an online game
You are now ready to fly your first mission. your game will be posted in the
Join Online Game window for other players to join. Other players
IMPORTANT: It is best to create 4 elements for the same can join your game if their total element’s value is between 75%
nation. This will allow you to cycle through your pilots and and 100% of your element’s value.
keep their Fatigue Points (FPs) in check. Pilots gain FPs when
they fly missions and this reduces their stats. By sitting-out Your element’s value is based on your pilot skills and the type of
missions flown by other pilots of their same nation, pilots have airplane they are flying. Their value will be displayed in the Create
their FPs reduced and their stats return to normal. a Game window.
Lobby Chat Your mission selections are gathered in the Register a New Game
window. On this window, you get to select the pilot you want to fly,
While you are in the Lobby, you can chat with the other players. their aircraft type, the timer length, and whether the game will be
Type your messages into the lower portion of the lobby window, 1 element against 1 element, or 2 elements against 2 elements.
and they will be displayed for all to see after you press the Enter When your pilot gains some experience points, you will be able to
key. fly Bomber Escort missions, and select from a variety of aircraft.
This is an excellent way to invite other players to join your games, When a pilot is first created, he is limited to the weakest aircraft
brag about your battles, and interact with friends. type for his nation and cannot fly Bomber Escort missions.
Hot Keys When first learning to play, start with the Green timer speed to give
you plenty of time to make your game decisions.
We have included hot keys for some of the most commonly used
functions, such as starting game, managing pilots, and so forth. Once you have made your selections, click the 'Okay' button.
These are noted on the Lobby pull-down menus.
Pre-Dogfight
Player Symbols
If you created an online game
Every player will have one of three symbols next to his name in the you will see the Pre-Game
Roll Call area. Status window. This window
shows you if any other players
The blue symbol with the star shows the person is hanging out in have joined your game, and
the lobby. If the symbol is gray, it means they are away from their some basic information about
computer. If the symbol is a yellow “DIF” it means they are their pilots and aircraft.
engaged in a battle.
If you chose a '1 on 1' game, wait until one other player has joined
your game. If you chose a '2 on 2' game, wait until 3 other players
have joined your game. The AI will fill in if there aren't enough
humans.
When you are ready to start, click the 'Start' button. The players
who join a game cannot click 'Start'.
If you click ‘Start’ before other players have joined, the other
aircraft will be controlled by the computer.
(c) 2005 • Dan Verssen Games (DVG) ~9~ Down In Flames • www.battlefront.com
Join Online Game Window This is the window where the missions for air dominance are
played out.
When you start an online game,
the In-Game icon will appear Like real combat, in your first several missions the action will be
beside your name in the Roll fast and furious and you will no doubt make mistakes and not
Call area of the Lobby, and your notice things that you will take in at a glance in later missions.
game will be listed in the Join Don't worry about it! Unlike real combat, here, you get second
Online Game window for others chances.
to join. This window lists all
games available to join, and The large sky blue area displays the aircraft engaged in the
shows the host's name, game type, difficulty level, private game mission. Your element is always shown on the bottom of the screen
status, number of elements and the point value of the host's with red letters for your Leader and Wingman names. If you are
plane/pilot combination. playing a '2 on 2' game, your ally will also be shown in the lower
part of the screen. The aircraft you are flying against are shown on
Other players can select Join Online Game from the Online-tab to the top part of the screen.
join your game with appropriately skilled pilots. The window will
display some information about the pilots already entered into the When an aircraft is taking its turn, it animates and begins to bank
dogfight. Higher valued pilots can fly poorer planes and still join its wings back and forth. When you are in a position to select an
some dogfights, as long as the combined plane/pilot point value is opposing aircraft to attack, yellow target symbols will appear next
no higher than the host's. to the legal targets. When you select a target, the symbol will
change from yellow to red to show that your choice has been
Preview locked in for the turn.
Take note, once this window appears the mission has started and
Continuing to the right are the game turn indicator and element
the timer is running on the first player's turn!
turn indicator gauges. These tell you which turn of the game is
being resolved, and which element's turn it is.
Dogfight
The long window below these shows you which card was played
by the acting player to initiate an action. Any cards played in
reaction by the player under attack, or the acting player, are
displayed in the long lower window.
To the right of these is the Timer window. Keep a close eye on this
area during your turn! When the timer bars run out the computer
will make a decision for you and advance the game. If you need to
pause the game, you can click on the Timer. Clicking the
“Resume” button will resume the game. In a multiplayer game,
anyone can click to resume the game.
