Turn Sequence
· Select aircraft starting heights and locations and place models on table.
· Where fitted, aircraft may drop external tanks (roll 2xD6 - tanks stick on 2 or 3)
· Mark Aircraft Movement Orders (see Movement)
· Move Aircraft
· Resolve Aircraft Collisions (see Collisions)
· Firing (See Firing)
· Apply Damage (See Damage)
· Remove Destroyed Aircraft
· Next Turn
Movement
Each aircraft has a number of order 'slots' and movement counters available, based on the aircraft type. Both slots and counters may subsequently be reduced by damage. An aircraft does not have to use all available slots in a turn, but must use at least half.
Select the movements you want to make in the turn from the counter set, and place them on the sheet in the order you want them carried out. Note that counters may only be taken from those currently available for that aircraft.
After movement has been marked, move each model according to the given orders. Aircraft ending with bases overlapping and within 2000ft height may collide (Collisions).
Each aircraft has a number of 'standard' movement counters as listed below:
· 'Move' (Move forward 4")
· 'Climb'/'Dive' (change height by 2000 ft and move forward)
· 'Left'/'Right' (Turn 30/45o)
In addition, some aircraft have 'special' counters available (see Special Moves).
Special Moves
|
Move |
Slots |
Limitations and Effects |
|
Drop Tanks |
2 |
One chance at start of game - Roll 2 x D6, tanks dropped on 3+ If unable to drop, tanks block two movement
slots for entire game |
|
Barrel Roll |
3 |
Aircraft ends move in same position, height
and direction |
|
Side Slip |
3 |
Aircraft moves 4" left or right, at the
same height and direction |
|
|
3 |
Aircraft climbs/dives 2,000 ft and reverses
direction, same position |
|
Tailing |
All |
Only available if within 12" of rear of target, within 2,000 ft height and travelling within 45o of target aircraft's current heading Tailing aircraft copies target aircraft's
movement and may fire twice |
Collisions
Aircraft that end the movement turn with their bases overlapping and within 2,000ft height of each other may collide:
· Roll 1 x D6 for each aircraft.
· If the aircraft are at different heights and the dice roll results are equal, the aircraft have collided.
· If the aircraft are at the same height and the dice roll results are within 1 (e.g. 2 and 3) the aircraft have collided.
· Following a collision, each aircraft receives 1 x D6 hits (see firing).
Firing
Aircraft may fire at other models up to 24" away, within their firing arc, and at up to 4,000 feet height difference. Note that range and firing angle may not be pre-measured.
· All players specify target aircraft and remove 1 x ammunition (optional 2 if tailing).
· Check range and angle, if out of range shooting fails (see Unintentional Targets).
· If in range, roll 1 x D6, and adjust result as follows:
· add 1 for each height difference
· add 1 if firing a single MG
· add 1 if firing a crewed weapon (e.g. bomber m.g. or cannon)
· add 1 if over 12" from target.
· Target is hit if result is equal to or less than the target's 'hit' number (Statistics)
· Roll 1 x D6 for location (1/2 - wing, 3/4 - fuselage, 5/6 - engine)
· Remove 1 damage from that location and apply other effects (Damage Effects).
· If the actual roll was '1', a critical hit may also have been scored (Critical Hits).
Unintentional Targets
If the original target is out of range, or the firing aircraft misses, the stray shots may hit other aircraft:
· Check for nearest aircraft within range and firing arc
· Roll the 'to hit' dice for the nearest aircraft (and add 1 to the result)
· If the hit was successful, roll for location and damage as for normal firing
Damage Effects
In addition to losing 1 damage counter, the following damage effects are applied:
· Engine (reduced aircraft power) - remove 1 order slot (place 1 engine damage counter in the first available orders slot on the aircraft sheet)
· Wings (reduced manoeuvrability) - remove 1 left turn and 1 right turn counter and 1 complete special move (both slip left and right, both split up and down, or barrel roll if available)
Critical Hits
If the 'To Hit' Dice Roll was a '1', a critical hit may have been scored. Roll 1 x D6 and consult the following table for the original hit location.
|
Roll |
Wings |
Fuselage |
Engine |
|
4+ |
No
Effect |
||
|
3 |
Ailerons damaged (Lose
1 x turn order) |
Weapon damaged (Lose 5 ammunition) |
Engine Unstable (Lose special moves) |
|
2 |
Fuel Tank Fire (Take
1 extra wing damage) |
Rudder damaged (Lose 2 x turn orders) |
Engine Fire (Take 1 engine damage) |
|
1 |
Fuel Tank Explosion Aircraft
destroyed |
Cockpit Explosion Aircraft destroyed |
Engine Explosion Aircraft destroyed |
Aircraft Statistics
|
Aircraft |
G4M2 Betty |
A6M2 Zero |
P38 Lightning |
|
Basic To Hit |
5 |
3 |
4 |
|
Speed |
270 mph |
330 mph |
414 mph |
|
Orders per Turn |
4 |
5 |
6/4 (*1) |
|
Ceiling |
30,000 ft |
32,000 ft |
42,000 ft |
|
Counters - Move |
4 |
5 |
6 |
|
- Turn |
2 |
5 |
6 |
|
- Climb |
1 |
2 |
3 |
|
- Dive |
2 |
4 |
5 |
|
Weapons / Fire Arcs |
1 x MG (Top 360o) 1 x MG (Left) 1 x MG (Right) 1 x 20mm (Aft) |
2 x MG (Fwd) 2 x 20mm (Fwd) |
4 x MG (Fwd) |
|
Damage - Engine |
4 |
2 |
3 |
|
- Fuselage |
3 |
2 |
2 |
|
- Wings |
3 |
2 |
2 |
|
Notes: *1 - External tanks take 2 slots |
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