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August 24th 1914 until November 11th 1918 And further perhaps

Pensacola Wargamers Al Hattlestad

In appreciation and memoriam to those who actually participated, in those horrible times, 1914-1918.

These rules are based on the game designed by Andrea Angiolino and Pier Giorgio Paglia, many thanks. As well many of rules here are derived from or outright swiped from the works of Tyneside Wargames Club, Richard Bradley, Iain McGhee, the Pour Le Merite system and Knights of the Air as well as many ideas and contributions from The Aerodrome, and from so many of the people who contributed so much time and effort into providing so much data for this game. Thanks to all of you. The basic rules required for use here are the RAP rulebook. This is found in Ares WW1 Rules and Accessories Pack. Many of the items in this pack will be useful or required for many of the missions.
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Dicta Boelcke
Try to secure the upper hand before attacking. If possible, keep the sun behind you. Always continue with an attack you have begun. Only fire at close range, and then only when the opponent is properly in your sights. You should always try to keep your eye on your opponent, and never let yourself be deceived by ruses. In any type of attack, it is essential to assail your opponent from behind. If your opponent dives on you, do not try to get around his attack, but fly to meet it. When over the enemy's lines, never forget your own line of retreat. Tip for Squadrons: In principle, it is better to attack in groups of four or six. Avoid two aircraft attacking the same opponent.
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Table of Contents
Chapter 1 Chapter 2 Chapter 3 Chapter 4 Chapter 5 Squadron & Crew Rules Mission Generation Rewards Special Rules Optional Rules
5 11 27 49 59

Annex A Ace Skills Annex B Critical Hit Cards Annex C WW1 Calendar by week Annex D Tab 1 Aircraft Data, Alphabetically Tab 2 Aircraft Availability, Nationality & Quarter Tab 3 Aircraft Availability, Quarter Annex E Charts Annex F Forms

Required Supplies:
Dice; 2 six sided, and 2 ten sided as a minimum. In some options a 20 sided might help. At least one range stick (ruler). A control card for each plane to be used. Control card is also referred to as pilots console. A miniature and/or aircraft silhouette card for each plane to be used, and the appropriate maneuver deck for it. The following markers for each control card; 1 Smoke, 1 Fire, 1 Steep, 1 Straight, 1 Reversal, 1 Kill, and 3 Jam markers. All Target, Gun emplacements, Balloon, or Bomb cards as needed for a given mission. Ace cards (see Annex A) Critical Hit Cards (see Annex B)

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Overview, the campaign proceeds from August 1914 until the end of the war, on a weekly basis. It is possible to continue aerial action to include action into the 20s with the Russian Civil War and many other conflicts ongoing during the period. So feel free to either extend your war with original squadrons or with some of your favorite crew into these other wars. Each week, the player generates missions, executes those missions and then does the bookkeeping to confirm pilots kills, losses, and so on. The aircraft will not be available early in the war to accomplish some of the games missions, so you will have to reroll to find some that you can do. It will difficult to have a dogfight with squadrons of unarmed aircraft, so you may find yourself doing a lot of reconnaissance and spotting type missions. Due to losses, your squadron will similarly have to reroll to select missions they can perform later in the war as well.

Then getting replacement pilots and aircraft take place at the end of the month in a bookkeeping period that allows you to settle that without having to worry about those details each week (although the replacement pilots and planes will filter into your squadron over the next five weeks even if that makes some of the replacements show in a following month).
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Chapter 1

Squadron Creation
Each player controls 2 squadrons (one from each side) with up to a maximum of 20 pilots and observers in each squadron. No more than half of the squadron members may be observers. This way you have your own dedicated opposing force to campaign against. 1914 all green pilots, no ace skills 1915-17 for each pilot roll a d10, if you have a 0, that pilot is an ace, and you may select an Ace Skill for the pilot. Then reroll the d10, again, if you have a 0 gain another ace skill and repeat until you quit rolling a 0 for that pilot. For each 0 result, give the pilot 5 kills. To encourage you not to keep trying for super aces, once you hit 80 kills that pilot dies and you now have an empty slot on your roster to represent the late ace. 1918 onwards As above, except that a 9 or 0 will count for ace skills and kills. See Annex A for Ace Skills.

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Squadron Rules
At start, each player has a Fresh Squadron. At the end of each month the player checks for total of experience and checks for Squadron Status. Based on Squadron experience, replacement pilot, aircraft, and ground crew are acquired.

Squadron Status Chart


Experience required 0 Unit Aircraft Limit Pilot Limit Observer Limit Ground Crew Limit Starting Aircraft (roll d10 for each aircraft up to aircraft limit)
Current 1 Quarters back 2 Quarter back 3 Quarters back 4 Quarters back

Fresh 12 12 6 12 1 2-3 4-7 8-9 0 Squadron Reserve 1000 16 16 8 16 1-2 3-6 7-9 0 Squadron Combat 3000 20 20 10 20 1-4 5-8 9-0 Squadron Elite 9000 24 24 12 24 1-8 9-0 Squadron With this you start your squadron with aircraft from current and previous quarters of aircraft availability. Obviously in August 1914 (14Q3) you are not going to have much choice in prior quarters, so you will just move forward to current as needed. You can select any aircraft available to your nationality or to one of your allies within the time frame. You should always prefer your own nationality in preference but you are only constrained here by your own sense of fairness and accuracy to historical doctrine. In many cases, you may have to select from earlier aircraft or from allies to fill replacements as your nation has not produced new aircraft in a given quarter.

Squadron Replacement Chart


Experience at end of month -10 or lower 0 to -9 100 to 0 101 or higher Replacement Pilots
Up to Squadron Limit

Replacement Observers
Up to Squadron Limit

Aircraft Available
Up to Squadron Limit

Replacement Aircraft (roll d10 for each aircraft)


Current 1 Quarters back 2 Quarter back 3 Quarters back 4 Quarters back

4 4 6 8

2 2 3 4

2 4 6 8

1 1-3 1-8

1-2 2-3 4-6 9-0

3-4 4-6 7-9 -

5-7 7-8 0 -

8-0 9-0 -

Replacement Pilots and Observers will arrive immediately, while aircraft will be apportioned over the next five weeks as evenly as possible. This is to simulate aircraft production & delivery times. Even if the aircraft are older ones being transferred from other units, these would still be somewhat randomized by those units delivery of replacement and or newer aircraft.

