Air combat in the admiralty trilogy

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    Air Combat in the Admiralty Trilogy

    Rules, Tables, and Examples

    By Larry Bond

    These new rules replace the air combat rules in all three game systems: Fear God & Dread Nought,Command at Sea, and Harpoon. They are simpler, requiring only one die roll per aircraft attack. It alsosubstitutes an initiative system for the cumbersome random draw target selection.

    The players figure a Maneuver Difference and Weapon Index, then take these values to the Gun orMissile Combat Table. This tells them whether or not they killed their target. Speed and pilot experiencebecome an integral part of this new process. Finally, a new table allows a player to resolve large airbattles quickly.

    Air combat in the Trilogy games is designed to allow large numbers of aircraft to engage each otherquickly with a minimum of die rolls. Since the player has the rank of squadron or air group commander, orformation commander of a group of warships, he does not control the movements of individual aircraft.

    This system deals with two types of air combat: Dogfighting (using guns and short-range weapons) and

    long-range missile combat. Dogfighting was the first form of air combat and remains an option even in the21st Century. Missile combat first became possible with the introduction of beyond-visual-range missileslike the AIM-7 Sparrow in the mid-1960s.

    7.0.1 Aircraft Maneuver Ratings

    All aircraft have two Maneuver Ratings, e.g., 3.5/2.0. The first is used when the aircraft is lightly loadedor unloaded (no more than 60%of its maximum payload, see 3.3.6.2). The second is used when theaircraft is carrying a full load of ordnance (more than 60%of its maximum payload).

    For example, a MiG-19PM Farmer D has a Maneuver Rating of 2.5/1.5 and a maximum payload of 1270kg. It is 2.5 when loaded with four Alkali AAMs (328 kg total) .When carrying 2 400 liter drop tanks and 2FAB-250 kg bombs (1000 kg total) , the Maneuver Rating drops to 1.5. It would have to jettison thebombs and/or drop tanks to get its higher Maneuver Rating of 2.5 back.

    7.0.2 Aircraft Damage Ratings

    Each aircraft has a single number that rates its resistance to damage. The number is based on itsconstruction, the number and type of engines, its structure, and any special protective measures itcarried. Up until the beginning of WWII, planes were still fabric-covered over wood or metal framestructures. A plane of fabric and wood construction is less sturdy than one with metal skin and a metalmonocoque fuselage.

    Aircraft engines, after the crew, are the most important and vulnerable component. The number ofengines obviously affects a planes ability to stay aloft.

    How the engines are arranged can also be a factor. Ideally, they should be separated, so that damage toone doesn't spread to the others. Podded engines like those on a He 177 or B-52, or engines locatedside-by-side in a fuselage risk the spread of fire or secondary explosions. In the damage formula, if the

    engines are closely arranged, there is a .75 modifier to the number carried.

    Aircraft designers can also add protection to vital areas of the plane to improve its chances of surviving afight. The most obvious place to start is self-sealing fuel tanks and cockpit armor. Most countries planesdid not have these features at the start of WW II, and they quickly learned that unprotected fuel tankswere a dangerous liability.

    Armor protection for the pilot did not cost much in weight, and until the widespread use of large-borecannon (30mm), gave him a good chance of surviving a hit in the cockpit area. Lack of protection for the

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    fuel or pilot will reduce the planes damage value below a similar aircraft with those features. In otherwords, basic protection is the norm.

    Beyond this basic protection, aircraft designers could add more armor. Planes like the Il-2 and the Hs 293ground attack aircraft appeared in WWII, and the A-10 is a more modern example. The more armor aplane has, the sturdier it is. Armor does affect the plane's performance, but performance is coveredelsewhere.

    7.0.3 Aircraft Weapons

    Typical ordnance loads for each aircraft type are provided in Annex B. These loadouts, however, are notmeant to be a comprehensive list. If players want to have an aircraft carry a load different than the oneslisted in Annex B, they should find a photograph or other reference that shows that the aircraft couldindeed carry the desired configuration. Be careful to note whether the ordnance to be loaded isappropriate to the country using that type of aircraft. For example, Russian MiG-23s could carry R-23s[AA-7 Apexes ] and R--60s [AA-8 Aphids ], but Libyan MiG-23s could only carry K-13s [AA-2 Atolls ].Since planes carry a limited number of weapons, players must keep track of the missiles and other majorordnance as it is used.

    Gun ammunition is not measured. A planes guns, offensive or defensive, will have a numerical rating inbold in Annex B after their description. e.g., 2 M2 .50 cal (0.6)

    7.0.4 Air Combat Restri ctions

    There are cases when air combat cannot take place or one aircraft will be at a disadvantage.

    Aircraft landing or launching cannot attack or actively defend themselves; they have a ManeuverRating of 0.0.

    Aircraft cannot shoot down surface--to-air (SAM) or air-to-air (AAM) missiles because of theirsmall size, very high speed, and limited flight time. They can engage surface-to-surface (SSM)and air-to-surface (ASM) missiles.