When your pilot gains some experience points, you will be able to
The Create Pilot pop-up
fly Bomber Escort missions, and select from a variety of aircraft.
window appears on top of the
Manage Pilots window. From
When a pilot is first created, he is limited to the weakest aircraft
this window you create your
type for his nation and cannot fly Bomber Escort missions.
new Leader and Wingman. You
get to select their nationality,
When first learning to play, start with the Green timer speed to give
names, and photos from this
you plenty of time to make your game decisions.
window.
Once you have made your selections, click the 'Okay' button.
Click "Okay" when you have made all of your selections. You have
now created a new pilot leader, and his trusty wingman sidekick,
and they are ready to take to the skies!
To the right of these is the Timer window. Keep a close eye on this
area during your turn! When the timer bars run out the computer
will make a decision for you and advance the game. If you would
like to Pause the game, click on the Timer Bar. The game will then
be paused until you click on the "Resume" button.
This window displays vital When flying you’ll be tempted to press the attack or to engage the
information about your mission. enemy when your energy is low. When in doubt, play it safe and
It includes the experience points live to fly another day.
earned, and how they were
earned, end of the mission pilot status, and pilot fatigue points Good luck!
accumulated during the mission.
Experience Points
An overall description of the mission outcome will also be
displayed. When you have finished looking over the information, Your pilots gain Experience Points
click on the window to continue. This completes the cycle of how (XPs) for flying missions and
to create, resolve, and end a mission! shooting down enemy aircraft. You
can spend these XPs to buy skills for
Aircraft Stats your pilots and make them more
powerful.
If you would like to see the game
information for the different Every time your pilots fly a mission they will gain a few XPs.
aircraft, pull down on the Help- Additionally, your pilots gain XP equal to the value of an enemy
tab and select "View aircraft aircraft when they Damage it (cause it to start smoking), and gain
statistics". its XP value again when they inflict the killing attack.
You can use the pull down menu XPs are also gained for successfully escorting and intercepting
and scroll bar on the "Aircraft bombers. When you successfully escort a bomber, and it ends the
Statistics" window to view the mission undamaged (not flipped to its damaged side), each of your
data for all the aircraft included pilots gains XPs equal to the bomber's value. When intercepting
in the game. bombers, your pilots gain XPs as normal for destroying them.
Escape Death
All pilots begin their career with 1 Escape Death. Each time a pilot
is shot-down, there is a 75% chance of the pilot making a safe
bailout. If the pilot fails to safely bailout, he will expend his Escape
(c) 2005 • Dan Verssen Games (DVG) ~ 14 ~ Down In Flames • www.battlefront.com
Death skill. If the pilot does not have an Escape Death skill to Natural Pilot: Your pilot's aircraft can suffer 1 extra Hit before
expend, he is permanently killed. being damaged and destroyed. Base Cost 20xp
This skill cannot be purchased. Each time your pilot ends a game Target Pilot: Each time this skill is purchased for a pilot, he has a
without an Escape Death, he has a 20% chance to regain it. If he 30% chance to negate the safe bailout of a pilot he shoots down. If
shoots down one or more planes during the battle, he gets a 33% the enemy pilot does not have an Escape Death he will be killed.
chance to regain it. Cost 100xp
This is an expended skill. The card is lost if it is played or Aggressive: Draw 1 card if your Leader is Advantaged or Tailing.
discarded. Base Cost 50xp
Card Cost Eagle Eyes: This skill gives your Leader a chance of starting a
Ace Pilot 9 dogfight Advantaged on another Leader. Base Cost 100xp
Barrel Roll 1
Half Loop 20 Evasive: Draw 1 card if your Leader is Disadvantaged or Tailed.
In My Sights 1-Burst/1-Damage 1 Base Cost 40xp
In My Sights 1-Burst/2-Damage 2
In My Sights 2-Burst/2-Damage 1 High Performance: This pilot's aircraft has its Performance rating
In My Sights 2-Burst/3-Damage 3 increased by 1. Base Cost 60xp
In My Sights 2-Burst/Destroyed 36
In My Sights 3-Burst/3-Damage 2 Marksman: This pilot's aircraft has its Burst rating increased by
Maneuvering 2 1. Base Cost 80xp
Out of the Sun 1-Burst/2-Damage 4
Out of the Sun 2-Burst/3-Damage 7 Power Dive: Draw 1 extra card when diving. Base Cost 65xp
Out of the Sun 3-Burst/4-Damage 10
Scissors 3 Quick Reflexes: Draw 1 card when an enemy fighter selects your
Tight Turn 2 pilot as the target. Base Cost 125xp
Vertical Roll 4
Redline: This pilot's aircraft has its Horsepower rating increased
Leader and Wingman Skills by 1. Base Cost 100xp
These are skills that can be purchased by both Leaders and
Shake Him Off!: Enemy Leaders must discard 1 extra card to
Wingmen. As your pilot purchases some skills, the cost of
follow your altitude changes. Base Cost 50xp
purchasing other skills increases. The skills that are affected by
this are noted with a "Base" cost.