Q1 January February March Q1

Quarters of the Year Q2 Q3 April July May August June September Q2 Q3

Q4 October November December Q4

Keep a running total of experience earned each month. Each month at the end (blank) week, consult that total and Squadron Status and the Squadron Replacement Charts below. After determining replacements, if any, add the monthly total to the Squadron total and see if the Squadron Status changes. Experience is earned after each sortie for mission accomplishments (see table below), and for time elapsed in the campaign. For each week your squadron participates, you gain 75 repair points, however you must subtract the cost of repairs from that to determine what you have to add to your experience. Damaged Aircraft Points -1 each Special Damage -5 each

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Mission Accomplishment Experience Awards and Losses


Mission Dogfight aka Air Superiority Patrol aka Air Superiority Photo recon Bombing Artillery Spotting Rendezvous Escort Photo recon Bombing Artillery Spotting Trench Strafing Stop the Convoy! Kill the Tanks! Airfield Attack Catch the train! Balloon Busting Pick Up missions
Rescue Pilot Rescue Spy Special Date

Win 3 1 2 2 2 2 2 2 2 3 6 6 5 6 4 6

Draw 0

Lost -3

Enemy A/C killed 2

Friendly A/C killed -1

Each friendly KIA -1

Each friendly WIA -1

Each friendly MIA/POW -1

For each non-encounter patrol. 0 0 0 0 0 0 0 0 3 3 0 0 0 0 -2 -2 -2 -2 -2 -2 -2 -3 0 0 -5 -6 -4 -6 2 2 2 2 2 2 2 2 3 3 2 2 2 3 -1 -1 -1 -1 -1 -1 -1 -1 -2 -2 -1 -1 -1 -2 -1 -1 -1 -1 -1 -1 -1 -1 -1 -1 -1 -1 -1 -1 -1 -1 -1 -1 -1 -1 -1 -1 -1 -1 -1 -1 -1 -1 -1 -1 -1 -1 -1 -1 -1 -1 -1 -1 -1 -1 -1 -1

Drop Off missions


Resupply Spy Insertion Pigeon Drop

8 5 7 8

0 0 0 0

-6 -5 -7 -8

3 3 3 4

-2 1 1 -2

-1 -1 -1 -1

-1 -1 -1 -1

-1 -1 -1 -1

Dawn Patrol The Bridge LZ 41

Quarterly Experience Worksheet


example

1st month of quarter


Squadron Total from Previous Month Missions Experience

Month:

Scratch space to total whatever experience you earned, say 45 in this month plus 4 weeks of unexpended repairs = 100 points

Totals From previous month 3,311 Add the total earned experience this month 145

New Total

Total above is.. 3,456

This is from a quarterly scratch sheet to keep a running total of your experience for you squadron, feel free to use your own system for such bookkeeping as long as you are satisfied it will keep you in some semblance of accuracy.

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Aircrew Generation
First, you get to specify Nation and Service, i.e. French, Air Force Use chapter 3 to find nations in the war, pick one and if listed pick a service. Then specify Name, Charles De Arges feel free to use your imagination or any of the numerous online name generators. Now we randomize things;

Background of the character


1-5
Enlisted NCO WO Officer Lower Class 1-6 7-8 9 0

6-8
Middle Class 1-2 3-5 6-8 9-0

9
Upper Class 1 2-3 4-0

0
Nobility 1 2-0

First roll across to determine which social class this person comes from. Then, having determined the class, roll for rank down the given column. To determine specific rank, go to the rewards charts in chapter 3 for the nation and service of this character and pick the lowest rank of the given type.

Skills of the character


1-5
Pilot Aviator* Infantry Cavalry Artillery Spotter Gunner Bombardier Observer Mechanic Radio Operator Photographer 5 3 2 1 1 2 2 2 1 1

6-8
Observer

9
Gunner

Lower class

Middle class

Upper class & nobility

First roll across to determine the primary duty this character enters the squadron with.

Support Staff 3 2 1 +1 +1 Then roll down to determine previous duty(s). 4 3 3 +2 +1 With this you have a list of possibilities and all of them are 3 2 2 +1 +2 usable if you roll less than the given number listed. Note that 2 2 2 the various classes may give a plus to the required number on 1 5 2 +1 +2 different skills. 2 2 1 Note that Infantry and Cavalry skills are mutually exclusive. 5 2 2 You can only have one of them. If you roll both, then you will 2 2 5 +2 just have to select which one to keep. 1 1 1 +1 1 1 1 +1 * A character with Aviator skill starts at the following Pilot Skills; Combat Pilot II and Acrobatics III.

Pilot Skills
Skill Level Pilot Combat Pilot I Combat Pilot II Combat Pilot III Skill prerequisite Only move to this level if pilot survives being shot at and damaged during a sortie. Only move to this level if pilot survives being attacked from blind spot and damaged during a sortie while at Combat Pilot I level. Only move to this level if pilot survives being attacked from blind spot and damaged during a sortie while at Combat Pilot II level. Description of Skills Available. All new pilots start at this skill level for combat awareness. Ignores any enemy approach, until first shot that does damage. Ignores any enemy approach from behind or above, until first shot that does damage. Ignores any enemy approach from above ,until first shot that does damage. This level represents combat ready for pilots.

Acrobatic Skills
Skill Level Acrobatics I Acrobatics II Acrobatics III Acrobatics IV Skill prerequisite Description of Skills Available. All new pilots start at this skill level for combat acrobatics. Advance to this level of combat acrobatics after surviving ten sorties. Advance to this level of combat acrobatics after surviving twenty sorties. Advance to this level of combat acrobatics after surviving thirty sorties. Crash landing survival allowed. Immelmann Loop allowed. Immelmann Turn allowed.

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Pilot Combat Attitudes


Situations Die Roll
1-4

Combat Attitude

Attack

Defense

Survival

5-9

Will always try to attack the enemy, but fly Will break off combat when Aggressive Will always try to attack the enemy in the least Will always try to defensibly in those attacks (avoids head on aircraft has taken 75% or amount of cards possible. engage the enemy passes and other "exchange damage moves). more of its damage. Passive Will be triggered to Aggressive - Attack mode if Will be triggered to Aggressive - Defense mode Will break off combat when Will only engage enemy comes within 2 rulers distance of him. Other if enemy comes within 2 rulers distance of him. aircraft has taken 50% or the enemy if wise will maintain distance from him. Other wise will maintain distance from him. more of its damage. threatened Will try to evade enemy until enemy comes within Will break off combat when Evasive Will always try to escape from the enemy in the Will try to avoid 1 ruler of him. At that point he will only attack the aircraft has taken any safest manner. combat enemy to defend or "scare" the enemy off an attack. damage. Passive Pilots might be better used as Observers or gunners. Evasive Pilots transfer to the infantry or use as other duties?