    Aircraft cannot attack more than one target with one type of weapon in a single dog fight round.There are a few exceptions to this rule: some aircraft can fire more than one air-to-air missile atmore than one target. Annex B lists aircraft which have a multiple launch capability in the remarks

    section for that aircraft type. Planes fitted with defensive guns can fire them at eligible targetswhile they also fire missiles or rockets or offensive guns.

    7.1 Dogfighting

    To make an attack with guns or air-to-air rockets, the attacker must close to within dog fighting range ofhis opponent. They can also use guided missiles if they wish, although some early missiles suffer a heavypenalty if used in a dogfight. Once the attacking player is close enough, he declares an attack.

    The range for declaring a dogfight depends on the speed of the aircraft involved:

    Maximum speed of fastest aircraft: Dogfight Radius

    200 kts: 1 nm

    400 kts: 3 nm

    401+kts: 6 nm

    The player declaring the dog fight must be no more than one altitude level below his opponent and nomore than two levels above his opponent. A plane at Low cannot engage an enemy at High altitude, butthe plane at High altitude can declare a dog fight with the plane at Low. A dog fight takes place at thealtitude of the lowest aircraft involved in the fight, and all dog fighting aircraft are at the same altitudelevel.

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    Once a dog fight is declared, place a marker on the board representing the center of the dog fight circle.The radius of the circle is the same as the dog fight range. All the planes involved in the fight areassumed to be somewhere within the circle, but their exact position is undefined. Within the circle, eachplane is maneuvering, trying to get into firing position while avoiding attack itself. All ranges to the dogfight are taken from the marker. Planes in a dog fight can do nothing else. They cannot attack groundtargets, land or do anything that compromises their ability to maneuver and attack. If an aircraft cannot orchooses not to maneuver (e.g., a recce plane on a photo run) , then it has a Maneuver Rating of 0.0.

    Dogfights are fought in rounds of one minute each, with three rounds to a three-minute Tactical Turn. Thesequence during each round is:

    1) Find each planes Maneuver Rating. This will vary from mission to mission, and during themission, depending on what ordnance load the plane is carrying, or possibly other factors. Planeswith a higher Maneuver Rating move before planes with a lower Maneuver Rating. If two planeshave the same Maneuver Rating, the plane with the higher full military power speed at thataltitude moves first. If their speeds are also the same, flip a coin.

    Planes in formation (see section 7.3), regardless of their individual Maneuver Rating, have thelowest initiative and move last. They have a Maneuver Rating of 0.0.

    Aircraft that cannot or choose not to maneuver (e.g., cruise missiles or reconnaissance planes ona photo run) also move last. If more than one such group is present, move them in order of theirspeed, fastest to slowest. It is entirely possible that planes will be shot down before they can taketheir turn.

    2) As each plane takes its move, the player can make an attack, declare he is maneuveringdefensively (7.1.4), or attempt to leave the dog fight (7.1.6). Each of these actions is describedmore completely below.

    3) At the end of the third and sixth rounds, the players check to see if the dog fight is over. Afterthree rounds, (one Tactical Turn) , either player rolls a D6.On a 1 or 2, the dog fight is over. Afterthe sixth round (two Tactical Turns), if the D6 roll is 1 -4, the fight is over. All dog fightsautomatically end after nine rounds (three Tactical Turns). This simulates the effects of lowammunition or fuel or the two sides simply deciding theyve had enough. Section 7.1.7 describes

    how to end a dog fight.

    7.1.1 Dogfight Attacks with Guns

    After the players figure out what order the planes move in, each plane follows this procedure to make anattack:

    1) Declare what weapon the plane will attack with. This section covers gun attacks. AAMs in a dogfight are covered in 7.1.2, special air-to-air weapons (large-bore cannon, unguided rockets, etc.)are covered in 7.1.3.

    2) The attacker chooses a target.

    3) Subtract the Maneuver Rating of the defending aircraft from the maneuver rating of the attackingaircraft. This is called the Maneuver Difference.

    Example: A lightly loaded Bf 109E has a Maneuver Rating of 3.0. A Gloster Gladiator also has aManeuver rating of 3.0. The Maneuver Difference is 0.0.

    4) Compare the speed at full military power (without afterburner) of the attacker with the full militarypower speed of the defender at that altitude. If a plane is faster by 50-99 knots, add 0.5 to itsManeuver Difference. If it is 100-149 knots faster, add 1.0, and so on. If it is slower by 50-99knots, subtract 0.5 from the Maneuver Difference, and so on.

    The maximum speed modifier is +2.0 or -2.0.

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    5) Pilot Modifier: If pilot experience has not been defined for the scenario, skip this step (assume allpilots are Competent) . If it has been specified, compare the pilot skill ratings of the attacker anddefender (see 6.3.7 Pilot Experience) . The .ve pilot ratings are: Recruit, Novice, Competent,Experienced, and Veteran. Each level of superior pilot skill allows the attacker to shift the resulton the Gun Combat Table a column to the right and down a row (this is good) . If he has a lowerskill level, he has to shift a column and row to the left and up (this is bad).

