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Table Air

TAC FLIGHT OPERATIONS Combat


MANUAL game
170401 design and artwork ©2016 Andrew Nelson 1

Adolfo Castellano (Order #24470344)


INTRODUCTION

Table Air Combat is a fast, simple air


combat game that can be played on any
FLIGHT OPERATIONS MANUAL
flat surface. All you need are some six-
sided dice and some coins to provide weight
This is a compilation of rules appearing for the aircraft counters. Everything else
in all TAC sets. can be printed from this ruleset.

Changes to rules will appear in this set, Each player has a flight of four fighters,
which will be updated as required. represented by two counters. It is suggested
Simply re-download the .pdf when that you use historical aircraft against each
prompted by e-mail. other, though a game can be played with
multiple copies of the same aircraft.
The Flight Operations Manual
supersedes any discrepancies that may Each counter represents an element of two
arise from individual aircraft sets. fighters (element leader and a wingman)
which fight as a team. Each aircraft
protects the other.

Each flight consists of t wo elements.


Elements are double-sided, and designed to
wrap around a coin for ballast (an Each counter represents an
American nickel is idea). If an element element of t wo fighters.
takes damage, one if its aircraft has been
shot down. Flip the counter over to reveal a LEAD F4F-4

single aircraft.
2nd F4F-4
The element’s performance changes when
flipped. A single plane has fewer gun dice
and a lower defense, since it lacks a
wingman to cover its 6 o’clock position

If a “flipped” counter is hit a second time,
then the second aircraft has been shot down
and the counter is removed.
LEAD F4F-4 LEAD F4F-4

If an element takes damage, flip the


counter over to show a single fighter.

If the element gets hit a second time,


it is removed from the game.

TAC FLIGHT OPERATIONS MANUAL 170401 2

Adolfo Castellano (Order #24470344)


Everything you need to play is on the aircraft’s Performance Ruler.

The ruler is double-sided, so it can be flipped over.



This plane has 2 Energy. It
can trade one energy for Move your plane across the
one extra tick of speed this edge to move. It must move
turn. To regain the energy, at least one tick.
sacrifice a tick of speed in a
later turn.

Ticks are closer


together in
Number of dice to roll sharp turns.
when attacking.

Add this to each die that This green area


hits to check for damage. shows your
Guns maximum move in a
Firepower +1 +1
straight line.

Enemy has to roll this Defense

amount of over to hit Airframe


this plane.
Speed
4 4
If a damage die is this
amount or greater, the
plane takes damage.
F4F-4 Wildcat
1941

Span 38'
Length 29' 10"
This is how many ticks Weight 7975 lbs
Engine 1200 hp R-1830-86 Twin Wasp radial
your plane can move Airspeed 320 mph
each turn. Armament 6x .50 cal machine guns

GUN RANGE
Use these stats after your
element takes damage
and loses a fighter.

Gun dice and defense go


These stats are for the
down, and another hit
This is how far your beginning of the game,
will destroy the element.
guns can shoot. when an element has
both aircraft.

TAC FLIGHT OPERATIONS MANUAL 170401 3

Adolfo Castellano (Order #24470344)


MOVEMENT
To move, simply use the edges of the performance ruler. The aircraft can use any part of the
ruler in any direction. Use the straight edge for flying in a straight line. The curved edges
allow an aircraft to turn gently or in a sharp curve. Notice that the ticks are closer together
in sharp turns.

LEAD
F4F-4
Slide the element along
the ruler’s edge. This
element can move up to
four ticks each turn.

LEA
D
F4F
-4
Line
Gunsup this little arrow
with any tick mark on
Firepower +1 +1
the performance ruler.
Defense

Airframe
Each aircraft has its own
Speed
4 4 unique performance ruler.
Don’t use another aircraft’s
performance ruler!

F4F-4 Wildcat
1941

Span 38'
Length 29' 10"
Weight 7975 lbs
Engine 1200 hp R-1830-86 Twin Wasp radial
Airspeed 320 mph
Armament 6x .50 cal machine guns

GUN RANGE

Speed is measured in “ticks” which are multiples of the aircraft’s stall speed. Measure
movement against the little arrow on either side of the counter. This is more accurate that
using the front edge of the counter.

An aircraft can move any distance up to its maximum speed, but it must move at least one
tick. This is the aircraft’s stall speed, which is the slowest it can go and remain flying

TAC FLIGHT OPERATIONS MANUAL 170401 4

Adolfo Castellano (Order #24470344)


Each aircraft type has a different
performance ruler. Some aircraft
are faster, and some can turn
sharper than others.
This green area shows
maximum speed in a
LEAD F4F-4
straight line.
Guns

Firepower +1 +1

Defense

Airframe

Speed
4 4
The element counter can start at
An element can move up any place along the performance
F4F-4 Wildcat
to its maximum speed.
ruler, so long as it stays within its
1941It can move shorter, but
it has to move at least movement limits. For straight
Span 38'
one tick each turn.
Length 29' 10"
lines, the green area makes
LEAD F4F-4
Weight 7975 lbs straight movements easier,
Engine 1200 hp R-1830-86 Twin Wasp radial
Airspeed 320 mph because you don’t have to count
Armament 6x .50 cal machine guns
ticks. It’s also a quick way to
compare speeds between two
GUN RANGE aircraft.
F-4
F4
AD

In sharp turns, the element counter


LE

can rock back and forth. Keeping


the little marker against the ruler
will keep the rotation accurate.

+1

+1 5
TAC FLIGHT OPERATIONS MANUAL 170401

Adolfo Castellano (Order #24470344)


The performance ruler can be repositioned during a move to make complex maneuvers. It is
suggested you move the element counter at least one full tick before lifting the ruler. This will
make it easier to keep track of how far the plane has moved.

Arm
a
Air ment GU
spe 6x NR
E n g ed .
32 50 ca AN
We ine 0m lm GE
ig 120 ph ach
L e n ht in
gth 797 0 hp eg
u
Spa 2 5 lb R-18 ns
n 9' s 30
-86
38 10" Tw
' in W
194
1 asp F 4F
rad -4 W
ial
ildc
at

Spe
ed
4 Air
fra
me
4 De
LEA
f en
se
D
Fire
pow
er
+1 F4
Gu F-4
ns
+1

LEAD F4F-4

Guns +1
+1
ower
Firep
nse
Defe
LE
AD

Air fr
ame 4
4
F4

d
Spee
F-4

cat
Wild
F4F-41941
The performance ruler can 38' dial
Span 0" asp ra
29' 1 s
be repositioned during your Leng
th
ht
7 97 5 lb
hp R
-18 3 0 -86 Tw
in W

Weig 200
move to make complex Engin
e
e 1
e
20 m
d 3 .50 cal m
ph
achin
e gun
s

Airsp nt 6x
maneuvers. Arma
me

GE
RAN
GUN

TAC FLIGHT OPERATIONS MANUAL 170401 6

Adolfo Castellano (Order #24470344)


ENERGY
In real life, aircraft can fight in three dimensions. By trading speed for altitude, a fighter can
store energy to corner at a lower speed. It can then convert altitude back into speed for a
temporary speed boost. Although the counters are confined to a two-dimensional surface,
this type of energy fighting can be simulated with Energy.

Energy is a representation of how well the plane can convert altitude into speed. Each plane
may have up to four energy. These are represented by green lights on the aircraft’s
performance ruler.

One energy point can be exchanged for an extra tick of speed during the element’s
movement phase. An element can only use one energy each turn in this way. The number of
green lights represents how many times each element can spend energy before it runs out.
Energy can also be spend to perform special maneuvers such as the Immelmann and
Wingover, which are explained later.

using an Energy point gains


An element can regain an +1 speed for one turn.

-4
F4F
Energy point by sacrificing one
point of speed in a straight line. This element can move 5
D
LEA

ticks this turn because it


This element would have a has used an Energy point.
maximum speed of 3 during
that turn, and would have to
move along the green edge.

This aircraft has a Guns +1

maximum of 2 Energy, irepower +1


F
so it can do this one Defe
nse
more time. fram
e
4
Air
Spee
d 4

t
W ildca F4F-4

F4F-4
D
LEA
1941
38' dial
Span 0" asp ra
29' 1 s in W
Leng
th lb -86 Tw
t 7975 p R-1830
h h
Weig 200 uns
e 1 mph ine g
Engin 320 mach
eed 0 cal
Airsp nt 6x .5
me
Arma

GE
RAN
GUN

Each element starts the game with full energy. Using small counters (such as coins or glass
beads) makes it easy to keep track of each element’s current energy. There are also paper
counters included in this ruleset.

TAC FLIGHT OPERATIONS MANUAL 170401 7

Adolfo Castellano (Order #24470344)


Energy can be regained by moving in a straight line (green bar only) and sacrificing one tick
of speed during your turn. Only one energy point can be regained per turn.