Character Categories
Game Suggestion Die roll
1 2-5 6-7 8-0

Category
Lazy & Smart Lazy & Dumb Ambitious & Smart Ambitious & Dumb

Rommels Recomme ndation


Make them commanders Mundane and/or Menial duties. Make them staff officers. These are dangerous and must be eliminated.

Lower class

Middle class

Upper class

Nobility

Promote Two Ranks (enlisted to NCO to Promote Two Ranks (pilot to flight leader to WO to Officer) squadron leader) Ordinary duty Promote One Rank (enlisted to nco to wo) Demote, transfer, whatever you need to do to get rid of them.

Age
Die Roll 1 2 3 4 5 6 7 8 9 0 Lower class 1886 1887 1888 1889 1890 1891 1892 1893 1894 1895 Middle class 1888 1888 1889 1890 1891 1892 1893 1894 1895 1896 Upper class 1890 1891 1891 1892 1893 1893 1894 1895 1895 1896 Nobility 1892 1892 1893 1893 1894 1894 1895 1895 1896 1896 Use this chart to get the birth year for new staff for your squadron in 1914. As the campaign proceeds, add one to the year for each year of the game. Thus, in game year 1917, you would add 3 to resultant year rolled up. So a roll of 5 for a Upper class character would be 1893 plus 3 for a birth year of 1896. If you desire to specify month and date of birth, roll a d12 for month, a d30 for date; or a d6 divided by 3 minus one to get first digit of date, and a roll of a d10 for second digit of date. Adjust this as needed to work into the real calendar. Of course feel free to just write in whatever date you feel appropriate.

Of course, other modifiers to the birth year would be by rank. Again, feel free to modify what you think are unreasonable results. NCO, add 4 years to age, WO, add 2 years, Officer, subtract 3 years, Enlisted no modifier Subtract 4 years for birthyear Subtract 2 years for birthyear Add 3 years for birthyear

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Solo Game of AVIATOR RECORD SHEET


Name Charles Andrew Smythe Rank & Service Captain, RFC Birthdate 1890 Age 24 Social Status & Title (If Any) Middle Class

Combat Attitude: Aggressive Attributes:

Character Category: Lazy & Smart

Kills:

Notes:

Pilot Acrobatics I

Aviator* Infantry Cavalry

Combat Pilot I Acrobatics II

Artillery Spotter Gunner Bombardier


Personal abilities Pilot or Crew Chivalrous Aptitude Strong Constitution Super Ace

Combat Pilot II Acrobatics III

Observer Mechanic Radio Operator

Combat Pilot III Acrobatics IV

Photographer

Ace Abilities
Maneuver Abilities Pilot only Acrobatic Pilot Daredevil Pilot Height Control Optional Maneuver Abilities Pilot only Circus Pilot Stunt Pilot evasion abilities Pilot only Technical abilities Pilot or Crew Combat abilities Pilot or Crew

Good at Escaping Lucky Pilot

Bullet checker Incendiary Bullets Technical Eye Optional Technical abilities Pilot or Crew Exceptional Pilot Expert Eye

Itchy Trigger Finger Perfect Aim Sniper Optional Combat abilities Pilot or Crew Quick Shot

Optional evasion abilities Pilot only Evasive pilot Barrel Roll Loop Lucky Git

Optional Personal abilities Pilot or Crew

Always coming Home Escape & Evasion Trench Runner Tough Durable

The Pensacola Wargamers

Solo Game of
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AVIATOR RECORD SHEET

August 24, 1914 Ordered to command new squadron of RFC in the field at Pont Ver Duhac.

The Pensacola Wargamers

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Virtual Pilot Rules


1 2 3 4 5 6 Make sure virtual pilots have forms, planes, decks, etc. set up before you begin the play. As a basic rule of thumb, place manoeuver cards of the human player(s) pilots before the virtual pilot(s) do. Use the direction template on the virtual pilot planes base to determine direction of the human controlled plane from it. Direction will be a 1 through 12. If not obvious, use a range ruler to check distance from red dot to red dot (or post to post); (or with multi weapon aircraft from red dot to red dot of specific gun laid on target) will determine CLOSE or LONG range. Check human controlled plane facing to the virtual pilot plane, using the 4 corners of the base for reference. Will be NOSE, LEFT, RIGHT or TAIL. Cross reference direction (1-12) (of the virtual pilot planes) with facing (NOSE, LEFT, RIGHT or TAIL) (of the human controlled planes) on the range charts (CLOSE or LONG)