    Example: An Experienced pilot attacks a Novice. There is a difference of two skill levels, so theattacking pilot will be able to shift his gun attack two columns to the right and two rows down.When the novice attacks, he will have to shift two columns to the left and two rows up.

    Treat unmanned defenders (e.g., cruise missiles, UAVs) as having a Competent skill level.

    6) Find the gun rating of the attacking aircraft and the damage rating of the defender.Refer to theAircraft Gun Lethality Index Table with these two values and find the Lethality Index.

    7) On the Air-to-Air Gun Attack Table, use the Lethality Index and the Maneuver Difference to findthe chance of a kill. If there is a Pilot Modifier, apply it to shift both the row and column, eitherright and down, or left and up.

    Example 1: F4F-4 Wildcat vs.A6M2 Zero at Medium altitude.

    Both pilots have the same skill level.

    Aircraf t Man Rtg Gun Rtg Dam Rtg Max Speed

    F4F-4 2.5 1.8 14 277

    A6M2 Zero 3.5 1.5 10 288

    The F4F attacking the Zero:

    Maneuver Difference =-1.0 (subtracting the Zeros 3.5 from the Wildcats 2.5) . The difference inmaximum speed is less than 50 knots, so there is no effect on the Maneuver Difference.

    Lethality Index =0.35 (comparing the F4Fs 1.8 to the Zeros 10 on the Gun Lethality Table)

    Chance of a Kill =0.07 (comparing the Maneuver Difference of -1.0 to the Lethality index of 0.35 on theGun Combat Table)

    The Zero attacking the F4F:

    Maneuver Diff =+1.0 (The Zeros 3.5 minus the F4Fs 2.5)

    Lethality Index =0.30 (Comparing 1.5 to 14)

    Chance of a Kill =0.12 (Comparing +1.0 to 0.30)

    Example 2: Spit fire Va vs Bf 109F at Low alti tude.

    Assume the German pilot is a Experienced and the RAF pilot is Competent.

    The difference is one skill level.

    Aircraf t Man Rtg Gun Rtg Dam Rtg Max Speed

    Spit fire Va 3.0 2.0 13 332

    Bf 109F-1 3.0 1.0 13 279

    The Spitfire attacking the Bf 109F:

    Maneuver Difference =+0.5. The Spit and the Bf 109 have an equal maneuver rating, but the Britishfighter has a speed of 332 knots at Low altitude, while the Bf 109F has a speed of 279 knots.

    The Spit fire is 53 knots faster, so +0.5 is added to the Maneuver Difference.

    Pilot Modifier =One skill level lowerLethality Index =0.35 (Comparing 2.0 to 13)

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    Chance of a Kill =0.09. The player compares the +0.5 row with the 0.35 column (hit chance of .12), butthen shifts one row up (0.0) and one column left (0.30) to get the final result of 0.09.

    The Bf 109F attacking the Spitfire:

    Maneuver Difference =-0.5. They have equal maneuver ratings, but the Messerschmitt is 53 knotsslower, so the total Maneuver Difference is -0.5

    Pilot Modifier =One skill level higherGun Lethality Index =0.25 (Comparing 1.0 to 13)Chance of a Kill =0.09.

    The pilot modifiers are applied to again, this time shifting right and down.So instead of reading the valueat the -0.5/0.25 cell (kill chance =0.06) , the German player reads from the 0.0/0.30 cell (0.09)

    7.1.2 Dogfight Attacks with AAMs

    Procedure:

    1) The player must declare that he has selected an AAM and which type at the start of his move. All-aspect missiles may be fired in or out of a dog fight. Missiles with narrow and wide-aspectseekers can only be fired in a dog fight. Planes attacking with AAMs in a dog fight cannot be firedat by a targets defensive guns. The missiles range is greater than the defensive guns effectiverange.

    2) The attacker chooses a target.

    3) Subtract the Maneuver Rating of the defending aircraft from the Maneuver Rating of the attackingaircraft. This is called the Maneuver Difference.

    4) Add a modifier to the Maneuver Difference based on the missiles seekers generation:

    1st Gen: 02nd Gen: +13rd Gen: +24th Gen: +3

    5) If the pilot is using a helmet-mounted sight or helmet- mounted display add these modifiers to the

    Maneuver Difference: Helmet-Mounted Sight: +1.0 Helmet-Mounted Display: +2.06) Compute the speed modifier. This is the same as step 4 for a gun attack. The result is the final

    Maneuver Difference.

    7) Find any pilot skill modifier. This is the same as step 5 for a gun attack. Each level of superiorpilot skill allows the attacker to make a column and row shift to the right and down on the MissileCombat Table. If he has a lower skill level, he has to shift a column and row to the left and up.

    8) Subtract the Maneuver Rating of the defending aircraft from the air-to-Air rating of the missile. Ifthe missile is not dog fight-rated (this is listed in the AAM Annex) , then halve the missiles air-to-air rating. This is the Missile Index.

    9) Check to see if any of the following modifiers apply:

    If the defending aircraft is fitted with countermeasures, compare the seeker generation of the

    attacking missile with the generation and type of countermeasures fitted (jammer only, decoysonly, or jammers and decoys) on the AAM Countermeasures Table. Subtract the result from theMissile Index.