Flipping an aircraft counter over does not affect the amount of energy it has, nor its maximum
energy.

Note that moving an extra tick while turning will allow an element to turn faster. Having
energy available can help your aircraft gain position on the enemy, or escape a bad
situation.

Some large aircraft (such as heavy bombers) have no energy. Fighters have at least one
energy, and most late-war fighters have four energy.

SPECIAL MANEUVERS
Special Maneuvers are “tricks” that let a plane deviate from a normal flight path. Special
maneuvers cost energy; a plane without energy (such as bombers) cannot perform a special
maneuver. A plane can do a special maneuver OR it can move normally. It cannot do both
in the same turn, nor can it perform more than one maneuver per turn.

IMMELMANN
A plane does a wingover by flying •Lose 2 energy.
•Move 3 ticks.
straight up, losing speed until it almost •rotate exactly 180°
stalls. Hard rudder and opposite tur


elevator causes the plane to yaw until it

n
3 ticks

aro
Fw.190A8
is pointing straight down. After diving,
LEAD

und 18
Fw.190A8

the plane can roll in any direction and


then level out. A wingover costs 3 
 STALL SPEED

LEAD

0
°
energy. The element must move at stall
speed in a straight line first, then it can
face in any direction the player wants.
An Immelmann is a maneuver to reverse
WINGOVER direction quickly. A plane dives to build up
•Lose 3 energy. speed, then does a half-loop followed by a half-
•Move exact Stall Speed.
•Then point element in any direction. roll. Any plane with at least one energy can
•The element is done moving this turn. perform an Immelmann (including some light
bombers).
face
an

Spend 2 energy. Move three ticks forward,


yd

then rotate exactly 180°


LEAD

irection
Fw.190A8

0 A8
.19

Stall L EA
D
Fw

The Immelmann maneuver requires two energy,


Speed but aircraft with only one maximum energy can
still perform this maneuver

TAC FLIGHT OPERATIONS MANUAL 170401 8

Adolfo Castellano (Order #24470344)


SPEED RESTRICTIONS
An element has to move at least one full tick. This distance is the aircraft’s stall speed. The
ticks are closer together in sharp turns, which means they are shorter than the stall speed.
Depending on the aircraft, an element may have to move more at least two ticks while in a
sharp turn. Stall speed is marked on the performance ruler in the straight area and in the
sharp turn area.

This Spitfire must move at least


one tick, but it also has to move
its Stall Speed distance.

 This is the shortest distance it
can move, even while cornering.
Guns

Firepower +2
Spitfire mk.II

Defense

Airframe

LEAD Bf-109E Speed


4
LEAD

.II Bf.109E
mk
re
itfi 1939
Sp

Because ticks are AD Span 32' 4"


LE Length 28' 5"
closer together in Weight 4430 lbs
E sharp turns, Engine 1050 HP Daim
Airspeed 342 mph
stall speed may be Armament 2x 7.9mm mac
more than one tick 2x 20mm cann
One tick is the
while turning.
aircraft’s stall speed.
It has to move at least LEAD Bf-109E

this distance each


turn.
Guns GUN RANGE

This Bf-109 is regaining a spent Energy


wer +0 +0 point this turn, so its movement is limited.
ense
It has to move 1 less than its maximum
speed and is restricted to a straight line.
ame

eed
4 4

pitfire Mk.II
1940
STALL SPEED

Span 36' 10" TAC FLIGHT OPERATIONS MANUAL 170401 9


Length 29' 11"
Weight 5332 lbs
Engine 1030 HP Rolls-Royce Merlin V-12
Adolfo Castellano (Order #24470344)
GAME PLAY
Each turn has two phases: Movement and Combat. Movement happens first. After the
Combat phase is over, a new turn starts with the Movement phase.

MOVEMENT PHASE
All planes are moved before any combat can happen. The player with more elements moves
elements first. Once both players have an equal number of unmoved elements, a die roll
decides who gets to move an element last. A two vs. two battle usually has one side move a
single element. The other side moves both elements. The first side then moves the last
element. More details are explained in the INITIATIVE section.

COMBAT PHASE
Once all elements have moved, each element may attack. Damage takes effect at the end of
the Combat Phase (even if your element gets destroyed this phase, it can still attack). Any
damage taken this phase has no effect on combat. It is possible for two elements to shoot
each other down. A fighter element can attack only once per combat phase. Some aircraft
have tail guns and turrets, which can also attack.

Attacking

• Check for direction. A fighter can only attack directly ahead. Place a performance ruler
against the front edge of the aircraft counter to determine if the target can be hit.

• Check for range. Guns have a limited range. Use the performance ruler to determine if
the target is within range. If there is no target within range, then the element cannot attack
this turn.

• Roll gun dice. Set aside each die that is equal or greater than the target’s defense. Those
are hits. Do not add Firepower to the dice at this time. Firepower is for damage only. If
no dice hit, this element’s combat phase is over.

• Roll for damage. Re-roll the gun dice that hit and add your plane’s Firepower to each die.
If any one of the dice are equal or greater than the target’s airframe, then a plane has
been shot down and the target element must flip over at the end of the combat phase. If it
is already flipped over, the element is removed from the game.

TAC FLIGHT OPERATIONS MANUAL 170401 10

Adolfo Castellano (Order #24470344)


COMBAT
Elements shoot straight ahead in a column.

The column is as wide as the counter, and as After all elements have moved, check to see if any
long as the Gun Range listed on the enemy planes can be attacked.
performance ruler
Fighters have fixed guns that shoot straight ahead.
Use the performance ruler against the front edge of
LEA

an element counter too see if a target is in range


D

and directly ahead.


F4F
-4

An
y
can thing
be in Bombers (such as the He-111) usually don’t have
att this
ack a
ed rea
.
fixed guns, but they have flexible guns and turrets
which can shoot in all directions.

After all elements have


moved, check if any
enemy targets are
within this area.

ldcat
If this area overlaps any
Wi
F4F-4
part of an element’s
counter, the target can 1941
be attacked this turn. 38' adia
l
Span 0" asp r
29' 1 s Twin W
th lb 6
LEAD
Len g -8
7975 p R-1830
ht h
Weig 1200 h s
in e p e gun
E ng 3 20 m al machin
A6M-2

e e d 0 c
Airsp nt 6x .5
me
Arma
Zero
LEAD

GE
RAN
GUN
The Zero can be
F4F-4

attacked this turn.

Use the edge of the


performance ruler to see if
your element can attack.

TAC FLIGHT OPERATIONS MANUAL 170401 11

Adolfo Castellano (Order #24470344)


The Zero can be attacked this turn,
so the Wildcat’s player rolls 3 dice.

Guns
Any dice that match Firepower +2 +2
or exceed the target’s
Defense score cause Defense

hits. The Zero has a Airframe


Defense of 6.
Speed
5 5

There are t wo hits from these dice. A6M2 "Zero"


1941

Span 39' 4"


Length 29' 11"
Weight 5313 lbs
Engine 940 hp Nakajima Sakae 12 radial
Airspeed 346 mph
Armament 2x 7.7mm machine guns
2x 20mm cannon
Roll those t wo dice again to check
for damage. Add the Wildcat’s GUN RANGE
Firepower to each die.

Any die that meets


or exceeds the
target’s Airframe The Zero element has both aircraft,
will cause damage. so it uses this column of statistics.
The Zero has an
Airframe of 4.
LEAD

Both dice cause damage. The


A6M-2

Zero element flips over to show


a single aircraft.
Zero
LEAD
F4F-4

This element has been


hit and flipped over.

TAC FLIGHT OPERATIONS MANUAL 170401 12

Adolfo Castellano (Order #24470344)


LEAD A6M-2 Zero

Guns

Firepower +2 +2 The Zero must use this


Defense column now. Its Guns and
Defense are reduced. Taking
Airframe a hit in another turn will
Speed eliminate the element.
5 5

An element can cause only one hit


A6M2 "Zero" per turn. So even though the
1941
Zero took t wo hits, it is not
removed from the game this turn.
Span 39' 4"
Length 29' 11"
The Wildcat will have to hit it
Weight 5313 lbs another turn.
Engine 940 hp Nakajima Sakae 12 radial
Airspeed 346 mph
Armament 2x 7.7mm machine guns
2x 20mm cannon

GUN RANGE

Note that damage does not actually take effect until the end of the turn. If an element is
flipped this turn, it has a chance to attack at full strength. If an element is destroyed this turn,
it can still attack as well.

After all the elements have a chance to attack, then damage takes place. Damaged elements
are flipped, and destroyed elements are removed.

Once the Combat phase is done, start over with the Movement phase of the next turn.
Continue until elements on one side are destroyed or have left the table.