Finally, rather than reinvent the wheel, I recommend you download and use Richard Bradleys Virtual Pilot System with its cha rts and tables. These can be found at http://www.tynesidewargames.co.uk/download/WoWTemplateA.pdf http://www.tynesidewargames.co.uk/download/WingsOfWarDeckASoloRules.pdf http://www.tynesidewargames.co.uk/download/WingsOfWarDeckBSoloRules.pdf http://www.tynesidewargames.co.uk/download/WingsOfWarDeckCSoloRules.pdf http://www.tynesidewargames.co.uk/download/WingsOfWarDeckDSoloRules.pdf http://www.tynesidewargames.co.uk/download/WingsOfWarDeckESoloRules.pdf http://www.tynesidewargames.co.uk/download/WingsOfWarDeckFSoloRules.pdf http://www.tynesidewargames.co.uk/download/WingsOfWarDeckGSoloRules.pdf http://www.tynesidewargames.co.uk/download/WingsOfWarDeckHSoloRules.pdf http://www.tynesidewargames.co.uk/download/WingsOfWarDeckISoloRules.pdf http://www.tynesidewargames.co.uk/download/WingsOfWarDeckJSoloRules.pdf http://www.tynesidewargames.co.uk/download/WingsOfWarDeckKSoloRules.pdf http://www.tynesidewargames.co.uk/download/WingsOfWarDeckLSoloRules.pdf http://www.tynesidewargames.co.uk/download/WingsOfWarDeckMSoloRules.pdf http://www.tynesidewargames.co.uk/download/WingsOfWarDeckNSoloRules.pdf http://www.tynesidewargames.co.uk/download/WingsOfWarDeckOSoloRules.pdf http://www.tynesidewargames.co.uk/download/WingsOfWarDeckPSoloRules.pdf http://www.tynesidewargames.co.uk/download/WingsOfWarDeckQSoloRules.pdf http://www.tynesidewargames.co.uk/download/WingsofWarSolorulesr.pdf http://www.tynesidewargames.co.uk/download/WingsofWarSoloruless.pdf http://www.tynesidewargames.co.uk/download/WingsOfWarDeckTSoloRules.pdf http://www.tynesidewargames.co.uk/download/WingsOfWarDeckX-ABCDSoloRules.pdf Optionally you can download and use Joaquim Pedro Ferreiras version of Richard Bradleys system. Rules for this system; http://www.wingsofwar.org/forums/downloads.php?do=file&id=1063 For A, B, & S decks; http://www.wingsofwar.org/forums/downloads.php?do=file&id=1075 For C deck; http://www.wingsofwar.org/forums/downloads.php?do=file&id=1076 For D deck; http://www.wingsofwar.org/forums/downloads.php?do=file&id=1077 For F & N decks; http://www.wingsofwar.org/forums/downloads.php?do=file&id=1078 For G deck; http://www.wingsofwar.org/forums/downloads.php?do=file&id=1079 For J deck; http://www.wingsofwar.org/forums/downloads.php?do=file&id=1080 For L deck; http://www.wingsofwar.org/forums/downloads.php?do=file&id=1081 For M deck; http://www.wingsofwar.org/forums/downloads.php?do=file&id=1082 For O deck; http://www.wingsofwar.org/forums/downloads.php?do=file&id=1083 For P deck; http://www.wingsofwar.org/forums/downloads.php?do=file&id=1084 For Q deck; http://www.wingsofwar.org/forums/downloads.php?do=file&id=1085 For E & I decks; http://www.wingsofwar.org/forums/downloads.php?do=file&id=1086 For K & H decks; http://www.wingsofwar.org/forums/downloads.php?do=file&id=1087

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Chapter 2

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Mission Generation
1 Missions Per Game Week
At the Start of each game week; roll on the following table to generate a random number of missions for your squadron.

1-4 Generate 1 mission 5-8 Generate 2 missions 9-0 Generate 3 missions

2 Specific Missions
For each mission generated, roll d10 and assign pilots and aircraft according to the description. For purposes of this table, flights consist of 1 to 4 (normally 2) aircraft at your discretion.
1-2 3-5 6-7 Dogfight Missions aka Air Superiority Patrol Missions aka Air Superiority Escort Missions* Photo Recon Bombing Artillery Spotting Rendezvous Escort Ground Attack Missions* Trench Strafing Stop the Convoy! Kill the Tanks! Airfield Attack Catch the Train Balloon Busting* Special Missions Pickup Missions Rescue Pilot Rescue Spy Special Date Drop Offs Resupply Spy Insertion Pigeon Drop Dawn Patrol * The Bridge * Zeppelin LZ 41 Missions * Disregard (reroll from start), if you do not have the LZ 41 from Aerodrome or other zeppelin. Bombing Mission Rescue Mission Overflight Scramble 4.1 4.2 4.31 4.32 4.33 4.34 4.41 4.42 4.43 4.44 4.45 4.5 4.6a 4.61 4.62 4.63 4.6b 4.66 4.67 4.68 4.7 4.8

Reroll d10 below 1-3 4-6 7-9 0 Reroll d10 below 1-4 5-6 7 8 9-0 Reroll d10 below 1-5

9 0

Reroll d10 below 1-6 7-9 0 Reroll d10 below 1-7 8-9 0

7-8 9 Reroll d10 below 1-6 7-9 0

4.91 4.92 4.93

* Roll d6: 1-3 play as above, 4-6 play as opposing side. In this case disregard anything about drawing a damage card, the enemy is doing that mission, and you are there to prevent it - as the patrolling friendly flight.

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3 Mission Randomizers
Random Enemies Table 2 aircraft 1-3 Fighter Flight Equal chance of 1 or 2 aircraft 4-5 Two-seater flight 6 Two-seater flight plus escort fighters or bomber flight Equal chance of 1 or 2 escorts

Starting Altitude Table D10 Starting Altitude Roll Base + 0 Base + 1 Base + 3 Base + 6 Base + 7 Base + 8 1-2 3-4 5-7 8 9 0

Cloud Cover 1-4 5-8 9-0 Scattered clouds Full Cover Thunderstorms Starting Altitude +1 Starting Altitude -1 Starting Altitude +1 Starting Altitude +0 Starting Altitude +2 Starting Altitude +3 Starting Altitude +1 Starting Altitude -1 Starting Altitude +6 Starting Altitude +2

Missions not involving ground interaction, roll for starting height, where Base refers to the first altitude peg (altitude level 1). Once this is done, roll again to determine which column of cloud cover determine for each type; for scattered clouds and thunderstorms, randomly locate on the playing board before locating aircraft starting locations. For Full cover, when anyone climbs into the cover, roll a d10 to determine the top of the cover (adding the die result to the altitude of the aircraft that climbed up there). See Optional Rules for details on how to use clouds. Storm fronts are not simulated for games as that event would simple preclude flight operations in or near them.

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4.1 Dogfight Missions

aka Air Superiority

Mission Setup Assign at least one flight, roll once on the Random Enemies table for each flight used

Begin with Starting Altitude and Cloud Cover Mission Randomizers. Setup using random placement diagram to right. Roll 2d6 to place Then use for distance a roll of d6, with 1-3 starting 2 rulers distant, 4-6 start 3 rulers distant. Encountered flights roll d10, with 1-5 being nonbomb bearing, 6-0 carrying a full bomb load (if capable) and will dump them if they take any special damage.

This chart created by Charlie3. (would rather have actual name for credit)

To Win

You must have the last remaining aircraft on the table.

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4.2 Patrols Missions


Mission Setup

aka Air Superiority

Assign at least one flight. Draw an A-damage card. If you get any result other than zero, generate a Dogfight mission. Once this is complete, repeat for a 2nd and 3rd card. You may return to base after taking part in any Dogfight, but you lose the mission unless all 3 cards have been drawn. Individual aircraft are allowed to RTB. Damage (and ammunition, if using that optional rule) carry over from dogfight to dogfight. For purposes of this mission only, rolls of 6 on the Random Enemies table are discarded. This may only happen once per generated Dogfight. In addition, if no Dogfights are generated by the first two cards, the last card is not drawn, instead a Dogfight is automatically generated.