Starting Energy: Your Leader starts each battle with 1 extra card.
Base Cost 25xp
Draw an extra card: You can chose to draw 1 card during your
turn, or when you are attacked. The cost of each card draw is based
Stay With Him: Discard 1 card less than normal when following
on how many Extra Card Draws your pilot currently has
an enemy altitude change. Base Cost 40xp
purchased. The first card costs 4xp, the second 6xp, the third 8xp,
and so on. Each Extra Card Draw can be used once, and then it is
Zoom Climb: Discard 1 card less than normal when climbing.
expended.
Base Cost 25xp
Iron Nerves: The pilot's Fatigue Points incurred from a mission
are reduced by 20%. Base Cost 40xp
Wingmen Skills
Redraw: Draw a new set of cards during your Draw step. Each These are skills that can only be purchased by Wingmen. Unless
Redraw skill purchased costs 5xp. Each Redraw can be used once, stated otherwise, all skills can only be purchase one time for a
and then it is expended. pilot.
Distract Leader: The enemy Leader that you are engaged against
has his Performance reduced by 1. Base Cost 65xp Iron Cross, First Class
Can be awarded for destroying enemy bombers.
Distract Wingman: The enemy Wingman that you are engaged
against has his Defense reduced by 1. Base Cost 40xp
Spoil Aim: The enemy Leader that you are engaged against has his
Bursts reduced by 1. Base Cost 130xp Knight's Cross
Can be awarded for sweeping the skies of enemy
Sweep Tail: The enemy Wingman that you are engaged against has aircraft.
his Offense reduced by 1. Base Cost 80xp
Take the Lead: Allows your Wingman and Leader to switch roles
when your Leader is in a Neutral Position. Each Take the Lead skill Japan
purchased costs 10xp. Each can be used once, and then it is
expended Wounded Badge
Can be received each time your pilot ends a game
Team Work: Your Wingman gets 1 extra card when he attacks. with his aircraft on its Damage side, or destroyed.
Base Cost 50xp
Medals
Your pilots will earn medals for performing heroic acts during Order of the Sacred Treasure, Sixth Grade
missions. Each country has its own list of medals, and each medal Can be awarded to experienced pilots who shoot
has its own conditions that must be met to earn it. down an enemy aircraft.
United Kingdom
Distinguished Flying Cross
Military Cross Can be awarded for successfully completing a
Can be awarded for successfully escorting mission with one or more kills, and ending the
bombers to their target. mission undamaged.
Silver Star
Distinguished Flying Cross Can be awarded when your pilot shoots down an
Can be awarded for flying a mission fatigued and enemy fighter when he went into a battle
still scoring a kill. overmatched.
Medal of Honor
Distinguished Service Order Can be awarded for sweeping the skies of enemy
Can be awarded to pilots who score multiple kills aircraft.
in a mission.
Victoria Cross
Can be awarded for sweeping the skies of enemy
aircraft.
Germany
Leutnant Chu-I
Oberleutnant Tai-I
Hauptmann Shosa
Major Chusa
Oberstleutnant Taisa
Oberst Shosho
Generalmajor
United Kingdom
Pilot Officer
Air Commodore
2nd Lieutenant
1st Lieutenant
1) One player needs to create the campaign. To do so, you go Campaign Home Page
to the DIF Home Page. You can do this from the Lobby by
going to ‘Online’ then ‘Campaign’, then ‘Campaign Home From this window you can
Page’. Login, select ‘Create and Play a Campaign’. select the specific campaign you
2) Select the campaign you want to play, your side, and enter want to play, whether you will
the username of your opponent. In the Lobby, let your play Axis or Allies, and if your
opponent know the campaign has been created. He then goes opponent will be the AI or
to the Campaign Home page and will also see the newly another player.
created campaign.
3) Both players click ‘select’ for that campaign. Both players If you are going to play against
allocate their aircraft to the various regions with their pull- another player, enter their username in the space provided.
down menus. They can click ‘Preview’ to see how it is
going, and ‘Execute’ when they are done. When both players Once your selections have been made, click Create Campaign to
have clicked Execute, they’ll see all the aircraft placements initiate your campaign.
for the current Day of the campaign. You are now ready to
start your first mission. Your new campaign will now appear on the Campaign Home Page.