    If the target has a VSmall or Stealthy signature, compare the missiles seeker generation with thetargets signature on the following table. Subtract the modifier from the Missile Index.

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    Missile Generation VSmall Stealthy

    1 -1.0 -2.0

    2 -1.0 -2.0

    3 -1.0 -2.0

    4 -0.5 -1.5

    If the plane being attacked has piston engines ((not turboprops, those are jet turbines)and the attacker is using an IR AAM, add a -1.0 modifier to the Missile Index because ofthe engines low heat signature.

    If targets speed is 1000 knots or more, subtract the following modifiers from the MissileIndex:

    Target Speed (kts) : VSmall1000 -1500: -1.01501 -2000: -1.52001+: -2.0

    10) On the Air-to-Air Missile Attack Table, use the final Missile Index and the Maneuver Difference to

    find the chance of a kill. If there is a Pilot Modifier, apply it to both the Maneuver Difference andthe Missile Index -right and down if its higher, left and up if its lower.

    Example 3: F-4C vs MiG-21 Fishbed C at Medium alt itude

    Aircraf t Man Rtg Gun Rtg Dam Rtg Max Speed Counter-measures

    F-4C 2.5 -- 29 698 None

    MiG-21 3.5 1.5 17 590 None

    Missile: AIM-9EATA Rating: 3.0Seeker Gen: 2

    The F-4E attacking with an AIM-9E: Maneuver Difference: Subtract the MiG-21s 3.5 from the F-4Es 2.5,

    for a -1.0, then add a +1.0 for the missiless second generation seeker, resulting in a zero. Lastly,compare the planes speeds: The F-4 is 108 knots faster, so add +1.0 to the difference =+1.0

    Missile Index: -0.5, for the AIM-9Es 3.0 minus the MiGs 3.5.

    Neither aircraft has countermeasures and the MiGs signature is Small, so there is no modifier to themissile index for low signature.

    Chance of a Kill =0.10 (Comparing the 1.0 Maneuver Difference with the -0.5 Missile Index)

    Example 4: Indian MiG-29K Fulcrum D vs.Chinese J-10 at High Alti tude.

    The Fulcrum is carrying Russian R-77 [AA-12 ] and R--73 [AA-11 ] missiles.. The J -10 is loaded with R-77s and Chinese PL-8s. The Indian pilot is Experienced. The Chinese pilot is Competent. The Indianaircraft is fitted with a helmet-mounted sight.

    Aircraf t Man Rtg Gun Rtg Dam Rtg Max Speed Counter-measuresMiG-29K 5.0 3.5 20 750 3rd Gen D

    J -10 4.5 3.0 21 740 3rd Gen D

    Missile ATA Rating Seeker GenR-77 7.0/8.0 4R-73 6.5 3PL-8 5.0 3

    The Indian MiG attacking the Chinese J -10 with R-77:

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    Maneuver Difference =+0.5, with no speed modifier. The Indian pilots HMS adds +1.0 to the difference,for a value of +1.5. Then he adds +3.0 for the seekers generation for a total of +4.5

    Missile Index =+3.5, R-77 ATA is 8.0 fired in a dog fight minus the J -10s 4.5. The countermeasuresmodifier (R77s 4th Gen seeker vs.3rd Gen Decoys) is -0.5, and the J -10 is a VSmall aircraft, for a -0.5modifier. The final value is +2.5.

    Kill chance =0.48 (+4.5 Maneuver Difference compared to +2.5 Missile Index (0.41) , shifted one columnright and down for the difference in pilot skills to 0.48) .

    The Chinese J -10 attacking the Indian Fulcrum with R-77:

    Maneuver Difference =-0.5, with no speed modifier, +3.0 for the seekers generation for a total of 2.5.

    Missile Index =+3.0, R-77 ATA is 8.0 fired in a dog fight minus the MiGs 5.0. The countermeasuresmodifier (R77s 4th Gen seeker vs.3rd Gen Decoys) is -0.5. The final value is +2.5.

    Kill chance =0.25 (+2.5 Maneuver Difference compared to +2.5 Missile Index (0.30) , shifted one columnleft and up for the difference in pilot skills to 0.25) .

    7.1.3 Special Dogfigh t Weapons

    These weapons are described as special because thats nicer than saying lame or failures. These

    are air--to-air weapons that were fielded and used operationally, but were either discarded as ineffectiveor quickly replaced. Players using these weapons should not expect them to perform well.

    7.1.3.1 Large-Bore Cannon

    During WW II both the J apanese and the Germans tried to use large cannon to attack bomber formationsbeyond the range of their defensive guns. Some are early weapons, like the hand-fed J apanese Type 9437mm. This was designed for ground use and then adapted for aircraft. Later 37mm guns developed bythe J apanese, and those designed by other countries, have much higher ROFs and can make standardattacks. Other large cannon, like the German BK5 50mm, were simply slow-.ring because of their shellsize.