Begin with Starting Altitude and Cloud Cover Mission Randomizers. Setup using random placement diagram to right. Roll 2d6 to place Then use for distance a roll of d6, with 1-3 starting 2 rulers distant, 4-6 start 3 rulers distant. Encountered flights roll d10, with 1-5 being non-bomb bearing, 6-0 carrying a full bomb load (if capable) and will dump them if they take any special damage.

This chart created by Charlie3. (would rather have actual name for credit)

You must have the last remaining aircraft on the table. To Win
You may return to base after taking part in any Dogfight, but you lose the mission unless all 3 cards have been drawn (see setup section for details).

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4.3 Escort Missions


Mission Setup
Assign one flight to escort a single 2-seater on a mission. Draw an A-Damage card. Any Positive damage results in an enemy flight patrolling the area. Cards for targets, bombs, and artillery are available on Aerodrome. See Below for Mission Targets & Defenses. 4.31 The recon plane must execute a stall within ruler of the target at between altitude level of 4 and 11 (and must Photo Recon be below all cloud cover) to take photographs. If the observer is hit, the plane may not photograph the target. To win, the recon plane must take photos of the target and exit from the attackers short table edge. 4.32 The escorted plane must pass over the center of the target at altitude level of 2 or 3, and exit from the Bombing attackers short table edge. If it passes over the center and is then shot down, the game is a draw. If it fails to reach the target, its side loses. The observer must be alive to drop bombs. 4.33 The spotter plane must stay below cloud cover and within 2 rulers of the targets center. At the end of each Artillery Spotting turn where this is achieved and no Special Damage is taken, draw a D-damage card for the target. Once the target takes at least 10 points of damage, the spotter may exit from its short table edge. The observer must be alive to spot targets. If the target takes 10 points of damage from artillery (the D-damage cards) you win. 4.34 A single 2-seater is in the middle of the battle area (on one side and moves at slowest speed possible so as to Rendezvous Escort stay in the middle area between both sides), your flight starts from friendly side and proceeds to the 2-seater. If any enemy aircraft are present they start on the opposite side. The 2-seater basically does not start moving until one of you is within 2 rulers, at which point he turns to the friendly side and heads for safety. If he makes it, you win. If he doesnt exit off the friendly side, you lose. No draws.

To Win

See escorted planes Mission

Mission Targets & Defenses see RAP rulebook, pages 31-34


Random Target Table
1-3 4-6 Trench Complex Other (factory, bridge, etc.) Trenches & balloons are placed one ruler from the center of the table, towards their owners short table edge and pointed towards the enemys short table edge. Multiple trenches are place ruler apart. Other targets are placed one ruler from the center of the owners short edge.

Random Defences Table


1-2 3-4 5-6 B-firing machine guns ruler to each side of the target. Also add an A-firing machine gun ruler in front of the target. Also add two AA guns 1 ruler behind the target and 2 rulers apart.

Defending Aircraft
All missions other than Dogfight or Patrol that have defending fighters present, check for placement and entry using these charts. Random Defences Table
1-2 3-4 5-6 Aircraft are placed on the first planning phase, after the attacking aircraft. Aircraft are placed after the first turn is complete, before the next planning phase. Aircraft are placed after the second turn is complete, before the next planning phase.

Each defending flight picks a random card from one of their Maneuver Decks when they deploy: If a wide sideslip card is drawn Place the flight on the long table edge corresponding to the card, on the centerline of that side. If any turn card is drawn Place the flight on the side of the short table edge according to the turns direction. If any card other than a turn is drawn Place the flight on the center of their sides short table edge.

Starting Altitude for Defenders


1 2-4 5-6 Start d6 levels below enemy, +/- 1 level (defenders choice), minimum level is 2 Start +/- 1 level from enemy, (defenders choice), minimum level is 2 Start d6 levels above enemy, +/- 1 level (defenders choice)

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4.4 Ground Attack


Mission Setup
Assign one flight. Draw an A-Damage card. Any Positive damage results in an enemy flight patrolling the area. Cards for truck, trench and tanks are all available on Aerodrome. 4.41 Place three trench cards and random defenses using the Mission Targets & Defenses below. To win, destroy Trench Strafing all three trenches. At least damaging all three is a draw, any other result is a loss. Place 8 truck cards in a column in the middle of table. If four of them make it off the edge the longest from 4.42 the center, the player loses. If all eight are destroyed, the player wins. Any other result is a draw. Stop the Convoy! 4.43 Place 4 tank cards and random defenses using the Mission Targets & Defenses below, ignore random Kill the Tanks! defenses section. To win, destroy all four tanks. At least damaging all four is a draw, any other result is a loss.

To Win

As per Mission requirements.

4.44 Airfield Attack


Mission Setup
The defenders have two aircraft on the runway. These may not take off until you make a d6 roll of 5 or 6 in the planning phase (one roll for both). After these aircraft take off, place two more aircraft on the runway in the next planning phase. These need a roll of 4-6 to take off. The attackers have 2 flights of aircraft, and may replace the second flight with either two 2-seaters or one bomber. To win, the attacker must cause 20 points of damage to airfields building using the rules for trench strafing (bombers and To bomb carrying aircraft score points according to normal bombing rules, loads as noted in Annex D, and have at least half Win their aircraft leave from their short table edge. If the attacker does not cause enough damage or loses more than half their planes, they lose. Any other result is a draw.