TAC FLIGHT OPERATIONS MANUAL 170401 13

Adolfo Castellano (Order #24470344)


TWO VS. ONE
Normally an element cannot take two hits and be eliminated in one turn. Even if a player
rolls two hits when attacking, an element can only take one hit. But If two elements hit an
enemy element during a single turn, the element can take a second hit and be removed from
the game in a single turn.

This Bf-109 makes t wo


hits on this Spitfire but
the Spitfire takes only
one hit.

LE
AD
Bf
-10
E 9
E 9
-10
Bf
AD

If this second Bf-109


LE

element can make a hit


against the Spitfire, the
Spitfire element would take a
second hit in one turn and be
LEAD

removed from the game.


Spitfire
mk.II

TABLE BORDERS
Aircraft that move off the edge of the table have retreated from the battle. They are removed
from the game.

TAC FLIGHT OPERATIONS MANUAL 170401 14

Adolfo Castellano (Order #24470344)


INITIATIVE (who moves first?)
You want to move last. You’re not trying to beat the other player in a race, but react to his
movement.

EQUAL NUMBER OF ELEMENTS


If both sides have an equal number of elements, roll a die to determine which side is the first
to move an element.


Both German and American sides have t wo elements.
Roll a die to see which side gets to move first and last.
2nd

d
2n
Bf-109G-6

D g
51 stan
P- u
M

If the die roll is Even


German side moves a Bf-109 element.
American side moves both P-51 elements.
German side moves the second Bf-109.

LE
AD
Bf
-10
9 G
-6
LEA

If the die roll is Odd


D

American side moves a P-51 element.


Mu
P-51

German side moves both Bf-109s.


stan
D
g

American side moves the other P-51.

TAC FLIGHT OPERATIONS MANUAL 170401 15

Adolfo Castellano (Order #24470344)


UNEQUAL NUMBER OF ELEMENTS
The side with the greater number of elements always goes first. That player will move
elements until both sides have the same number of unmoved elements. Then roll a die to
determine which side is the first to move an element.


The German side has more elements, so it must move elements first until
there are an equal number of unmoved elements.

a
uk
St
7B
.8
Ju
Then a die is rolled to determine which side has to move an element first

d
2n
The German player will

a
uk
probably move the t wo Stuka

St
B
87
elements first, allowing the

u. J
Bf-109 fighters a chance to

AD
LE
react to the Spitfires.

Once the German side moves


t wo elements, a die is rolled to

E 9
see who has to move an

-10
Bf

E
element first.

9
-10
d

Bf
2n

AD
LE
If the die roll is Even
German side moves a Bf-109.
British side moves both Spitfires.
German side moves the second Bf-109.

LE
AD
If the die roll is Odd
Sp
itfi
re British side moves a Spitfire.
m k.I
I German side moves both Bf-109s.
British side moves the second Spitfire.

2nd
Spi
tfire
mk.
II

TAC FLIGHT OPERATIONS MANUAL 170401 16

Adolfo Castellano (Order #24470344)


STACKING ELEMENTS
It’s hard to move a miniature if there’s another stacked on top of it.
An element can pass over another element, but cannot stop movement overlapping an
element that hasn’t moved this turn. This means you may have to move differently than you
had planned.
An element can stop moving on top another miniature that has already moved. But on
the next turn, the top element must move before the bottom element. This may give the
bottom element a tactical advantage.

An element can attack an overlapped element as long as its front edge overlaps.


LEA

Wildcat can attack the Zero because its front edge


D

overlaps the Zero.


F4F

The Zero cannot attack the Wildcat this turn.


-4

LE
AD
A6
M
-2
Next turn, the Wildcat has to move before the Zero moves.
Ze
ro
B-1
7F

Bf-109 overlaps the B-17


SEC

Both elements can attack each other:


ON

The Bf-109’s front edge overlaps the B-17.


D
ELE

The B-17 has turrets that allow it to


ME
NT

shoot in any direction. LE


AD
Bf
-10
9 G
-6

TAC FLIGHT OPERATIONS MANUAL 170401 17

Adolfo Castellano (Order #24470344)


THAT GUY HAD BLUE EYES!
Large aircraft often have fighters flying over them. If a fighter ends its turn overlapping a
bomber or other large element, the fighter has to move first, and it has to move far enough
that the bomber can move without disturbing anything.


The Bf-109 has moved at least stall speed,
This B-17 can’t move until the Bf-109 moves first. but the B-17 still can’t move.

LEA
LEA

D
D

Bf-
10
Bf-

9
10

G-
9

6
G-
6

LEA
D
Bf-
10
G- 9
6
B-17F SECOND ELEMENT
B-17F SECOND ELEMENT
LEA
D
Bf-
10
G- 9
6

LEA
D
Bf-

B-17F SECOND ELEMENT


10
G- 9
6

The Bf-109 has moved completely off the B-17,


so the B-17 can move next.

TAC FLIGHT OPERATIONS MANUAL 170401 18

Adolfo Castellano (Order #24470344)


LARGE ELEMENT STACKING
Some elements have difficulty moving without violating stacking rules. Due to a combination
of a large miniature and a slow speed, planes like the He-111 may be unable to move without
overlapping an un-moved element. Smaller aircraft can be force to change their flight path,
but large aircraft may be unable to move legally. If this happens, the element can delay its
movement until the other element moves first.

Last turn, a Spitfire has


moved ahead of the He-111,
and now it is in exactly the
wrong place. The He-111 This is the maximum distance
cannot perform any the He-111 can move, and it will
movement without partially overlap the Spitfire.
overlapping the Spitfire.

If the He-111 moves at


stall speed, it will partially
overlap the Spitfire.

Even at maximum turn rate, the He-111 can’t steer


away from the Spitfire.

The He-111 does not have Energy, so it can’t extend


its movement, and its turn rate is too poor to dodge
the fighter.

The He-111 will have to delay its movement (which is


almost always a good thing) until the Spitfire moves.

TAC FLIGHT OPERATIONS MANUAL 170401 19

Adolfo Castellano (Order #24470344)


REJOINING ELEMENTS
If an element has taken a hit, it is reduced to a single aircraft with a lower Defense. Two
single planes of the same type can rejoin to make a full element. Move both elements. If
they overlap and are moving the same direction, they can merge into a single element. Flip
one counter back to show a full element (both aircraft) and remove the second counter from
the game. Only identical aircraft can join into a full element.

These P-47 Thunderbolts have a defense


of only 3 when operating as single
d
2n aircraft.
P-4
7D

P-47D LEAD

After both Thunderbolts move, they


overlap each other, so they can join.

When joined together, the t wo


LEA
D
7D
P-4
elements become a full element of t wo
fighters. Defense goes back to 5.

An element can split into two separate airplanes. This is not recommended, because each
half-element will have a reduced defense rating, but sometimes having two half-elements gives
an advantage over a single full element. Before moving, flip the element over and add
another miniature on top. Then move them their separate ways.

TAC FLIGHT OPERATIONS MANUAL 170401 20

Adolfo Castellano (Order #24470344)


GUNNERS
Most bombers have powered turrets and flexible guns for defense. These aircraft can shoot in
multiple directions. Gunners can only shoot in specific arc around the aircraft, and some arcs
have different levels of firepower. These arcs are printed on the aircraft’s performance ruler.
The ruler can be placed on back, side, or front edges of the counter to see if an enemy plane
falls within that arc. Each arc can fire once per turn. If surrounded, the B-17 can attack four
enemy aircraft in the same turn.

This diagram shows what directions any tail gunners or turrets can shoot.
This example can only shoot in a 90° arc centered to the rear.

There is no damage
adjustment when this gun
hits a target. DIVE BOMBER:
Lose all energy
when bombing

+0 +0

TAIL GUN RANGE


Only one die is rolled for this
aircraft’s tail gun attack. Span 32' 4" This shape shows
Length 28' 5" how wide and
Weight 12880 lbs
how far a gunner
Engine 1200 hp Junkers Jumo 211 V-12
can shoot.
GUN RANGE

Airspeed 238 mph


Armament 3x 7.9mm machine guns
1100 lbs of bombs
C
T AR
TURRE

TAIL GUN RANGE


Place this corner
This aircraft has for ward-firing against the edge of
guns as well as a tail gunner. the element to see if
it can hit the target.

TAC FLIGHT OPERATIONS MANUAL 170401 21

Adolfo Castellano (Order #24470344)


This B-17 can attack in all directions. The
turret arc can be placed on any edge of the

 miniature to check for range.