4) Both players go to the Lobby. One player must initiate the You can click 'select' to start the first Day of the campaign, or
first campaign mission. You do so by going to ‘Online’, 'delete' to delete the campaign.
‘Campaign’, ‘Play a Campaign Mission’. A Campaign
Selection window will appear, click on the row of the If you already have a campaign in progress, click 'select' to view
campaign you want to play, and click ‘OK’. The other player
Campaign Map Each campaign lasts a specified number of Days. Proper pilot and
aircraft management throughout the duration of a campaign is
After clicking 'select' you will vital. During each Day of the campaign, each of your aircraft can
see this window. The be assigned to one mission.
information to the left details the
players participating in the Campaign Preview
campaign and a short historical
overview. Once you have assigned some or
all of your aircraft to regions,
The map to the right is divided you can click the 'Preview'
into named regions. Each region contains one target symbol. The button. You will then see a
Axis player attempts to bomb the blue targets and defend the red preview of where you have
targets, and the Allied player attempts to bomb the red targets and assigned your aircraft.
defend the blue targets.
This does not lock in your
Each target symbol has two numbers. These numbers note how choices. You can still change their assignments.
many Bomb Points it takes to Damage or Destroy the target. At the
end of the mission, if the attacker's bombers carry less than the Campaign Execute
Damage value in Bomb Points to the target, the target is
undamaged, and the defender receives Victory Points equal to its Once you are satisfied with your
Damage rating. If the attacker's bombers carry Bomb Points equal assignments, click the 'Execute'
to the Damage value, but less than the Destroyed value, the target button. This locks in your
is Damaged and neither player receives Victory Points. If the choices and displays both your
attacker's bombers carry Bomb Points that equal, or exceed, the assignments as well as the
target's Destroy value, the target is Destroyed and the attacker assignments of the opposing
receives Victory Points equal to the target's Destroyed value. player if he has clicked Execute
also. You might have to
A special type of target is the Patrol target. To gain Victory Points "Refresh" the web page to ensure the info shown is correct.
for a Patrol target, the side that inflicts the most damage against the
enemy aircraft is the winner. Bomb Points do not count for this If the web page "Times-out", just log-out, and log-in again.
mission type.
To play your campaign missions, return to the Lobby.
Campaign Pilots
Campaign Lobby
The lower part of the window
details your aircraft and pilot To start a campaign mission,
information. The types of pull-down on the Online-tab,
aircraft, Bomb Points, Fatigue select Campaign, and then Play
levels, and range are shown for a Campaign Mission.
each element.
The normal dogfight window will appear and you resolve your
mission as normal. The starting Altitude is pre-determined by the
computer, and you control all fighter elements on your side.
Campaign Results
Once all missions have been resolved, allocate your aircraft for the
next Day.
The Gladiator is best known for the heroic defense of Malta where
three Gladiators named Faith, Hope, and Charity formed the entire
air defense of the island.
Hurricanes saw combat in every theater of the war. They fought in Spitfires managed to fight the Luftwaffe to a stand still during the
Europe, the Pacific, and even Russian snow-covered airfields. Battle of Britain when its primary adversary was the Bf-109E.
Both aircraft had very similar flight characteristics. The one edge
the Spitfire pilots enjoyed was fighting over their own ground,
which made successful bail-outs much more likely.
At the start of the war, there were a baker's dozen of 13 Swordfish The Wellington's started out as daylight bombers in 1939, but their
Squadrons operating from carriers and several more flights lack of defensive firepower made it difficult for them to withstand
operating via catapult launches from other warships. There was the fighter attacks of the Luftwaffe. They were later switched to
little air action for the Swordfish until 1940 when they were night raids, minesweeping, and patrol. The Wellington's also
pressed into service as mine-layers, anti-shipping strike craft and proved to be an effective torpedo carrier for attacks against
patrol aircraft. The Swordfish was typically armed with two submarines.
7.69mm machine guns, one front and one back in addition to its
payload of rockets, bombs or torpedoes.
Two of the Swordfish's moments of glory were its use covering the
retreat of British forces at Dunkirk in 1940 and the famous hunting
down of the German Battleship Bismarck in 1941. Launched by
the HMS Ark Royal, 15 Swordfish attacked the pride of the
German fleet and jammed its rudder, severely hampering it.
Thanks to this action, the Bismarck was eventually sunk though
whether it was by Allied gunfire or by scuttling remains a debated
topic.