4.45 Catch the Train!


Modified from the orginal posted by flyinghogfish

Mission Setup
An Allied raid on a enemy train station to coincide with a train unloading Your force consists of 1 flight of a bomber, and a fighter escort; a second flight may be added. The enemy have 1 or 2 flights of fighters to match your numbers. Extras pieces required: Some railway sections, a station, a train and two AA-guns. Extra rules used: Bombing, dud bombs, AA-guns, strafing, trains Setup: Place the railway sections across the table, from left to right, with the station placed a little way in from one side. The track should be closer to the German end than the Allied end The station (and railway line) should be at least far enough away from the players edge that the bomber is unable to reach the station in three full turns of straights (you might have to use the table lengthwise, it depends on how long your table is). Place the two AA-guns within ruler of the station. The two defender planes enter from the side nearest the railway, the three player planes enter from the other side The bomber carries three bombs (numbered 1, 2 and 3). One of these is a dud. To simulate this, after a bomb has landed, roll d6 to determine which was the dud; 1-2 was number 1, 3-4 was number 2 and 5-6 was number 3. If the first bomb wasnt the dud, roll d6 again after the next one lands; 1-3 boom, 4-6 dud. If that bomb worked, then obviously the last one is a dud. The player objectives are to destroy the train station and the train. The enemy objectives are to stop this from happening. The bomber aircraft must pass over the center of the target at altitude level of 2 or 3 to drop a bomb. Check for dud. If no dud, target destroyed. Trains: The train is busy unloading. Place three markers on the train and remove one at the end of each full turn. At the start of the first turn after all the markers have been removed, the train can move although, the German player can hold the train and start it moving later if he wishes. Once set in motion, the train moves forward (the longer section of track) one rail section each phase. It cannot stop unless the track has been destroyed in front of it in which case it will come to a halt in the rail section immediately before the damage. If that happens, the train can reverse if it spends one full turn motionless first, stopping again at the station or continuing off the other side of the table.

Player
Destroy the station Destroy the train Destroy a section of track Destroy an AA gun Shooting down an enemy 4 vp 2 vp 1 vp (once only, not cumulative) 1 vp 1 vp

Defender
For station surviving at end For train surviving at tend Shoot down the bomber Shooting down an enemy 2 vp 2 vp 2 vp 1 vp

To Win

To win, must have destroyed station and train. To draw must have equal to or more vp than defender. Anything else is a loss.

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4.5 Balloon Busting


Mission Setup
Assign one flight. Draw an A-Damage card. Any Positive damage results in an enemy flight patrolling the area. Place the balloon and defenses using the Mission Setup rules, but always treat the random defenses roll as a 6. Attacking planes start 36 inches from the enemy short edge. Unlike other missions, the base height should be adjusted to allow the balloon type to reach its maximum altitude. The attacker always has the option of increasing the base height anywhere up to the starting height of the balloon. In any case, if the balloon is winched down, then the base level is automatically lowered as required to keep it in play. If this would leave any aircraft more than 3 height levels above it, they are treated as if they have left the table. Ignore this section in blue if using the Aerodrome Accessories bases or other system that keeps track of altitude. If the balloon is destroyed, the attacker wins. If the balloon reaches the ground on fire the game is a draw. Any other To Win result is a loss for the attacker.

Mission Targets & Defenses see RAP rulebook, pages 31-34


Random Target Table
1-3 4-6 Trench Complex Other (factory, bridge, etc.) Trenches & balloons are placed one ruler from the center of the table, towards their owners short table edge and pointed towards the enemys short table edge. Multiple trenches are place ruler apart. Other targets are placed one ruler from the center of the owne rs short edge.

Random Defences Table


1-2 3-4 5-6 B-firing machine guns ruler to each side of the target. Also add an A-firing machine gun ruler in front of the target. Also add two AA guns 1 ruler behind the target and 2 rulers apart.

Defending Aircraft
All missions other than Dogfight or Patrol that have defending fighters present, check for placement and entry using these charts. Random Defences Table
1-2 3-4 5-6 Aircraft are placed on the first planning phase, after the attacking aircraft. Aircraft are placed after the first turn is complete, before the next planning phase. Aircraft are placed after the second turn is complete, before the next planning phase.

Each defending flight picks a random card from one of their Maneuver Decks when they deploy: If a wide sideslip card is drawn Place the flight on the long table edge corresponding to the card, on the centerline of that side. If any turn card is drawn Place the flight on the side of the short table edge according to the turns direction. If any card other than a turn is drawn Place the flight on the center of their sides short table edge.

Starting Altitude for Defenders


1 2-4 5-6 Start d6 levels below enemy, +/- 1 level (defenders choice), minimum level is 2 Start +/- 1 level from enemy, (defenders choice), minimum level is 2 Start d6 levels above enemy, +/- 1 level (defenders choice)

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4.6a Pick Ups


4.61 Rescue Pilot See Below for Mission Targets & Defenses. Friendly Forces Enemy Forces Your force consists of 1 flight To retrieve a pilot from enemy of a 2-seater with empty The enemy have 1 or 2 territory who has landed his shotup observer seat, and a fighter flights of aircraft to aircraft behind enemy lines. escort; a second flight may be match your numbers. added. To retrieve a spy from enemy Your force consists of 1 flight territory who has been seeking of a 2-seater with empty The enemy have 1 or 2 information on a (CLASSIFIED) observer seat, and a fighter flights of aircraft to project, using sources (REDACTED) escort; a second flight may be match your numbers. and (REDACTED). added. Your Date for the weekend leave you have planned has unfortunately Your force consists of 1 flight The enemy has a single wound up behind enemy lines due to of a single 2-seater with empty fighter aircraft. the enemy offensive. You still want observer seat. the date? Go gettem! Mission To Win The rescued pilot must leave the play area alive. Any other result is a loss. To win, the spy must leave the play area alive. Any other result is a loss. To win, the date and you must leave the play area alive. Any other result is a loss.

4.62 Rescue Spy

4.63 Special Date

Special Rules
To land the aircraft for pickup, 1st card is a dive, 2nd card is a straight, 3rd card is a stall. The 2-seater must land at the designated retrieval point and remain stationary for 2 turns (six maneuver cards) in order for the rescued pilot to board the aircraft, at which point they are then allowed to bring their rear gun into play. To take off, 1st card is a stall, 2nd card is a straight, 3rd card is a climb; at which point the aircraft is considered to off the ground and both guns may fire normally.

Mission Targets & Defenses see RAP rulebook, pages 31-34


Random Target Table
1-3 4-6 Trench Complex Other (factory, bridge, etc.) Trenches & balloons are placed one ruler from the center of the table, towards their owners short table edge and pointed towards the enemys short table edge. Multiple trenches are place ruler apart. Other targets are placed one ruler from the center of the owners short edge.

Random Defences Table


1-2 3-4 5-6 B-firing machine guns ruler to each side of the target. Also add an A-firing machine gun ruler in front of the target. Also add two AA guns 1 ruler behind the target and 2 rulers apart.

Defending Aircraft
All missions other than Dogfight or Patrol that have defending fighters present, check for placement and entry using these charts. Random Defences Table
1-2 3-4 5-6 Aircraft are placed on the first planning phase, after the attacking aircraft. Aircraft are placed after the first turn is complete, before the next planning phase. Aircraft are placed after the second turn is complete, before the next planning phase.