    Any aircraft gun listed as slow-firing in the remarks in Annex H3 is cannot be used against amaneuvering target. They are limited to aircraft in formation, airships, surprise attacks, and any other

    situation where the aircraft to be attacked cannot or does not maneuver (effective Maneuver Rating of0.0). During the attacking planes turn, compute the planes Maneuver Difference and Lethality Indexnormally to see if the attack is successful.

    Attacks with large-bore cannon cannot be combined with other offensive armament. Planes can attackwith one or the other. Planes making attacks with large-bore cannon fire beyond the range of their targetsdefensive armament, so defensive guns do not get an attack.

    7.1.3.2 Unguided Ai r-to-Air Rockets

    Unguided rockets cannot be used against a maneuvering target. Eligible targets are limited to targets withan effective Maneuver Rating of 0.0: aircraft formations, airships, surprise attacks, and any other situationwhere the aircraft cannot or does not maneuver to avoid attack. [Note: Yes, on May 1, 1967, an A-4CSkyhawk killed a MiG-17 with a salvo of Zuni rockets, but that was a fluke. It wasnt planned, and they

    didnt try it again. Loading a strike plane up with rocket pods and calling it a fighter is a Bad Idea.]At the beginning of his turn, the player declares he is selecting air-to-air rockets and how many he plansto fire. He then looks on the table below to find the equivalent gun rating, and resolves the attacknormally.

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    Rocket Size Number of Rockets Fired

    0 -10 11 -20 21 -40 41 -80 81+

    60mm or less 0.25 0.5 1.0 2.0 3.0

    61 or larger 0.5 1.0 2.0 3.0 4.0

    Planes making rocket attacks do not receive fire from defensive guns. The attack is made from outsidedefensive gun range, which is one reason rockets were tried.

    Example 4: An Me 262 armed wi th 24 R4M 50mm rockets attacks a B-17 formation at High altitude:

    The B-17G is part of a formation, so its effective maneuver rating is 0.0 (see 7.3) and its speed is 160knots, its cruise speed at High altitude.

    Aircraf t Man Rtg Gun Rtg Dam Rtg Max Speed

    B-17G 0.0 0.6 51 160

    Me-262 2.5 4.5 23 420

    Attacking with the Me-262s R4M rockets:

    The Maneuver Difference is 2.5 for the Me-262 minus the B-17s zero. The Me-262 is also faster by 260

    knots, so the maximum speed modifier of 2.0 is added to the Maneuver Difference for a total of 4.5.

    Rocket Rating: The Me 262 fires all 24 50mm rockets. The equivalent gun rating is 1.0

    Lethality Index =0.10 (comparing 1.0 against the B-17s 51)

    Chance of a kill =0.08 (4.5 Maneuver Difference with a 0.10 Lethality index).

    Attacking with the Me-262s 30mm cannon:

    The Maneuver Difference is 4.5.

    Lethality Index =.25 (comparing 4.5 against the B-17s 51)

    Chance of a kill =0.19 (4.5 Maneuver Difference with a .25 Lethality index).

    7.1.3.3 Air-to-Air Bombs

    Both the Germans and the J apanese tried dropping different types of aerial bombs into Allied bomberformations. These included bombs with time fuses, white phosphorous bombs, and bomb with cablesdesigned to catch a wing or tail surface.

    They didnt work. Never successful.0%hit chance. If a player really wants to try air-to-air bombs, listenpolitely and attentively to his plan, roll a die, and tell him they miss. And keep him away from anythingsharp.

    7.1.4 Defensive Guns

    Many multi-crew aircraft carried defensive guns sited to fire behind, below, or to the side of the plane.These guns had a poor chance of hitting, but it was a chance, and best of all, the defending plane didn'thave to maneuver.

    Any plane that has defensive guns (these will be listed in Annex B) that is attacked in a dog fightautomatically gets to fire back at its attacker. Also, unlike a plane with offensive guns, which can onlyattack once per round, a planes defensive guns can engage every plane that attacks it. These defensiveshots are rolled at the same time as the attack, and the effects take place simultaneously.

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    Example: A Japanese A6M2 attacks a single American B-17E Flying Fortress at High altitude.

    Aircraf t Man Rtg Gun Rtg Dam Rtg Max Speed

    A6M2 Zero 3.5 1.5 10 250

    B-17E 0.5 0.6 49 277

    Attacking with the B-17s defensive guns:The Maneuver Difference is -3.0

    Lethality Index =0.20 (comparing 0.6 against the Zeros 10)

    Chance of a kill =0.01 (-3.0 Maneuver Difference with a 0.20 Lethality index) .

    If three Zeroes make three attacks, the B-17 will get a shot at each one.

    7.1.5 Defensive Maneuvering

    A plane may be more interested in surviving than attacking the enemy or may not have offensive guns.By concentrating entirely on evasion and giving up any chance of getting on an opponents tail, adefending aircraft can increase its Maneuver Difference by 0.5.

    The aircrafts player must declare that it is maneuvering defensively at the start of the round before anyaircraft have taken their turn.