The first P-40 took to the air in By 1943, the original P-40s were
1938 and, in 1939, became the out-dated by the P-47s, P-38s,
first American fighter to be mass- and P-51s that were coming into
produced. P-40s continued to be service. It was decided to try to
produced almost through the end update the old warhorse to extend
of the war, serving with air units its life. To do so, a new
of Great Britain, Australia, New lightweight structure was
Zealand, Canada, Turkey and introduced, two of the six wing-
South Africa. Early versions mounted two .50 cal and two .30 cal mounted guns were removed, smaller and lighter undercarriage
machine guns but, by the end of the war, sported what was wheels were installed, head armor was reintroduced, and
becoming the American standard armament of six .50 cal machine aluminum radiators and oil coolers were installed.
guns
The first production block was the P-40N-1-CU. It appeared in
However, the most famous air unit flying the P-40 was, of course, March of 1943, still powered by the Allison V-1710-81 engine, but
the American Volunteer Group in China known as the 'Flying with 122 gallons of internal fuel and a generally lighter structure
Tigers.' Late in 1941, General Claire Chennault began recruiting than its predecessors. With weight reduced to 6,000 pounds empty,
volunteers. 100 P-40s were ordered by China to fly against Japan. 7400 pounds gross, and 8,850 pounds maximum, the N-1 was the
Known by their famous shark-mouth paint scheme of their aircraft, fastest P-40 service variant and was intended for high altitude
they encountered a much more agile foe in the Zero. combat.
The Flying Tigers quickly learned not to go nose to nose with the The P-40N-5-CU variant introduced a modified cockpit canopy
Zero and to use the Tomahawk's superior dive capability, heavier with a frameless sliding hood and a deeper, squared-off rectangular
armament and armor to win the day. The AVG later became part of aft transparent section to improve the rearward view. This cockpit
the USAAF, credited with nearly 300 Japanese kills and losing canopy was retained for all the rest of the production blocks of the
fewer than 10 pilots in combat. N version. The N-5 version restored the full six-gun wing
armament, since pilots had complained that four guns were
One of The 'Flying Tigers' alumni, Gregory Boyington, went on to insufficient. Underwing racks were fitted for bombs or drop tanks,
lead VMF-214, 'The Black Sheep.' P-40s continued to be widely increasing external stores capacity to 1,500 pounds.
used throughout the Pacific until the end of the war.
The first flight of the distinctive The P-38 had its birth in 1937
gull-winged XF4U-1 was on when the Army requested a High
May 1, 1940. Nearly 6 months Performance Fighter. It needed to
later, it flew the 45 miles between go faster, farther and climb better
Hartford and Stratford, than any plane then available.
Connecticut at an average speed The only problem was that one
of 405 miles per hour making it engine couldn't deliver all that, so
the first production aircraft to Lockheed used a twin-engine
exceed 400 mph in level flight. Thanks to this achievement, the US format. The cockpit was mounted on a center mid-wing connector.
Navy, in June 1941, ordered more than 500 aircraft. By the early The P-38 had twin booms extending behind it from the cockpit, all
1950's, over 12,000 F4Us would have been flown in combat. Great of it being linked by the Elevator assembly. The first versions used
Britain and Australia also used the F4U during WWII. a 37-mm cannon but this was found to be impracticable and was
switched to a 20-mm cannon with the E version of which 210 were
Amongst the many nicknames the F4U had are "Bent Wing Bird", built.
"Hog" and "Ensign Eliminator", thanks to its unforgiving stall and
landing characteristics. The Japanese ground troops called it The P-38 is also famous for shooting down the plane that carried
"Whistling Death" due to the wing-mounted air intakes causing its Admiral Isoroku Yamamoto around 500 miles from Guadalcanal.
signature whistling in a dive. Major Richard I. Bong got all of his 40 kills while flying P-38s in
the Pacific. Sadly, after the war most of the unfilled orders for
Because of the difficulty in landing, the Navy thought the Corsair additional P-38s were canceled, thus ending a long and winding
to be unsuitable for carrier duty. It was given to the U.S. Marines road. A few P-38s remained in military service into 1949 but these
for land-based operations where it achieved an outstanding combat were the late version models.
record. The most famous unit flying the Corsair was VMF-214, the
"Black Sheep", commanded by ex-Flying Tiger Major Gregory The P-38L was the Final Production version using two 1,475-hp
Boyington. Allison V-1710-111/-113 Engines. It was very similar otherwise to
the J version, 3,810 of this particular version were built (L) of the
J version 2,970 were built.
Arguably one of the best WWII fighters, the later models of the
Spitfire were more maneuverable, but the speed and range [over
2,000 miles] made this long range interceptor the escort of the
bomber raids deep into Germany and Japan.