TU
RR
ET
AR
C
G
U
N
RA
N
G
E

2 wa un turr et w
no ist w et
2 il g al urr

A irs ngi ht
se

ta ntr al t

rm p n
fle exi tw ith twin

am ee e
A E
ve rs
x
fl ith w th
ib le n .5 twin .5

en d
d
le

t
b

W en an
11 7 200 lbs

ei gth
L Sp
x mp h

g
2
i

8
.5 h p

4x 00 "
0
0

ca
i

54 ' 4 9"
1 0
lm

74 3'
a
.5 0

10
c hi
0

W
ne

rig
gu
This bomber gets

ht
n

R -1
t wo attack dice to

82
0-
97
flexible guns the
cannot sides and rear. It

+1

+1
be

Rad
used in orange area

ia
gets only one attack

l
die to the front
Ju.88 E turret arc.
1939

6
G-

+1
B-17F SECOND ELEMENT

9
10
+1
+1

Bf-
AD
LE
Guns

+3
G

+1
U

Firepower +0 +0
N
RA
N

Defense
G

This Bf-109 can be attacked by


E

the B-17’s side turret arc. Airframe

Speed
3 3

STALL SPEED
DIVE BOMB Bomb Load
Lose all Energy
+1 bomb die when
attacking with bombs

This bomber has flexible guns to


the front and back only. The +0 +0

sides are unprotected. FLEXIBLE GUN RANGE

+0 +0

Span 59' 11"


Length 47' 1"
Weight 27500 lbs
Engine 2x Junkers Jumo 211 V-12
Some aircraft have fixed for ward Airspeed 286 mph
TU

Armament 4x 7mm machine gun


guns in addition to flexible guns.
RR
ET

1x forward fixed
This Ju-88 can attack for ward
A

2x tail flexible
RC

with for ward guns and its 1x nose flexible

for ward flexible guns. 4400 lbs bombs

(it can attack some targets FORWARD GUN RANGE FLEXIBLE GUN RANGE
t wice in a turn)

TAC FLIGHT OPERATIONS MANUAL 170401 22

Adolfo Castellano (Order #24470344)


4x
12
00
11
x

hp
.5

W
do ntr un flex ibl

rig
ca
rs al wi ib e
ve il g ist ex

al tu th le

lm

ht
ta wa se fl

tu rre tw

R-
a
rr
2 no

ch

18
et t w in .

in
2

20
w ith 50

-9
ith tw

gu

TU
n
tw in

Ra
in .5

RR
di

+1
-6

.5 0

al
9G

ET
0
10
Bf-

AR
E
If a target lies on the

G
N
AD

C
G

RA
U LE
border bet ween t wo turret
N

N
RA

U
G
arcs, the bomber’s player
N
G
E

chooses which arc gets to


2
2 no
A
rm ta wa se fl
attack (you can’t attack A am
irs e
ve
il
g
do ntr un flex ibl
ist e
x

the same element with En pee nt a e


W gi d
rs
a l t wit ibl
n 11 l t urr h t e
both arcs in one turn) Le eig e 28 . x u r e w
n h re t w in
Sp gth t 4x 7 50 t w it .5
an 54 12 mp ca ith h tw 0
74 00 00 h l m tw in
10 ' 4 0 l h ac in .5
3' " bs pW hi .5 0
ne 0
9" rig gu
ht n
R-
18

SECOND ELEMENT
20
-9
+1 7 +1
Ra
di
al

B-17F
+1
+1 +1


2nd

High-G maneuvers can prevent If an element moves over


Ju.
87

tail gunners from firing. There is any part of the orange


S tu B

area, the aircraft’s


ka

a marked area on the aircraft’s


gunners cannot be used
speed ruler. If the aircraft this turn.
counter moves along that part of
Tail gun cannot be
the ruler, the tail gunner cannot used in orange area

fire until the beginning of the 2nd Ju.87B Stuka


Ju-87B "Stuka"
aircraft’s next turn. 1938

Note that this does not affect


forward-firing guns. Sharp turns
only affect flexible guns and gun
Guns
turrets.
Firepower +0 +0

TAC FLIGHT OPERATIONS MANUAL 170401 23

Adolfo Castellano (Order #24470344)


Fighters often end up overlapping bomber elements during combat. It may be difficult to
determine which firing arc gets to shoot at an overlapping fighter. A quick rule is to look at
which of the bomber edges is
closest to the fighter. That edge
This Hurricane can be
attacked by the He-111’s represents the turret arc able to
fire at the fighter. In most cases,
d
right fire arc, because the
2n

Hurricane overlaps the


k.1 e
M ican
the fighter will be partially
right side of the He-111’s
H urr
overlapping an edge, which
counter. makes it easy.

He-111 2ND ELEMENT

Sometimes the fighter might be in


the center of the bomber’s
This time, the Hurricane is
more to the center. The counter, or overlapping more
d
2n He-111 player can choose than one edge. In this case, the
which arc gets to attack bomber’s player get to choose
k.1 e
M ican
rr
the Hurricane. which arc can attack the fighter.
Only one arc can attack a single
H u

fighter element each turn, and


He-111 2ND ELEMENT each arc can only attack once
per turn.

TU
RR
ET
AR
C
G
U

A BAD PLACE TO BE
N
RA
N
G
E

Turret arcs can overlap, causing a fighter


to be attacked multiple times during a
turn.

E
G
N
RA
N
U
G

This Fw-190 element can be attacked by


t wo B-17s. That means a total of four
dice will be rolled against it this turn, and
any hits get a +1 modifier to damage B-17F LEAD ELEMENT
8
A
90

(B-17s have .50 cal machine guns). 



.1
Fw
d
2n

Because the Fw-190 is being attacked by


G
U
N

t wo separate elements, it is possible that


RA
N
G

B-17F SECOND ELEMENT


E

it can take t wo hits in one turn and be


eliminated without being flipped.
E
G
N
RA
N
U
G
C
AR
ET
RR
TU

TAC FLIGHT OPERATIONS MANUAL 170401 24

Adolfo Castellano (Order #24470344)


BOMBING

Aircraft can attack ground targets by


dropping bombs. Like guns, bomb attacks
are done by rolling a bunch of dice. But
unlike guns, bombs are limited ammunition.
Each bomb can only be used once. Note that Guns
if an element loses a plane, the bomb load is Firepower +0 +0
halved for that element.
Defense

Airframe

This element has four bomb dice. Speed 4 4


Roll them all at once, or some at a
time. Once a die is rolled, it’s gone Bomb Load
until the end of the game.

If the element is
flipped, it loses
half its available
bomb load.

An element needs
to move over the Aircraft have to pass directly over the target
in a straight line in order to attack with
target to attack
with bombs. 2n
6 bombs. Any attempt to turn means the
d
Ju
.8
bombs automatically miss the target.
7B
St
uk
a
Roll a number of dice equal to the aircraft’s
6 Bomb Load. Each die that is equal to or
Reciever Towers greater than a target’s number causes a hit.

2n
d
Ju
.8
7B
St
uk
a

TAC FLIGHT OPERATIONS MANUAL 170401 25

Adolfo Castellano (Order #24470344)


Put counters on the target to
This target has taken one hit keep track of hits taken. It
already. Two more “5” rolls doesn’t matter where the
are required to destroy it. counters actually go.

Most targets require multiple hits before being


destroyed. They can be hit at the same time, or
5 during different turns. Counters should be used to
remember how many hits a target has been hit.

Note that planes can attack by flying over any


part of the target; There is no need to aim
directly for a hit circle. Those are just so hit
counters interact somewhat with the background

5 5 artwork.

Bombers can choose to not drop all their bombs


on a single target. By only rolling some dice,
Transmitter Towers they can attack a second target with the
remaining dice.

This target needs a total of


three “5” rolls to destroy it.

TAC FLIGHT OPERATIONS MANUAL 170401 26

Adolfo Castellano (Order #24470344)


DIVE-BOMBING
Dive-bombers are capable of accurate bombing by diving on their targets from high altitude.
This means an element must have full energy before attacking. Dive-bombers lose all their
energy during the dive bomb attack.

Dive-bombers usually drop all their bombs in a single attack (roll all bomb dice at once)
because a second attack means clawing back to altitude. It would take an additional turn to
regain the lost energy before a dive-bomber can attack again.

The dive-bombing ability gives an aircraft more bomb dice to account for the improved
accuracy. Dive-bombers (Ju-87 Stuka, D3A Val, SBD Dauntless) have this already accounted
for with their bomb dice (they have no sights for level bombing, so they only use dive-
bombing attacks).
Some planes (such as the Ju-88) are equipped with both bombsights and dive-brakes, so they
can perform level bombing or dive-bombing. The bomb dice are set for conventional level
bombing. If a plane decides to dive-bomb, it loses 1 energy but gains two extra bomb dice
when attacking.

TAC FLIGHT OPERATIONS MANUAL 170401 27

Adolfo Castellano (Order #24470344)


STRAFING
ny aircraft with forward-fixed guns can strafe.

The aircraft’s gun range is not a factor; like bombing, an aircraft must fly directly over the
target to attack it. The element can perform a turn during a strafing attack (unlike bombing,
which must be in a straight line). A strafing element can add its Gun Damage to each die roll.
This represents the destructive power of cannons and heavy machine guns. Any result that’s
over the target’s number is a hit. However, the element has to make a hit on all target
numbers in the same turn. This results in a single hit. If there are any un-hit circles, the target
takes no damage from this attack.
A target with 4 hit circles requires 4 hits in one turn to cause one circle to hit, a target
with 3 circles requires 3 hits in one turn to damage one circle, and a target with two circles
requires 2 hits in one turn to damage one circle.