    Planes maneuvering evasively can still use their defensive guns if they are attacked, but they suffer a -1.0modifier to their Maneuver Difference because of their more violent maneuvers.

    7.1.6 Escaping a Dogfight

    If a plane wants to break off combat before the dog fight ends, he declares this when it is his turn tomove. During the round he breaking away, he is considered to be maneuvering defensively (7.1.5) . Hecannot make an attack, although if he has defensive guns, they can fire.

    The player attempting to escape rolls D10, adding one to the die roll for each 50 knots of speedadvantage over the other side (subtract one for each 50 knots slower), and one for each higher level ofpilot experience (subtract for each lower level of skill) . If the final roll is 6 or more, the plane has escaped

    combat and cannot be pursued. If it is less, the plane has not escaped. It can try again next turn. Planesin formation cannot leave a dog fight.

    7.1.7 Ending a Dogfight

    When the dog fight stops, planes can take up any heading and speed the players desire. If their altitudematters, roll D10 and subtract one for every round of dog fighting. If the result is a 5 or less, thecombatants ended the fight one altitude lever lower than they started. If it is 1 or less, it ended two levelslower, but no lower than Low altitude. Planes leaving a dog fight must return to base. If they encounterenemy aircraft on the way back to base, they can make one attack, but must then break off combat andcontinue home. If they are attacked by enemy aircraft, they can dog fight normally if they cannot break offthe attack.

    7.1.8 Fuel Consumpt ion in a Dogfight

    Planes in a dog fight burn fuel at full military power including the judicious use of afterburner if they arefitted with it. Players should know how many dog fight rounds (at one minute each) they can fight beforethey must turn for home.

    7.1.9 Special Starting Condit ions (opt ional)

    Inside a dog fight circle, the positions and speeds of the individual aircraft are not defined, but theirrelative positions and speeds on the first dog fight round are known. If the players all agree, they canapply the special modifiers to the first-turn Maneuver Difference:

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    Starting Speed: Instead of the maximum full military power speed at that altitude listed in Annex B, usethe planes actual plotted speed for the turn the dog fight begins. For example, a plane in a diving attackmight gain a real advantage on the first turn, or a plane caught climbing to altitude might find itselfseverely disadvantaged.

    At tacking From the Front: Head-on attacks were risky, but presented the defender with a harder target.If a plane starts its attack facing another aircraft, add 1.0 to the attackers Maneuver Difference.

    Because of the higher relative speed, any defensive guns suffer a -0.5 modifier to the ManeuverDifference. If the defender has offensive cannon and chooses to, it counterattacks simultaneously with a+1.0 added to its Maneuver Difference as well.

    At tacking From Astern: If an aircraft starts the fight behind a group of enemy aircraft (anywhere in theirrear hemisphere), and there are no aircraft behind it, add +1.0 to the attackers Maneuver Difference. Ineffect, its almost in firing position when the fight starts.

    If an aircraft starts the fight with an enemy behind it, subtract 1.0 from its Maneuver Difference.

    Surprise: If one group of aircraft can surprise another, they are allowed one round of attacks against theother side without the defenders being able to shoot back. This includes not only fighters but aircraft withdefensive armament. Also, the Maneuver Rating of the opposing side is reduced by 2.0 (to 0.5 minimum), since the surprised pilots are not maneuvering to avoid the attack.

    To gain surprise, attacking aircraft must approach from behind the enemy and be undetected by theenemy group before the attack. The attackers then roll on the surprise table.

    The number on the surprise table represents the percent chance of a successful surprise attack, rolled onD100. If the aircraft being attacked are not single-seat fighters, use the number from one column to theright. In other words, treat 3-4 multi-crew aircraft as 5-8 single-seat aircraft. Extra eyes really help inspotting attackers. If the aircraft are of mixed types, use the majority as the determining type.

    If the attackers wish to make their attack from out of the sun, which increases the chance of surprise,they must approach the enemy aircraft directly from the east in the morning or the west in the afternoon.

    The attacking player then declares that he is attempting to approach from out of the sun. He rolls a D10,using the left-hand-most column (number of aircraft attacked is 1) of the Surprise Table to determine thechance of positioning his aircraft. If he succeeds, add 30% to the chance of surprise, which is rolledseparately and under the appropriate column for the number of planes attacked.

    If any of the defending aircraft are equipped with tail warning radar (which would be listed in Annex B),they cannot be surprised. If any of the defending aircraft are equipped with a RWR or ESM, they cannotbe surprised by an attack using a radar-guided weapon. This includes gun attacks using a planes AIradar for gun ranging. RWRs will not be alerted by IRH missiles.

    Missile Warning sensors will detect AAMs or SAMs attacking the aircraft, but not AI radars.

    If the defending aircraft are in communication with any other unit (ground, naval, or air) that is activelytracking the attacking aircraft, then they cannot be surprised. Compare the experience level of theattackers and defenders, and shift the roll to the right one column if the defenders have more experience,and to the left if the attackers are more experienced. Shift the columns as many levels as the difference inexperience. If there is any question about which group is more experienced, do not make the columnshift.