Each defending flight picks a random card from one of their Maneuver Decks when they deploy: If a wide sideslip card is drawn Place the flight on the long table edge corresponding to the card, on the centerline of that side. If any turn card is drawn Place the flight on the side of the short table edge according to the turns direction. If any card other than a turn is drawn Place the flight on the center of their sides short table edge.

Starting Altitude for Defenders


1 2-4 5-6 Start d6 levels below enemy, +/- 1 level (defenders choice), minimum level is 2 Start +/- 1 level from enemy, (defenders choice), minimum level is 2 Start d6 levels above enemy, +/- 1 level (defenders choice)

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4.6b Drop Offs


4.66 Resupply See Below for Mission Targets & Defenses. Friendly Forces Enemy Forces Your force consists of 1 flight of a 2-seater with empty The enemy have 1 or 2 To parachute a bundle of supplies to observer seat, and a fighter flights of aircraft to friendly unit behind enemy lines. escort; a second flight may be match your numbers. added. Your force consists of 1 flight of a 2-seater with empty The enemy have 1 or 2 To parachute a spy behind enemy observer seat, and a fighter flights of aircraft to territory. escort; a second flight may be match your numbers. added. Your Date for the weekend leave you have planned has unfortunately Your force consists of 1 flight The enemy has a wound up behind enemy lines due to of a single 2-seater with empty single fighter aircraft. the enemy offensive. You still want observer seat. the date? Go gettem! Mission To Win The supplies must land intact within one ruler of the target. Any other result is a loss The spy must land alive and unhurt within one ruler of the target. Any other result is a loss. The pigeons must land intact within one ruler of the target. Any other result is a loss.

4.67 Spy Insertion

4.68 Pigeon Drop

Special Rules
To Drop the bundle/spy/pigeons the two seater must fly straight for the target (kiss principle applies, we disregard winds, terrain, etc.) for 3 maneuver cards basically, 3 straight stalls are recommended. Once that is accomplished the observer, remember the guy in the back seat? He better still be alive and able to drop the bundle or pigeons, or able to climb out and jump in the case of the spy. Drop Table (use d10) Result Bundle Parachute doesnt open;. Smashed junk Parachute streamers; victim killed. Smashed junk Crunched, Parachute drags victim across ground, wound Contents scattered Shatters, Victim hits obstacle (tree, fence, etc), wound contents scattered Victim survives after landing like sack of potatoes ok

D10 1 2 3-4 5 6-0

Spy KIA KIA WIA WIA ok

Pigeons Smashed mess Smashed mess Crunched, Birds everywhere Shatters, Birds flying home ok

Defending Aircraft
All missions other than Dogfight or Patrol that have defending fighters present, check for placement and entry using these charts. Random Defences Table
1-2 3-4 5-6 Aircraft are placed on the first planning phase, after the attacking aircraft. Aircraft are placed after the first turn is complete, before the next planning phase. Aircraft are placed after the second turn is complete, before the next planning phase.

Each defending flight picks a random card from one of their Maneuver Decks when they deploy: If a wide sideslip card is drawn Place the flight on the long table edge corresponding to the card, on the centerline of that side. If any turn card is drawn Place the flight on the side of the short table edge according to the turns direction. If any card other than a turn is drawn Place the flight on the center of their sides short table edge.

Starting Altitude for Defenders


1 2-4 5-6 Start d6 levels below enemy, +/- 1 level (defenders choice), minimum level is 2 Start +/- 1 level from enemy, (defenders choice), minimum level is 2 Start d6 levels above enemy, +/- 1 level (defenders choice)

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4.7 Dawn Patrol


Mission Setup
The night starts to show signs of approaching dawn. Your mechanics have worked through the night to ready your aircraft for your flight this morning. Yours is the Dawn Patrol. Assign one flight. You may select a second flight if you wish. Friendly

Forces Enemy Forces Set Up To Win

The enemy will have a flight of aircraft for each of yours. Set up is directly opposite each other on the short distance of the game table. Begin with Starting Altitude and Cloud Cover Mission Randomizers. Play continues until only one side is left on the table still flying. You must have the last remaining aircraft on the table. A draw is both sides last aircraft forced off the board or shot down in the same phase of movement/combat.

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4.8 The Bridge


Mission Setup
A bridge lies behind the allied lines, and it appears to be the sole trainline still functioning to maintain the allied offensive. The Germans must destroy the bridge. The allies must prevent that from happening. Cards for targets are available on Aerodrome. Allies setup Place a bridge in the middle of the game area and random defenses using the Mission Targets & Defenses below. The enemy will have a flight defending that enter the board on turn 3 from the left side of the table from your entry side. Another flight will enter from the right side of the table from your entry side on turn 6. Still another flight will enter from the far edge away from where you entered on turn 9. Place the bomber so that the rear is on the table, with the nose of the craft facing the center of the table (toward the German setup target). Assign a flight to escort one bomber into the target, set it up within 1 ruler of the bomber. Another flight may enter on turn 10 from the same edge you entered from. Allies get Score one (3) points for each enemy plane shot down. points for Germans get Score 12 points for destroying the bridge. points for Score one (1) point for each enemy plane shot down or forced to leave the board. To Win The side with the most points in this scenario wins. A tie score is of course a draw.

Mission Targets & Defenses see RAP rulebook, pages 31-34


Random Target Table
1-3 4-6 Trench Complex Other (factory, bridge, etc.) Trenches & balloons are placed one ruler from the center of the table, towards their owners short table edge and pointed towards the enemys short table edge. Multiple trenches are place ruler apart. Other targets are placed one ruler from the center of the owners short edge.

Random Defences Table


1-2 3-4 5-6 B-firing machine guns ruler to each side of the target. Also add an A-firing machine gun ruler in front of the target. Also add two AA guns 1 ruler behind the target and 2 rulers apart.

Defending Aircraft
All missions other than Dogfight or Patrol that have defending fighters present, check for placement and entry using these charts. Random Defences Table
1-2 3-4 5-6 Aircraft are placed on the first planning phase, after the attacking aircraft. Aircraft are placed after the first turn is complete, before the next planning phase. Aircraft are placed after the second turn is complete, before the next planning phase.

Each defending flight picks a random card from one of their Maneuver Decks when they deploy: If a wide sideslip card is drawn Place the flight on the long table edge corresponding to the card, on the centerline of that side. If any turn card is drawn Place the flight on the side of the short table edge according to the turns direction. If any card other than a turn is drawn Place the flight on the center of their sides short table edge.

