Beruflich Dokumente
Kultur Dokumente
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.
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
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.
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
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
+1
+1 5
TAC FLIGHT OPERATIONS MANUAL 170401
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
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.
-4
F4F
Energy point by sacrificing one
point of speed in a straight line. This element can move 5
D
LEA
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.
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
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
irection
Fw.190A8
0 A8
.19
Stall L EA
D
Fw
Firepower +2
Spitfire mk.II
Defense
Airframe
.II Bf.109E
mk
re
itfi 1939
Sp
eed
4 4
pitfire Mk.II
1940
STALL SPEED
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.
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
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.
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
Guns
Any dice that match Firepower +2 +2
or exceed the target’s
Defense score cause Defense
Guns
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.
LE
AD
Bf
-10
E 9
E 9
-10
Bf
AD
TABLE BORDERS
Aircraft that move off the edge of the table have retreated from the battle. They are removed
from the game.
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
LE
AD
Bf
-10
9 G
-6
LEA
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.
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
An element can attack an overlapped element as long as its front edge overlaps.
LEA
LE
AD
A6
M
-2
Next turn, the Wildcat has to move before the Zero moves.
Ze
ro
B-1
7F
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-
P-47D LEAD
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.
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
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
Speed
3 3
STALL SPEED
DIVE BOMB Bomb Load
Lose all Energy
+1 bomb die when
attacking with bombs
+0 +0
1x forward fixed
This Ju-88 can attack for ward
A
2x tail flexible
RC
(it can attack some targets FORWARD GUN RANGE FLEXIBLE GUN RANGE
t wice in a turn)
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
SECOND ELEMENT
20
-9
+1 7 +1
Ra
di
al
B-17F
+1
+1 +1
2nd
TU
RR
ET
AR
C
G
U
A BAD PLACE TO BE
N
RA
N
G
E
Airframe
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
5 5 artwork.
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.
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.
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.
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.
+2 +2
6
Kagero-class
destroyer
Displacement 2500 tons
Length 388' 9"
Beam 35' 5"
Crew 239
Speed 36 kts
+2
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.
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
+2
The bomber can only move TBF-1C Avenger
Firepower +1 +1
5
1943
4 4
arges
5
A
AA
2x twin o tubes
cannon
TORPEDO RANGE
pth ch
13mm
ed
152mm
18 x de
8x torp
r
tons
Firepower +1 +1 Torpedo
STALL SPEED
Cruise
2x tri
35 kts
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
+1 +1 TURRET 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
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
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
A tt a
k te
Flak Template
mplate
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
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
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.
p
la
er
ov
overlaps more than one flak
at
ts th
+0
er
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
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
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
rlap
t ove
st.
tst ha
en
e lem
ll
sa
k
ac
Att
Ship
Flak Template
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
2
26
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ar
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by 5
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ea v o Hit
LEA
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i
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Adolfo Castellano (Order #24470344)
37 TAC FLIGHT OPERATIONS MANUAL 170401
2
26
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e or
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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
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SPEED exact
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LEAD
The Me-262 combines movement from
LEAD
LEAD
Me 2
Me 262
62
during movement.
Me 2
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o
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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 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.
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)
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
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.
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
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.
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).
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).
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.
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.
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.
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.
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Flak Template Flak Template
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Flak Template Flak Template