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    Example: A pair of F4F Wildcats sees a formation of 4 G4M Betty bombers, escorted by three A6M Zerofighters. The J apanese formation has not seen them (see section 5.4 Visual Detection) , but the Americanfighters are being vectored by ship-based radar.

    The American carefully positions himself above and behind the J apanese, approaching directly from theeast. He declares that he is attempting to attack from out of the sun, then rolls the die. Since there aretwo aircraft in the attacking group, there is a 25%chance he successfully positions them, and he

    succeeds. The base chance of the two Wildcats surprising the Japanese is 5%, taken from the SurpriseTable. This must be moved one column to the right though, since the majority of the J apanese aircraft aremulti-crewed. This lowers the chance to 5%, but the successful sun attack raises it to 35%. This is thenumber the American player must roll on D100.

    7.2 Long-Range Missile Attacks

    Aircraft can attack each other with all-aspect AAMs without dog fighting. If a target is within the range andaltitude limitations for the missile (listed in Annex H4), the attacking player can fire an AAM by ordering itin the plotting phase.

    Only all-aspect missiles may be fired outside a dog fight. They may also be fired in a dog fight. Guidancesystems allowing, a plane may fire up to two missiles in a 30-second Aircraft Movement Phase at thesame target. Section 5.4 covers the different seeker types and their capabilities. Annex B will list in the

    Remarks section if an airplane can attack more than one target with missiles in the same phase or firemore than two missiles.

    In the Air Combat Phase it is fired, a missile does not move, since it has just been launched. In eachfollowing 30-second Aircraft Movement Phase, the missile will fly towards its intended target. Missilerange is measured from the geographic point of firing to the present position of the missile. If a missileexceeds its range without reaching its target, it automatically misses.

    Once a missile reaches its target (in the Movement Phase) the attack is resolved immediately. Use theprocedure in section 7.1.2 to compute the Skill Modifier and Missile Index (steps 7 to 9) with oneadditional modifier:

    If attacker is not at the same altitude as the target aircraft and is not using a snap up/snap down missile,subtract -1.0 from the Missile Index.

    Take the modified Missile index and the skill modifier and refer to the Long-Range AAM Attack Table.Find the Missile Index on the table, then shift it one row down for every level of superior pilot skill, and upone row for every inferior skill. The result is the chance of the missile killing its target.

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    7.2.1 Evading AAM At tacks Outs ide a Dogfight

    In the Movement Phase that an AAM reaches an aircraft, the targeted plane can do nothing but attempt toevade the missile. By dropping chaff and flares in combination with evasive maneuvers, a plane canreduce the missiles chance to hit. These are things planes automatically do in a dog fight, but their exactmovements are not tracked. This is reflected in the Countermeasures modifier. If the plane is surprised, orthe player does not wish his plane to maneuver, he should declare this in the Plotting Phase for the turn.

    Halve the Countermeasures modifier and treat the plane as having a Maneuver Rating of 0.0.

    Aircraft evading a missile cannot launch or drop any ordnance on any targets that Phase. Any missilesthat the aircraft launches or is controlling will automatically go stupid and miss. If the aircraft wasdesignating a target for an SALH weapon or was maintaining the control data-link for an EO/IR weapon,the visual line of sight is lost and the weapons chance of a hit is reduced to 1/4 its normal value.

    The only action permitted an engaged aircraft is that it may jettison part or all of its external ordnance, if itwishes to change its Maneuver Rating from fully loaded to lightly loaded. Ordnance that is jettisonedautomatically misses. If the plane survives the attack, the aircrafts pilot rolls D6 and refers to the followingtable.

    1: 90 left turn2: 60 left turn3: 30 left turn4: 30 right turn5: 60 right turn6: 90 right turn

    During the Movement Phase for that 30-second turn, the aircraft must make the maneuver indicated bythe die roll. It also slows down by D6*50 knots. If the die roll would force the plane below its stallingspeed, reduce the planes altitude by one level, and reduce its speed to stalling speed. If the plane is atVLow altitude and it falls below stall speed, it crashes.

    7.2.2 Speed Effects on AAM Range

    Missile range (out of a dog fight) is affected by the speed of the launch aircraft. If the missile shooter ismoving at less than Mach 0.5 (330 knots at low altitude and 290 knots at Medium and higher altitudes)halve the AAMs range. If the shooter is flying at faster than Mach 1.5 at High or VHigh altitude (860

    knots) , increase the range by 50%.

    7.2.3 Firing AAMs into a Dogfight

    An aircraft in a dog fight is changing position rapidly with respect to both friend and foe.A non-dog fightingaircraft firing an AAM or a ship firing a SAM into a dog fight has a equal chance of locking onto anyaircraft in the fight, friendly or enemy. If a plane fires an AAM into a dog fight, roll randomly to see whichaircraft, friendly or enemy, is attacked by the incoming missile.

    The missiles chance to hit is figured once the target is known. The attacking player cannot stop guidingthe missile (if it needs guidance) once the target is determined.

    7.3 Formations

    Any group of three or more planes of the same type can declare themselves to be in formation. If anyplane in a formation of aircraft is attacked, several planes in the formation can fire their defensive guns atthe attacking aircraft (see the formation table) .