The Douglas SBD-6 Dauntless The B-25 is best known for its
was perhaps the premier dive- participation in Doolittle's Raid
bomber for the United States in on Tokyo in the spring of 1942.
the Pacific Theatre. By the end of 16 Mitchell bombers were loaded
its production run in 1944, on to the flight deck of the USS
approximately 6,000 SBDs Hornet and from there they flew
would have taken to the air. Their their legendary mission. While
performance in both the Battle of the raid was of small military
Coral Sea and at the Battle of Midway proved this combat worthy value it was of great propaganda value and a huge morale booster
design. By the end of the war, Dauntless aircraft were pressed into for the Allies.
service in Anti-Submarine and Attack roles.
B-25s were used throughout both Europe and the Pacific. Many
In addition to its payload of bombs, the Dauntless was primarily were used by the US 5th Air Force in the South Pacific under the
armed with two .50 cal machine guns firing forward and a rear command of General George Kenney. Kenney is reported to have
gunner with a pair of .30 cal machine guns. One of the interesting said to Hap Arnold, air superiority meant, "air control so supreme
design facets was the belly mounted bomb carriage that swung the that the birds have to wear Air Force insignia."
bomb free of the propeller when diving in on its target.
The Mitchell was a unique medium bomber in that it carried heavy
In May 1942, the US aircraft carriers USS Lexington and USS bomber guns. Its nimbleness allowed it to bomb from lower
Yorktown went up against three Japanese carriers in the Battle of altitudes than heavy bombers, and thus be able to engage smaller
Coral Sea. The battle lasted two full days and was the first naval targets with higher precision.
engagement where Naval Aviation alone determined the outcome.
The B-25s were one of the first bombers to use the "Skip
Then, in June of 1942, the United States Pacific Fleet engaged Bombing" technique against ships. Up until then, bombers
Japan in the Battle of Midway. Dauntless dive-bombers destroyed attempted to sink ships in the traditional manner, by dropping
an impressive four Japanese carriers, one cruiser and over 250 bombs at medium or high altitudes. This was met with very little
enemy aircraft with only the loss of one US carrier, one destroyer success. The skip bombing technique involved the B-25 flying
and approximately 150 aircraft. This battle decimated the Japanese very low over the water and releasing a bomb that would then skip
Navy and swung the tide of war back to the Allies in the Pacific. across the surface of the water and strike the ship in the side of the
hull.
Initially, the B-17's armament proved inadequate in combat. But, By the end of the world, over 30,000 planes in the 109 family had
in true American style, more guns and turrets were added until it been produced. They were used for dogfighting, ground attack,
achieved its fame as a nearly indestructible dreadnought of the bomber escort and interception.
skies. By the end of the war, the B-17Gs that were being produced
sported an amazing 13 .50 cal machine guns in addition to its 3-ton
payload of bombs.
The most famous of the B-17's was, of course, Bob Morgan's "The
Memphis Belle." Its claim to fame was that it was one of the first
B-17s to complete 25 combat missions. It went on to go on tour
across the US to promote War Bond sales.
The Gustav was the most widely produced of the Bf 109 family.
The Fw-190 prototype first flew in June 1939 with full production
starting in late 1940. It was able to perform in differing roles from
bomber intercept to ground attack. The heavy internal armaments
could be augmented with a respectable load of bombs or rockets
thanks to first, the BMW 801 engine and then later the Junkers
Jumo 213, pushing the plane to a blistering 405 MPH. In an air-to-
air role, the FW-190 had an astounding roll rate. This, coupled with
its high speed and maneuverability, allowed the pilot to dictate
terms to his adversary.
The Ju-87 Stuka was Germany's The He-111 was the workhorse
most used dive bomber for the Luftwaffe during World
throughout the war. Short for War 2. Its prototype flew in
"Sturzkampfflugzeug", the February 1935 and was first
Stuka's reputation as a highly operational in 1936 as a medium
accurate bomb delivery system bomber as well as civil transport.
was well earned. Its main He-111s flew in the Spanish Civil
limitation was that it needed local War as part of the Condor
air superiority to be used effectively as it was sluggish and under- Legion, a unit of Nazi volunteer supporting the Franco
armed in the air. This was acceptable since its job was to destroy Nationalists.
vehicles, ships and buildings. Once the bomb was released, an
automatic system engaged to bring the plane out of its dive. This Its main flaw was more due to use rather than design. The He-111s
was to ensure the pilot's survivability in case he blacked out from were sent over England during the Battle of Britain and had
the high g forces of the JU-87's 80-degree dive. insufficient defensive armament. Coupled with a lack of long-
range fighter support, losses were quite high. Still, production
Image was half of what the Stuka was famous for. Its inverted gull- continued through the end of the war with a run of nearly 7,500
wings and fixed landing gear made it instantly recognizable. The aircraft.