Example: A Bf-109 strafes Chain Home receiver towers. This target can take two hits before
being destroyed. The Bf-109 has two gun dice, so it is possible to destroy this target with a
strafe attack. However, both dice have to hit or the target takes no damage. The Bf-109’s
player rolls two dice. The Firepower score (+2) is added to each die, but the element scores
only one hit. Because the Bf-109 failed to hit both circles in the same turn, the target takes no
damage. Unlike a bomb attack, the single hit doesn’t count.

Example 2: The Bf-109 returns to strafe the towers again. This target has two hit circles, and
the Bf-109 rolls two hits. One of the two circles is hit as a result of the attack. On another
pass, the Bf-109 rolls a single hit and is able to finish destroying the target.

Example 3: A Ju-88 strafes damaged Chain Home transmitter towers. The towers can take
three hits. The Ju-88 only has one forward gun, so it would normally be impossible to hit all
three parts of the target in one turn. However, this target has already taken two hits from a
bombing attack, so only one hit remains. If the Ju-88 can roll a “5” in a strafing attack, it
destroys the target.

The Whole Nine Yards


An element can use all its remaining ammunition on a strafe attack. Doing means any hits are
permanent, but the aircraft cannot attack for the rest of the game. This means it cannot
attack enemy aircraft with forward guns. Any flexible guns still work.

Example: A P-47 attempts to strafe a factory complex. This target requires six “4” rolls to
destroy. With only four gun dice, it would be impossible for the P-47 to damage the factory.
The P-47 empties its guns into the target. It only scores two hits, but the hits are permanent.
The complex needs another four hits to destroy. Unfortunately, the P-47 has used up all its
ammunition and cannot attack anything for the rest of the game.

TAC FLIGHT OPERATIONS MANUAL 170401 28

Adolfo Castellano (Order #24470344)


Rockets
Some aircraft have stats for unguided rockets carried under the wings. Rockets act like
bombs, but the plane does not have to fly directly over the target, as with strafing. The plane
can fire at a target if within gun range. Hits are permanent, like bombs. Rockets cannot be
used against flying aircraft. Like bombs, rockets are used up when fired.

TANKS
Tanks represent four tank groups, each with two hits. The circles that are touching represent
the two hits. Strafing means two “5” rolls are necessary, to make a hit, not eight. A second
hit on the same pair would require only a single “5” and would destroy the target. The
remaining pairs need to be attacked separately. Bombs will hit any number of circles, as
normal.

Tanks can be used to represent ground forces in


different ways, depending on the scenario.

Massive target: This optional rule treats all


eight circles as part of a single, making it
impossible to strafe (eight “5” rolls would have
to be made to make the first hit). This is the
way regular targets such as ships and structures
are represented in Table Air Combat.
5
Individual targets: Using this optional rule, 5
each individual circle is considered a single,
5
separate target. Rolling a “5” results in a
single hit, and all strafing hits are permanent.
5
This represents numerous soft-skinned targets
such as trucks and infantry.
5
Dispersed targets: If using this option, each 5
target can only take one hit per attack. Using
more than two bomb dice will make a better 5
chance of a hit, but any hits beyond the first two 5
are ignored. This represents a large number of Pzkw III

targets that require repeated bombing attacks.


It also reflects the difficulty of hitting small,
armoured, moving targets.

Two other targets. Each target


represents several vehicles.

TAC FLIGHT OPERATIONS MANUAL 170401 29

Adolfo Castellano (Order #24470344)


SHIPS
Ships are surface targets that can move and shoot back in a single, compact unit.
Their movement and small size makes them difficult targets.

This white arrow is the


direction the ship is moving.

This ship’s for ward gun arc has one die


with +2 firepower.
This is how much the ship
can rotate in either
direction before moving.
These yellow lines mark
where the for ward, aft,
+2
and side gun arcs begin.

+2 +2

6
Kagero-class
destroyer
Displacement 2500 tons
Length 388' 9"
Beam 35' 5"
Crew 239
Speed 36 kts
+2

This is how far the ship can Armament 6x 127mm cannon


8x 25mm AA This ship’s side gun arc has
move for ward each turn. 8x torpedo tubes
18 x depth charges t wo dice with +2 firepower.
This ship’s aft gun arc has
one die with +2 firepower.

These target circles show how


many hits are needed to sink the
ship. This ship needs t wo “6” rolls
to sink her.

TAC FLIGHT OPERATIONS MANUAL 170401 30

Adolfo Castellano (Order #24470344)


Ship Movement
This is an optional rule. Ships move very slowly compared to aircraft. Most of the time, ships
don’t need to move, but rotating will let the ship aim its port and starboard gun arcs towards
enemy aircraft. Depending on the game, players may agree to leave ships static on the
table. A ship can rotate once and move forward once per turn. Ships always move first at
the beginning of a turn, before any aircraft move.

Free Ride
If there are aircraft overlapping the ship miniature, they move along with the ship! It would
be difficult to move the ship otherwise. Ships move and rotate so slowly compared to planes,
that it doesn’t make a lot of difference to aircraft miniatures.

Anti-Aircraft Guns
Most ships have anti-aircraft guns. These range from small arms carried by soldiers on the
deck, to flexible mounted machine-guns, to 40mm cannon turrets. Any aircraft miniature that
stops movement on any part of a ship counter is in range of the ship’s guns.

Guns fire into arcs, similar to a bombers’ gun turrets. Any enemy aircraft overlapping the
ship can be fired upon. The number and type of guns depends on where the aircraft is.
More guns can aim to the port and starboard, so there are usually more gun dice to those
arcs. The forward and aft arcs have fewer guns. Each die can be rolled only once per turn;
If there are multiple aircraft, the ship’s player can split up the dice toward whatever target he
wants.

Damage to the ship does not affect the ship’s guns, but if all the target circles are hit, the
guns no longer work (the ship is either sinking, on fire, or dealing with catastrophic damage).

Firing Arcs
While ship-mounted guns can point in any direction, the majority of guns point to the sides. A
ship will have more gun dice to the port and starboard side arcs. Yellow lines on the
miniature show where the front, rear, and side arcs begin. The number of dice are limited; If
there are multiple aircraft in a firing arc, the dice can be divided between them. If an aircraft
lies on the border between two arcs, the ship’s player can choose either arc (but not both) to
fire at the aircraft. Each arc can function independently; If there is an enemy plane in each
of the four arcs, the ship can attack all four in one turn.

Big Guns
While battleships, cruisers, and destroyers have main guns for attacking other ships. these
guns lack the ability to fire at aircraft effectively, so they are ignored for Table Air Combat.

TAC FLIGHT OPERATIONS MANUAL 170401 31

Adolfo Castellano (Order #24470344)


Attacking a ship
An aircraft has to attack the ship’s target circles in the center of the miniature. This is
different than a typical ground target (an aircraft can fly over any part of a ground target to
attack it). Therefore, an aircraft may be exposed to the ship’s anti-aircraft guns yet be
unable to attack the ship.

TAC FLIGHT OPERATIONS MANUAL 170401 32

Adolfo Castellano (Order #24470344)


TORPEDO ATTACKS
Torpedoes strike at a ship’s waterline, causing flooding. They are also much more accurate
than bombs. A torpedo has more bomb dice than the equivalent weight of bombs. This is
already included in the Avenger’s performance ruler. Torpedoes can only be used against
ships.

All bomb dice need to be rolled at once (there’s only one torpedo).

An element needs to point at the ship and be within gun range to launch a torpedo. Unlike
bombs, a torpedo bomber does not need to fly directly over the ship, nor does it have to fly
in a straight line at the time of the attack. Torpedo attacks have a separate range listed on
the plane’s performance ruler.

The main advantage to torpedoes is they can be launched outside the ship’s defensive gun
range, making anti-ship missions much more survivable than using bombs.

The disadvantage is that aircraft have to fly at low altitudes and at a slow speed, else the
torpedo will be destroyed when it hits the water. On the turn it launches a torpedo, an
aircraft can move only two ticks. The aircraft cannot have any energy at this time, either (the
Avenger has no energy to worry about). An aircraft capable of energy must spend it before
the turn it launches a torpedo.
TBF-1C Avenger
Torpedo bombers can carry bombs or a single torpedo, not both. Players need to choose 1943

what an element is carrying before the beginning of the game.


+2

+2

 The bomber can only move TBF-1C Avenger
Firepower +1 +1

t wo ticks this turn, because


+2

5
1943

it will launch a torpedo.