    Planes in formation fly at the same altitude and speed and direction. P lanes in formation:

    Burn more fuel (see Formation Table).

    Must fly at cruise speed.

    Can make only slow, gentle turns (20 times Maneuver rating in a 3-minute Tactical Turn).

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    Take time to form up ((see the Formation Table) .While forming, the group is at range cruisespeed, but circles, remaining stationary on the board.

    May use only level bombing, but get a benefit for bombing effectiveness (see ConsolidatedBombing Table).

    Are detected visually at twice normal range, and by radar as one signature larger (e.g., a

    formation of small aircraft is treated as having a Medium signature). Cannot be specifically targeted by long-range missile fire (see 7.2). AAMs not fired in a dog fight

    will randomly target one of the aircraft in a formation.

    Planes in formation attacked by missiles must break formation and maneuver to evade attack andreceive the Countermeasures modifier.

    A formation of planes can break formation at the beginning of any Dogfight round. This means they arenot subject to any of the restrictions, and receive none of the benefits of being in formation. They cannotreform the formation until after the dog fight has ended.

    FORMATION TABLE

    # of a/c in formation Time to form (min.) Range Reduction # Defenders firing

    3 6 3 0% 2

    7 12 9 10% 3

    13 18 15 20% 4

    18+ 30 30% 5

    Example 5: Me 410 with a BK 5 cannon attacking a B-17G squadron (12 planes) at High alti tude

    Both sides are competent. A large-bore cannon allows the attacker to fire from outside defensive gunrange, so the B-17 does not get to fire at the Me 410.

    The B-17G is part of a formation, so its effective maneuver rating is 0.0 and its speed is 160 knots, itscruise speed at that height.

    Aircraf t Man Rtg Gun Rtg Dam Rtg Max SpeedB-17G 0.0 0.6 51 160

    Me 410/U-4 2.0 2.1 26 328 (2x20, 2x7.9)

    0.1 (BK 5 50mm)

    The Me 410 attacking with the BK 5:

    The Maneuver Difference is 2.0 minus the B-17s zero. The Me 410 is faster by 168 knots, so 1.5 isadded to the Maneuver Difference for a total of 3.5.

    Lethality Index =0.05 (comparing the BK 5s 0.1 against the B-17s 51, using the .25 column and the 50row)

    Chance of a kill =0.03 (3.5 Maneuver Difference with a .05 Lethality index)

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    7.4 Missile Failure Roll (optional rule).

    Air-to-air missiles are notoriously unreliable. Buffeted by 600-knot-plus slipstreams, stressed by high-gturns, its lucky anything as complicated as an AAM ever works at all. After a player declares what kindand how many missiles he will launch in a round, he must roll a D10 for

    Missile Generation Failure Roll

    1st Gen 7 -02nd Gen 8 -03rd Gen 9 -04th Gen 0

    If the missile fails, it falls clear of the rail but never ignites (Doh!). This may seem severe, but historicalAAM failure rates are even higher.

    7.5 Dogfighting in Poor Visibility

    Fighters can use guns, rockets and missiles at night against targets with a Maneuver Rating of 0.5 orless. Against more maneuverable targets, planes can fire missiles (dog fight and long range) againsttargets detected by onboard radar or IRST. Dogfighting with guns is too dangerous due to pilotdisorientation. Dogfighting cannot take place in clouds due to lack of visual cues.

    7.6 Resolving Large Air-to-Air Attacks Quickly

    If there are a lot of aircraft making similar attacks, they can be resolved as individual attacks (with muchdice rolling) or combined into a single roll.

    This is not only useful for offensive attacks, e.g., a 12v12 dog fight, but for the defensive fire from bomberformations. Statistically, it results in the same number of kills. The larger the number of engagementscombined into a single roll, the more closely the result will match the results of making individual die rolls.Instead of resolving combat in one- minute dog fight rounds, each die roll covers a three-minute Tactical

    Turn and multiple attacks by each aircraft.

    1) Find the kill chance for a single aircraft attack.

    2) Calculate the average number of kills, using the number of planes attacking, the number ofattacks per plane (three) , and the chance of a kill. Statistically, this is the Expected Value.

    3) Roll 2D6 on the Multiple Air-to-Air Attacks Table using the Expected Value

    Example: A flight of four F4F-4s with competent pilots attacks a group of A6M2 Zeroes. Thechance of an individual F4F killing a Zero is 0.07.

    4) 4 planes x 3 attacks/plane x 0.07 Pk/ attack =0.84 Zeroes shot down. Rolling on the MultipleAttacks table, in this case the 0.5 row, a roll of 6 or better on 2D6 will result in one Zero beingkilled in twelve attacks over a three minute period.

    Example: Six Zeroes (two shotai) attack the flight of 4 F4Fs. The individual kill chance is 0.1. Theexpected value is 6 planes x 3 attacks x 0.10.=1.8. Rolling on the 1.5 line of the Multiple Attacktable, the Zeroes may shoot down zero to three Wildcats.

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