German flight crews fitted sirens on the landing gear so that its
distinctive shriek would start as the planes went into a dive. This It was considered under gunned when compared with Allied
was a major blow to the morale of enemy ground troops. bombers. The early He-111 was armed with only three 7.9mm
machine guns with a 3,300 lb payload. The later models were
Nearly 6,000 Stukas were built. They flew with a crew of 2, a pilot much more robust sporting one 20mm cannon, one 13mm heavy
and a rear-gunner. Its armament was two forward firing 7.9mm machine gun and five 7.9mm machine guns in addition to its
machine guns and one rear firing 7.9mm machine gun as well as upgraded 7,150 lbs. Initial versions of the He-111 had its bombs
its payload of bombs. Later in the war, a variant was produced with stored nose-up in it's bomb bay. When released, the bombs would
two 30mm cannons in pods under the wings and a 7.92mm rotate 180-degrees during their drop. This had the effect of higher
machine gun in the back for the gunner. This saw action on the accuracy.
Eastern Front as an anti-armor aircraft.
The first versions were delivered in June '42 and it was not until In 1941, the planes were sent home to Japan for use in training
late 1942 that more reliable versions were available. By the end of squadrons due to the low top speed and lack of heavy armaments.
1944, most He-177s had been withdrawn due to fighter production However, the Nate would see combat towards the end of the war
to fight against allied bombers. Its maximum speed was 304 mph as kamikazes. Over 3,399 models of various versions were built
with a maximum ceiling was 26,245 feet. and its range was 3,417 during the course of the war.
mi.
The Armament was three .51 caliber machine guns, and two 20mm
cannons plus 2,205 pounds of bombs and two Henschel Missiles
under the wings.
The combat in China showed that The A6M5 Zero came about as
the Nate and Oscar were being the Allies built heavier armed
out performed by the Russian fighters that were knocking the
aircraft in both level speed and Zero out of the sky during 1943.
dive speed. A call went out to
replace these models with a plane The Nakajima NK1F Sakae 21
that could fly at 500 km/hr, climb engine gave the plane slightly
to 3,000 meters in 3.5 minutes, better performance, and the
and have a fully loaded endurance of 2 hours. Several prototypes armament was changed to 2 20mm and 2 13.2mm guns.
were made, but the Mitsubishi prototype outclassed the other
models. On September 14, 1939, the Japanese Navy accepted the These changes did not make up for the lack of armor, or the lack
aircraft as the A6M1 Type 0 carrier fighter. of self-sealing fuel tanks. However, despite these shortcomings,
over 10,450 were built and used during the entire war due to the
After further testing, the Mitsubishi Zuisei engine was replaced by fact that other models of aircraft were having teething problems.
the Nakajima Sakae engine and re-designated the A6M2. On July
31, 1940, the A6M2, named "Reisen", entered into production as
the Navy Type 0 carrier fighter, Model 11.
The first combat of the Zero was in China on Sept 13, 1940, when
13 Zeros shot down 27 Chinese I-15s and I-16s with no losses. The
Zero would surprise the Allied forces, being more heavily armed
and much more maneuverable then any allied plane. The Zero
would rule the sky until the Battle of Midway, after which the type
was sent back to Japan to be used for training and in Kamikaze
Squadrons. Over 1,540 planes of this model were built.
The maximum range was 4,639 miles. Its armament consisted of When you have an "In My Sights 2:Destroyed" card, don't blow it
six 20mm cannons in twin power-operated dorsal, ventral , and tail right away on the next target. Keep it until you have some good
turrets. Two .51 caliber machine guns were in a powered nose counter-card cards that you can play when the target tries to dodge
turret. Two machine guns of similar caliber were in each port and your IMS. Ideally, you'd have an "Ace Pilot" card ready whenever
starboard fuselage positions. you play an "IMS 2:D" - that's an irresistible combination
Four Prototypes were built in June of '45, but Allied bombing runs And speaking of the "IMS 2:Destroyed" card, you may find it
interrupted production, and it was abandoned when the IJN advisable to purchase this card prior to a mission in which you are
became more defensive then offensive. likely to be intercepting Heavy Bombers. These beasts are
extremely difficult to shoot down otherwise.
The Vertical Roll card is probably the most versatile action in the
game, equally useful during the enemy's turn or your own. On the
defensive it can help you to "shake" an advantaged or tailing
pursuer by forcing them to discard extra cards to follow you, and
it can respond to all enemy attacking cards including the very
deadly Out of the Sun. On the offensive it can allow you to climb
or dive away from an enemy after you have attacked them (the
classic Boom & Zoom), and paired with a high damage Out of the
Sun card of your own it can be devastating for your opponent.