5

4 4

arges
5

A
AA
2x twin o tubes
cannon
TORPEDO RANGE

ent 6x ple 25mm A

pth ch
13mm
ed
152mm

18 x de
8x torp
r
tons

Firepower +1 +1 Torpedo
STALL SPEED

Cruise

2x tri
35 kts

Choose Torpedo Use against


736
t 6652
573'
50'

OR ships only
Bombs at
Speed
w
Beam
-Class

Length

Cre

am

Bomb Load
cemen

R
TUR
rm
+2

A
Displa
Agano

4 4
TORPEDO RANGE

TBF-1C LEAD A
Avenger ELEMENT
Torpedo The actual ship image has to be +1 +1 +1 +1
STALL SPEED

Choose Torpedo
OR
Use against
ships only within range of the torpedo. +1 +1
Bombs at
Span 54' 2"
Bomb Load RC
RET A Length 40'
TUR Weight 17,000 lbs
Engine 1000 hp Wright R-1820-52 Cyclone Radia
Airspeed 267 mph
TURRET RANGE

GUN RANGE

Armament 1x .30 cal machine gun (forward fixed)


TBF-1C LEAD A 1x .50 cal machine guns (tail turret)
C
ET AR

Avenger ELEMENT 1x .30 cal machine guns (ventral tail)


TURR

1x torpedo or 3200 lbs bombs


+1 +1 +1 +1

+1 +1 TURRET RANGE

Span 54' 2"


Length 40'
Weight 17,000 lbs
Engine 1000 hp Wright R-1820-52 Cyclone Radial
Airspeed 267 mph
GUN RANGE

33
Armament 1x .30 cal machine gun (forward fixed)
1x .50 cal machine guns (tail turret)
TAC FLIGHT OPERATIONS MANUAL 170401
C
ET AR

1x .30 cal machine guns (ventral tail)


TBF-1C LEAD A
TURR

1x torpedo or 3200 lbs bombs Avenger ELEMENT

Adolfo Castellano (Order #24470344) TURRET RANGE


FLAK
Anti-Aircraft Artillery protects high-value targets. Gun emplacements are positioned in
numerous location and will fire explosive shells to a specific area of the sky. This is
represented by a 3” diameter circle. Each element that overlap this circle take hits. Large
ship guns also serve as AAA guns.

Flak is inaccurate and has difficulty hitting maneuverable fighters. Bombers are usually
confined to straight-line movements. AAA guns have to fire in a location in front of the
bombers and wait for the bombers to fly into the barrage.

Flak is only controlled by the defending player. Because flak is created by several different
AAA guns scattered over the ground, flak cannot be eliminated from the game.

FLAK MOVEMENT
Flak can move its diameter
AAA guns can fire flak at any place on at the beginning of each
the table. Simply remove the flak Guns turn.
circle at the beginning of the turn. This Firepower +0

means the flak cannot attack targets


Fla
k te
mplate

this turn. At the beginning of the next


must move fi

turn, the flak circle can be placed

rlap
t ove
anywhere on the table. Note that flak
rst.

t ha
Guns

ts
cannot be placed on top of any
en
Firepower +0
e lem
ll
sa

elements, as they have not moved yet.


ck
Fla

A tt a
k te

Flak Template
mplate

The flak can attack targets that move


must move fi

over it during that turn. If there are

rlap
t ove
aircraft elements overlapping the flak
rst.

tst ha
circle, the flak can’t move (unless you

en
elem
ll
can remove the circle without
sa
ck
ta
At

Flak Template
disturbing elements)

ADJUSTING FIRE
T
EN
LEM
DE
The flak circle can physically move on the table. Doing
this allows the flak to attack each round and aim to
LEA
8
Ju-8

different point in the sky. A flak circle can be moved 3”


in any direction, but must move at the beginning of the
turn, before any aircraft elements have moved. If
there are aircraft already overlapping at the beginning
Guns
T
of the turn, the Flak can’t
move this turn.
EN
LEM
Firepower +0 LEA
DE
-88 Ju
Each element takes 3 gun
Fla

dice in attack this turn,


k te
mplate

including the defending Flak cannot move on top


must move fi

Hurricane element. of aircraft elements, as


rlap

none have moved this


t ove
rst.

t ha

turn.
ts
en
elem
ll
sa

ck
ta
At

Flak Template
34
Hu
rr
M ica
TAC FLIGHT OPERATIONS MANUAL 170401
k.1 ne

2n
d

Adolfo Castellano (Order #24470344)


OVERLAPPING FLAK

Multiple flak circles expand the flak area, but the effects do not stack. There is no reason to
overlap one flak on top of another.

These t wo flak circles act as


one big area. Even if a plane

p
la
er
ov
overlaps more than one flak

at
ts th
+0
er

Attacks all elemen


w
circle, it only get the effects

po
re
Fi
of one circle.

F la
kt

e
em

at
pla

pl
te

em
T
This B-17 overlaps t wo flak
st

m
mo k

u
ve
firs
t.
Fla

circles, but it only gets 3 gun

B-17F LEAD ELEMENT


dice against it.
Firep
owe
Fla

r+
kt

0
em
pla
must te
move first.

ap
verl
to
ha
B-17F SECOND ELEMENT

st

e
nt

e lem
F la all
k Te c ks
mplate Atta

Just a corner of this B-17 is in a


flak circle, but it still gets
attacked by flak this turn.

NAVAL FLAK

Land-based flak consists of dozens of large-caliber guns. Ship-mounted guns are much fewer,
so naval flak has only 2 attack dice.

Guns

Firepower +0 Naval flak is the same size but is


less effective. It has only t wo gun
Fla
k te
mplate

dice instead of the usual three.


must move fir

rlap
t ove
st.

tst ha
en
e lem
ll
sa

k
ac
Att
Ship
Flak Template

TAC FLIGHT OPERATIONS MANUAL 170401 35

Adolfo Castellano (Order #24470344)


AIRCRAFT-SPECIFIC RULES
TOO FAST TO HIT (Me-262)
The Me-262’s main advantage was its incredible speed. It simply went too fast for fighters
and gunners to shoot at it. To simulate this, the Me-262 has a special ability. When moving
at top speed (at least 5 ticks) it gets a +1 to defense. This will result in an full element
requiring a “6” to be hit by enemy fire. Single planes get their Defense increased from 4 to
5. This also affects attacks by flak and gunners.

However, cornering can reduce the This Me-262 travels its maximum speed of 5 ticks.
Me-262’s speed (the ticks are closer It stays in the blue area, so its Defense is increased to 6.
together). Therefore, his ability is
limited to the green area (straight
line) or blue area (slight curve) on Me 262

its performance ruler. Movement


LEAD

can contain a combination of those


areas but must be either in the blue

2
26
ea
ar

Me
e n

or green area. Otherwise, the


+1 tick re
rg
s
se st e o
en ea lu

D
by 5
ef at l n b
se ing nly :
ea v o Hit

LEA
Me-262’s defense remains at the
i
In d vin t to
an mo as
cr mo g
If o F
To

value stated on its performance


ruler.
ng


i
ov
te e
af t lin
rm
io gh
ct ai
re str
n
y na
te sp gy
an d i
di
r
Ca ove d 3 er:

in ee
ro Sta ene
+3

M en ov
Sp ing

ta ll
W

0° d
18 ar
ac s f y
tly or w
:
ex ick erg
n

Ro ove d 2 ann
t n
M en lm
e
+3

Sp me
Im

te 3
er

ta
w
po

be
re
Fi

al
hw

s
et
oj
rb
Sc

tu
o
m
2

Ju
26

rs
ke

This Me-262 travels at its maximum speed of 5 ticks.


