DEATH OF AN ADMIRAL

The attack on Isoroku Yamamoto April 1943

 

Turn Sequence

1          Start of Game

·             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)

2          Turn Sequence

·             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

Split

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