If you are disadvantaged or tailed and need one good card to turn Playing an Out of the Sun first would be handy if the enemy has
the situation around, dive. You might get lucky and draw it. few or no cards left, or you suspect him not to be able to counter
anyway. In that case it might be better to keep the Out of the Sun
If you are disadvantaged or tailed and your cards are useless, for later play against another enemy plane.
climb. You will get to discard a card that you don't need anyway,
but you might make the enemy pilot discard useful cards. If the enemy holds back a Barrel Roll or Tight Turn card instead of
countering your initial In My Sights card, then he'll be in for a
When fighting an Agile Leader, don't play a card to become rough surprise. Those cards won't do him any good against the
Advantaged if you can't follow it up with a decent attack. Ending following Out of the Sun, effectively scoring two hits even though
Advantaged makes it too easy for them to play their Agile ability he could have in theory countered one of them. And yes, you
and turn the situation around. guessed right - the AI did that to me more than once.
You don't need to shoot down the interceptors to win an escort Technical Issues
mission - so concentrate on keeping them away from the bombers. Here are the technical issues we have encountered during
How to do that? Focus on maneuvering more than firing. If you development.
can get on the tail of an interceptor, he (and his wingman) cannot
attack a bomber. Also, keep an eye on the play sequence. If you are Large Fonts - The lower part of letters like g, j, q are cut off in the
element #2, and one of the interceptors is element #3, he should be text entry box for the chats. Also hides wingman skills and the
your next target - by getting on his tail, you'll buy another turn for scroll bar in the Register, or Join a Game, windows, and messes
the bombers! with the centering in the new Join a Game grid. No effect on game
play or the dogfight window when online, but offline aircraft
While either a Barrel Roll or Tight Turn can stop an In My Sights, images don't fit the screen (game play still works normally
of the two, only Tight Turn can counter Maneuvering cards. If you however, but 1/2 of the wingmen's airplanes are cut off).
are worried about the enemy maneuvering on you after the In My
Sights attack, play a Barrel Roll, and keep the Tight Turn. This can usually be fixed by adjusting the text size specified by
your Internet browser.
It's not always best to play your highest fire card right away. Say
you have 3 bursts against an enemy leader, and you have a 1:1, a ZoneAlarm - Version 4.5 will allow online play. Some versions
2:2 and a 3:3 in my sights card. If the other guy has a lot of cards will not allow DIF access and must be totally shut down (right
available, it might be better to play your 1 and 2 bursts instead of click on the tray icon, select Shutdown ZoneAlarm) to play online.
playing the 3:3 right away. This draws out the opponent's counter
fire and increases your chances that at least one of the in my sights
will actually hit something.
On the other hand, if the other guy has only a few cards, it might
be better to play the highest burst you have. Who knows when
you'll be tailing him?
If their leader has a lot more cards than you do, following an
altitude change can get you killed.
When you have both Out of the Sun and In My Sights to choose
from and enough bursts, play the vanilla In My Sights first. You
Battlefront.com Team
Charles Moylan, Steve Grammont, Matt Faller,
Fernando J. Carrera, Dan Olding, Martin van Balkom
Playtest Leader
Tim 'Rune' Orosz
Model Makers
Anton "Prot" Abakumov, Vadik Nesterov,
Oleg Petrenkov, Chris Richardson
Playtesters
Martin 'Moon' van Balkom, Craig 'Harv' Harvey, Vern Hee,
Adam 'AdamL' Lloyd, Chris 'Jr Evil' Orosz, John 'Zylas' Orosz,
Ian 'Schrullenhaft’ Straw, William ‘Actor’ Valencia,
Holly Verssen, Kevin Verssen, Kira Verssen, Kurt Wasserman,
Jeff 'jwxspoon' Weatherspoon, Thomas ‘tlkiilerich’ Kiilerich,
Rick ‘Papa Kahn’ Reinhart, Dale ‘dalem’ Mancini, Boo Radley,
Rob ‘Mace’ Knight, Bob ‘Tomb’ Jones, Terry ‘T-Mo’ Simo,
Rob ‘Boo Radley’ Spore, Adam ‘Pillar’ Lloyd,
Tom Johnson, Joe ‘Joe the Jet’ Silva
Animation Creation
Dan Verssen
Scene Rendering
Holly Verssen
Special Thanks
Chris Richardson, who originally suggested to me the idea of
introducing my tabletop game designs to the
computer gaming world.
We also want to thank all the fans of the original card game. Your
enthusiasm for the game has been an inspiration for all of us.