44

un
12 ' 9 "
34 ' 6

4x 9 980 lbs
19
e

fJ

s
2x ,2 "

on
41
M

30 mp lb
72

nn

But it moves outside the blue area. Defense remains at 5.


ca
W eng an

m h
1
L Sp

m
ei t h
A irs ngi ht

5
g

5
e
rm p n
en d
am ee
A E

G
U
N
RA
N
D
EE

G
E
SP
LL
A
ST
2
26

62
Me

Me 2
D
LEA

LEAD
ea
ar
n e
+1 tick re
rg
s
se st e o
en ea lu
by 5
ef at l n b
se ing nly :
ea v o Hit
i
In d vin t to
an mo as
cr mo g
If o F
To

ng i
ov
te e
af t lin
rm
io gh
ct rai
ire st
n
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te sp gy
an d i
d
r
Ca ove d 3 er:

in ee
ro Sta ene
+3

M en ov
Sp ing

ta ll

36
W

0° d

TAC FLIGHT OPERATIONS MANUAL 170401


18 ar
ac s f y
tly or w
:
ex ck rg
n

Ro ove d 2 ann
t e 3 t i en e
M en lm
+3

Sp me
Im
er

ta
w
po

be
re
Fi

al
w

s
et

Adolfo Castellano (Order #24470344)


oj
ch

rb
tu
Adolfo Castellano (Order #24470344)
37 TAC FLIGHT OPERATIONS MANUAL 170401
2
26
Me
D
LEA
g
in
0
d
ar

e ov
in
tl rm
y

gh te
ai af
t
3 xac

str n
n: rg r w °

a tio
an e o

in irec
a
m en s f 18
M a
e
el 2 ick tly
Sp ove te e
m nd

gy
Im

l
r : er ed d
Ca

ve en spe ny
M n

go 3
Sp ov rot
in d tal in
W en e S ate

Me 262 LEAD
ea
ar
n
ee
+

gr
o r ks
ue tic
bl t 5 1
e
5

it:
H in as
to ly le by
In

v
st on at se
an cre

Fa ing ing fen


If d ase
o

Too Fa
To mo mo D

st to
If m o H it:
ving
+3

and m o nl y
Firep o in blu
e or
Its maximum speed is 5 ticks, so its Defense stays at 5.
ower Increa ving at le green
se Def ast 5 area
+3 ense ticks
by +1
This Me-262 stays in the blue area but only travels 4 ticks.
+3
+3
er

5
Me 2
5
62 Schw
1944 albe
Spa n W in g

GUN
Leng 41' over:
th 3 6" Spen
Weig 4' Move
d 3 en
ergy

RAN
ht 12 9" Stall
Engin ,272 Can speed
lbs ro

GE
Airsp e 2x 19 ta te in a straig
eed 80 lb in any ht lin
Arma
ment
559
mp
f Junk
ers Ju
direc
tion a e
4x 30 h mo tu Immel fter m
mm ca rboje
ts m oving
nnons Spen ann:
d 2 energ
Move
3 y
STALL Rotate ticks forw
ard
Its Defense is increased to 6.
SPEED exact
ly 18
0° the blue area and the green area.

LEAD
The Me-262 combines movement from

LEAD
LEAD

Me 2

Me 262
62
during movement.

Me 2

ea
62

ar
n
The performance ruler is repositioned

o
This Me-262 travels at 5 ticks.

b
+1 icks ree

H
by 5 t r g

t
se st
f en lea lue
De at in

To
se ing ly

If o F
n
ea ov on it:

a mo as
cr
In d m ving to

75mm CANNON (B-25H)
Aircraft cannon are essentially large-caliber machine guns that fire explosive bullets.
However, a few aircraft have even larger guns, which are field cannon mounted in an
aircraft. For example, the B-25H has a 75mm field cannon mounted in the nose. Unlike
strafing, this weapon has a ranged attack; The B-25 does not have to fly directly over the
target to attack. This range allows the B-25H to attack ships and other ground targets from a
safe distance.

A B-25H element can make one cannon attack once per turn. The cannon’s dice are used in
the same way as bombing. If the target is in cannon range, the B-25 can attack.The cannon
dice are rolled, and if one of them is equal or greater than a target circle, the target gets a
hit. 75mm ammunition is unlimited. Although the 75mm has two attack dice, but can only
cause one hit per turn. The second die simply gives a second chance to hit. If two hits are
made, one of them is ignored.

Ground targets are in range when any part of the target is in range. Ships are in range
when any part of the ship image is in range. The 75mm cannot be used to attack aircraft.

SKIP-BOMBING (TBF and B-25H)


American torpedoes had design problems early in the war, so bomber pilots became
proficient at skip-bombing. Skip-bombing is dropping a bomb so it skips over the ocean like a
stone on a lake, often hitting a ship right at her waterline. Theoretically, any plane can
perform a skip-bombing attack, but it requires special training. TBF and B-25H pilots
practiced this technique out of necessity. B-17 bombers performed skip-bombing, but they
were very vulnerable at the low altitude required to skip-bomb effectively. Skip-bombing can
only be used against ships.

Skip-bombing allows a plane to attack a ship at gun range instead of flying directly over the
ship, though it’s still unlikely the plane will be able to turn tight enough to avoid the ship’s
anti-aircraft guns.

Skip-bombing comes at a cost, however. Low-level attacks involve turbulent air which makes
flexible guns almost impossible to aim. This means the B-25’s defensive guns are useless
during the skip-bomb attack. Some B-25 pilots kept their gunners away from their guns
during low-level missions, allowing them to be in an easier position to bail out in an
emergency. Bungee cords were attached to the guns to make them bob around and appear
to be manned.

TAC FLIGHT OPERATIONS MANUAL 170401 38

Adolfo Castellano (Order #24470344)


FLAK SUPPRESSION (B-25H)
The B-25H has eight machine guns mounted in an armoured nose. These were designed to
make a ship’s gunners dive for cover long enough for the B-25 to perform a skip-bombing
attack. When a B-25H performs a skip-bombing attack, it is assumed to be a low altitude
with its forward guns hammering away at the target. This means the ship cannot use anti-
aircraft guns, even if an airplane overlaps a ship’s miniature. A flak circle belonging to the
ship does not cause damage this turn.

VULNERABLE GUNNER (IL-2)


Although the Il-2 was heavily armoured on its engine and cockpit, the gunner was added in
later designs and sat outside the armoured area. Historically, there was a high loss of tail
gunners to this design shortcoming.

In Table Air Combat, the Il-2 has a special rule to reflect the gunners vulnerability: The first
hit to an Il-2 disables the rear gunner when the element is flipped. An Il-2 half-element has no
rear gunner. Two half-elements rejoining will gain the rear gunner again (the game goes
smoother if you don’t have to remember which elements have gunners)


TAC FLIGHT OPERATIONS MANUAL 170401 39

Adolfo Castellano (Order #24470344)


OPTIONAL RULES
HIGH-DEFLECTION SHOT
Attacking an aircraft from the side is much more difficult. A target crossing the attacker’s
vision requires a large lead.

Aircraft Elements get +1 defense if attacked from the side. This means most fighters will
require a perfect “6” roll to hit if crossing in front of an enemy plane.

The Me-262’s “Too Fast to Hit” ability does not stack with High Deflection Shot, as that would
require rolling a “7” with a six-sided die.

Front Arc

Side Arc Side Arc


LEAD Bf-109E LEAD Bf-109E
d
2n
Mk ane
rric
.1

Rear Arc
Hu

Hurricane
Mk.1 2nd

This Bf-109 is attacked from its side arc. Bf-109 is attacked from its rear arc.
Defense is increased by +1. Since the Defense is unchanged. The Hurricane
Bf-109 is a full element, the attacking needs to get a “5” or higher (normal rules)
Hurricane needs a “6” to hit.

TAC FLIGHT OPERATIONS MANUAL 170401 40

Adolfo Castellano (Order #24470344)


If the attacker is on the border between two arcs, it may still be a high-deflection shot. If the
attacker is in the target’s front arc but partially in the side arc, is a high-deflection shot and
the defender gets +1 Defense. If the attacker is on the border between the side and rear
arcs, it is a normal attack.


d
2n

rr .1
ne

Hu Mk
ica
LEAD Bf-109E

LEAD Bf-109E

d
2n
ne
ica
rr .1
Hu Mk

The attacking Hurricane is on the border The attacking Hurricane is on the border
bet ween the Bf-109’s side and rear arc, so bet ween the Bf-109’s front and side arc,
it counts as a rear arc shot. Defense is so it counts as a side arc shot. The
unchanged. Bf-109’s Defense is increase by +1.
LEA

Breaking toward an enemy is a basic air combat


D
Bf-1
09

defensive maneuver which can force an enemy


E

to overshoot. The High Deflection Shot rule


Hurricane
makes this survivable.
Mk.1 2nd

TAC FLIGHT OPERATIONS MANUAL 170401 41

Adolfo Castellano (Order #24470344)


ACCELERATED STALL
A plane can rock back and forth on the curved performance ruler, especially in tight curves.
The plane’s heading can be “cheated” slightly as a result. As an optional rule, players are
allowed to rock planes slightly to increase cornering -so long as they don’t get caught. If an
opposing player catches a plane’s arrow rocking away from the performance ruler’s edge,
he or she can call an Accelerated Stall. Movement of that element stops immediately, and
the opposing player can point the airplane in any direction.

Normally a wing stalls when there is not enough air traveling over the wing to allow lift.
However, a wing can stall at any speed with excessive angle-of-attack. If the wing pitches up
too steep, the airflow over the wing is disturbed. This often results in the airplane going into
a spin.

TORPEDO ATTACK EXPANSION


A ship is a much smaller target from the bow or stern, which is why torpedo attacks were
launched from the ship’s broadside. Attacking a ship from bow or stern reduces Torpedo
dice by two. A single aircraft (half-element) gets Torpedo dice reduced by one.

RAMMING
Soviet and Japanese pilots often resorted to ramming attacks against enemy bombers. The
attempt was to damage the tail surfaces of enemy bombers. Although the ramming fighter
was destroyed, most pilots were able to bail out and parachute to safety. This means ramming
attacks can only be done over friendly territory.
A fighter element that attempts ramming has to approach the enemy aircraft from the rear. If
it can overlap the enemy aircraft, roll 1 die. If the roll is equal or more than the enemy
aircraft’s defense, then the ramming was successful. A successful ram reduces both the
ramming and enemy aircraft elements by one. If a 3 or below is rolled, the ramming element
loses a plane without damaging the enemy element. If the roll is 4 or above but unsuccessful,
neither element is harmed (the ram attack missed).

TAC FLIGHT OPERATIONS MANUAL 170401 42

Adolfo Castellano (Order #24470344)


EXPANDED GUN DICE
Gun dice are generally 1 die for each pair of guns. However, this has been altered for play
balance. The Fw-190 has four 20mm cannons and two 7.62mm machine guns. The Spitfire V
has four .50 machine guns and two 20mm cannons. Because both planes have six guns, they
should have 3 dice each. Each should get a +2 firepower because of the 20mm cannons.
However, the firepower is not equal. The Fw-190 has twice as many 20mm cannons and
should have more firepower. As a result, the Spitfire V was reduced to only 2 gun dice.

But planes can have additional gun dice with an optional rule. There are two different sets of
gun dice, and each set has a different firepower. This requires at least two different colors of
dice: One for machine guns, and another color for cannons. For this explanation, we’ll say
that machine gun dice are white and cannon dice are red.
Under this rule, the Spitfire V would have two white dice with a +1 (for the .50 caliber
guns) and one red die with a +2 (for the twin 20mm cannons. All these dice would be rolled
at once. If either of the white dice got hits, they would be rerolled for damage with a +1
added. If the red die hits, it would be rerolled for damage with a +2. The number of dice
depends on the aircraft’s historical armament (stated on the performance ruler).

Bf-109E/F 1 white (+0) and 1 red (+2)


Bf-109G 1 white (+1) and 1 red (+2)
Spitfire V 2 white (+1) and 1 red (+2)
P-38 2 white (+1) and 1 red (+2)
P-40B 2 white (+0) and 1 red (+1)
Fw-190A 1 white (+1) and 2 red (+2)
Fw-190D 1 white (+1) and 1 red (+2)
A6M Zero 1 white (+0) and 1 red (+2)
Ki-84 1 white (+1) and 2 red (+2)
G4M (tail gun only) 1 white (+0) and 1 red (+2)

The majority of American aircraft used .50 machine guns exclusively, so they would not be
affected. Planes with a single cannon (Bf-109 series and P-38) get a single red die.

When an element is damaged and flipped over, it still gets half the number of dice. If the
plane has only one die as a result, use the gun with the higher firepower.

TAC FLIGHT OPERATIONS MANUAL 170401 43

Adolfo Castellano (Order #24470344)


SPEED AND ACCELERATION
This is an optional set of rules developed for the Me-262 but not included. If used, this rule
should apply to all aircraft.

Under the standard rules, aircraft can instantly change to any speed during movement, but
aircraft in real life can take several minutes to reach maximum speed. To simulate this, the
player can keep track of each aircraft’s current speed. With this optional rule, each aircraft
has a current speed that can be changed by only one tick each turn. This adds another
layer of complexity, as speed and energy are exchanged in a a more realistic way. Each
aircraft will need two sets of counters. One set keeps track of energy and the other keeps
track of speed.

Before an element moves:


•it can increase its current speed by 1 tick.
•it can reduce its current speed by 1 tick.

When an element element moves:
•It can spend one Energy to increase speed by an additional tick

If an element moves in a straight line:


•It can reduce current speed by 1 tick AND increase Energy by 1 tick, but ONLY if the plane
moves in a straight line.

The element always moves the speed indicated.

MID-AIR DISINTEGRATION
This does not affect game play, but adds some flavor to battles. If an element is damaged, it
can mean anything from the plane being shot down in flames, to merely having to limp home
with a crippled aircraft. For game purposes, it doesn’t matter; the number of fighting aircraft
has been reduced. But planes did explode if subjected to intense firepower (especially
Japanese planes, which caught fire easily due to the lack of self-sealing fuel tanks). If a plane
takes equal damage to its Airframe, it has suffered enough damage to remove it from the
battle.
If a plane takes one more damage than its Airframe, it has suffered catastrophic damage.
If a plane takes two more damage than its Airframe score, it has exploded due to a fuel tank
rupture or bomb explosion.

For example: A Fw-190 scores a hit on a P-51. The Luftwaffe player rolls for damage and
gets a 5. Add +2 for the Fw-190’s firepower, and the total damage is 7. This is two more
than the P-51’s Airframe of 5, so the P-51 has a wing blown off.

TAC FLIGHT OPERATIONS MANUAL 170401 44

Adolfo Castellano (Order #24470344)


CREATION
All artwork and rules ©2016 by Andrew Nelson. Thanks to Chris Buhl, Gabriele Sapessi,
Nathaniel Weber, and Randy Wheating for scenarios, playtesting, and proofreading.

Performance rulers were drawn in Graphic.


Aircraft were drawn using Graphic and then ported into Pixelmator for texturing.
Ships and ground structures were modeled with Lightwave 3D. Background textures were
created in Pixelmator.
Rules were assembled with Apple Pages with diagrams created in Graphics.


TAC FLIGHT OPERATIONS MANUAL 170401 45

Adolfo Castellano (Order #24470344)


TURRET ARCS
There are two basic turret arcs. One is for .30 caliber guns (also including 7.62mm and
similar) and the other is for .50 caliber guns. The heavier caliber guns kept their velocity for
a longer range due to their greater mass, so their turret arcs are larger. In addition, there
are three basic aircraft sizes: Small (fighters and light bombers), Medium (most bombers)
and Large (heavy bombers like the B-17)

These arcs are designed for convenience, as they can be put over any part of the game
without obstructing miniatures. They are designed to be folded in half and glued shut to form
a two-sided template.

.30 cal Small is used by .30 ca


the SBD Dauntless,
l sm
all
GUN RANGE
GUN RANGE

Ju-87 Stuka, D3A Val,


and Bf-110.
m all
al s
.30 c

GUN RANGE GUN RANGE


GUN RANGE
GUN RANGE

.30
M

CA
IU

LM
ED

EDI
AL M

UM
.30 C

GUN RANGE GUN RANGE

.30 cal Medium is used by the He-111,


Ju-88, G4M Betty, and B5N Kate.

TAC FLIGHT OPERATIONS MANUAL 170401 46

Adolfo Castellano (Order #24470344)


.50 cal Medium is used
by the B-25 Mitchell
and TBF Avenger.
M
DIU
L ME
CA
.50

GUN RANGE
GUN RANGE

.50
CA
LM
EDI
UM
GUN RANGE GUN RANGE

.50 CAL LA
RGE
GUN RANGE
GUN RANGE
RGE
.50 CAL LA

GUN RANGE GUN RANGE

.50 cal Large is used by the B-17


Flying Fortress and B-24 Liberator.

TAC FLIGHT OPERATIONS MANUAL 170401 47

Adolfo Castellano (Order #24470344)


FLAK

Guns Guns

Firepower +0 Firepower +0
Fla

Fla
k te

k te
mplate

mplate
must move fi

must move fi
rlap

rlap
t ove

t ove
rst.

rst.
t ha

t ha
ts

ts
en

en
lem

lem
e

e
ll

ll
sa

sa
ck ck
ta ta
At At

Flak Template Flak Template

Guns Guns

Firepower +0 Firepower +0
Fla

Fla
k te

k te
mplate

mplate
must move fi

must move fi
rlap

rlap
t ove

t ove
rst.

rst.
t ha

t ha
ts

ts
en

en
lem

lem
e

e
ll

ll
sa

sa

ck ck
ta ta
At At

Flak Template Flak Template

Ground Flak

TAC FLIGHT OPERATIONS MANUAL 170401 48

Adolfo Castellano (Order #24470344)


NAVAL FLAK

Guns Guns

Firepower +0 Firepower +0
Fla

Fla
k te

k te
mplate

mplate
must move fi

must move fi
rlap

rlap
t ove

t ove
rst.

rst.
t ha

t ha
ts

ts
en

en
lem

lem
e

e
ll

ll
sa

sa
ck ck
ta ta
At At
Ship Ship
Flak Template Flak Template

Guns Guns

Firepower +0 Firepower +0
Fla

Fla
k te

k te
mplate

mplate
must move fi

must move fi
rlap

rlap
t ove

t ove
rst.

rst.
t ha

t ha
ts

ts
en

en
lem

lem
e

e
ll

ll
sa

sa

ck ck
ta ta
At At
Ship Ship
Flak Template Flak Template

TAC FLIGHT OPERATIONS MANUAL 170401 49

Adolfo Castellano (Order #24470344)

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