Starting Altitude for Defenders


1 2-4 5-6 Start d6 levels below enemy, +/- 1 level (defenders choice), minimum level is 2 Start +/- 1 level from enemy, (defenders choice), minimum level is 2 Start d6 levels above enemy, +/- 1 level (defenders choice)

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4.91 Zeppelin LZ 41
Mission Setup

Bombing Mission

A bridge lies behind the allied lines, and it appears to be the sole trainline still functioning to maintain the allied offensive. The Germans must destroy the bridge. The allies must prevent that from happening. Cards for bridges are available on Aerodrome. Allies setup Place a target in the middle of the game area and random defenses using the Mission Targets & Defenses below. The enemy will have a flight defending that enter the board on turn 3 from the left side of the table from your entry side. Another flight will enter from the right side of the table from your entry side on turn 6. Still another flight will enter from the far edge away from where you entered on turn 9. Assign one flight to escort one bomber into the target. Place the flight within one ruler of the zeppelin. Place the zeppelin so that the rear is on the table, with the nose of the craft facing the center of the table (toward the target). Another flight may enter on turn 10 from the same edge you entered from. German setup The problem with this mission is that it is far from your own base. This means your aircraft can only stay on the board 12 turns before they must RTB (return to base). ( suggestion is that you place 12 markers on each aircraft console to indicate time on board left) Allies get Score 10 points for destroying the zeppelin. points for Score one (1) point for each enemy plane shot down. Germans get Score 12 points for destroying the bridge. points for Score one (1) point for each enemy plane shot down or forced to leave the board. To Win The side with the most points in this scenario wins. A tie score is of course a draw.

Mission Targets & Defenses see RAP rulebook, pages 31-34


Random Target Table
1-3 4-6 Trench Complex Other (factory, bridge, etc.) Trenches & balloons are placed one ruler from the center of the table, towards their owners short table edge and pointed towards the enemys short table edge. Multiple trenches are place ruler apart. Other targets are placed one ruler from the center of the owners short edge.

Random Defences Table


1-2 3-4 5-6 B-firing machine guns ruler to each side of the target. Also add an A-firing machine gun ruler in front of the target. Also add two AA guns 1 ruler behind the target and 2 rulers apart.

Defending Aircraft
All missions other than Dogfight or Patrol that have defending fighters present, check for placement and entry using these charts. Random Defences Table
1-2 3-4 5-6 Aircraft are placed on the first planning phase, after the attacking aircraft. Aircraft are placed after the first turn is complete, before the next planning phase. Aircraft are placed after the second turn is complete, before the next planning phase.

Each defending flight picks a random card from one of their Maneuver Decks when they deploy: If a wide sideslip card is drawn Place the flight on the long table edge corresponding to the card, on the centerline of that side. If any turn card is drawn Place the flight on the side of the short table edge according to the turns direction. If any card other than a turn is drawn Place the flight on the center of their sides short table edge.

Starting Altitude for Defenders


1 2-4 5-6 Start d6 levels below enemy, +/- 1 level (defenders choice), minimum level is 2 Start +/- 1 level from enemy, (defenders choice), minimum level is 2 Start d6 levels above enemy, +/- 1 level (defenders choice)

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4.92 Zeppelin LZ 41 Rescue Mission


Mission Setup
The zeppelin is going to try to save a group of spies. Place a target at the far end of the board from the friendly edge you enter on. The zeppelin must move to the target and hover there for 3 turns (9 maneuver cards) in order to haul up the spies. After that, the zeppelin rotates in place (3 movement cards) and heads back the way it came. The defenders will have 1 flight arrive from 2 rulers from the target area on turn 1. A second flight will arrive on turn 12. For the defenders to win, they must shoot down the zeppelin. For the Zeppelin team to win, they must rescue the spies and exit off the entry area of the board. No draws allowed.

Mission Targets & Defenses see RAP rulebook, pages 31-34


Random Target Table
1-3 4-6 Trench Complex Other (factory, bridge, etc.) Trenches & balloons are placed one ruler from the center of the table, towards their owners short table edg e and pointed towards the enemys short table edge. Multiple trenches are place ruler apart. Other targets are placed one ruler from the center of the owners short edge.

Random Defences Table


1-2 3-4 5-6 B-firing machine guns ruler to each side of the target. Also add an A-firing machine gun ruler in front of the target. Also add two AA guns 1 ruler behind the target and 2 rulers apart.

Defending Aircraft
All missions other than Dogfight or Patrol that have defending fighters present, check for placement and entry using these charts. Random Defences Table
1-2 3-4 5-6 Aircraft are placed on the first planning phase, after the attacking aircraft. Aircraft are placed after the first turn is complete, before the next planning phase. Aircraft are placed after the second turn is complete, before the next planning phase.

Each defending flight picks a random card from one of their Maneuver Decks when they deploy: If a wide sideslip card is drawn Place the flight on the long table edge corresponding to the card, on the centerline of that side. If any turn card is drawn Place the flight on the side of the short table edge according to the turns direction. If any card other than a turn is drawn Place the flight on the center of their sides short table edge.

Starting Altitude for Defenders


1 2-4 5-6 Start d6 levels below enemy, +/- 1 level (defenders choice), minimum level is 2 Start +/- 1 level from enemy, (defenders choice), minimum level is 2 Start d6 levels above enemy, +/- 1 level (defenders choice)

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4.93 Zeppelin LZ 41 Overflight Scramble


Mission Setup
Alert! A zeppelin is moving through your area. You must defend it from enemy attack! Assign one flight. You may select a second flight if you wish. The enemy will have 2 flights of aircraft for each of yours, plus another flight for the zeppelin (so they will have 3 or 5 flights to your one or two flights). The scenario will last 28 turns the amount of time required to pass through your sector. The zeppelin is set up in the middle of the battle area. Friendly aircraft enter from the friendly side, place enemy aircraft according to Defending Aircraft tables. If the zeppelin is still flying after 28 turns, you win. If not, you lose. No draws. To Win

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Chapter 3

Pilot Personality Options


Die Roll 1-4

Combat Attitude
Aggressive
Will always try to engage the enemy

Situations Attack
Will always try to attack the enemy in the least amount of cards possible. Will be triggered to Aggressive - Attack mode if enemy comes within 2 rulers distance of him. Otherwise will maintain distance from him. Will try to evade enemy until enemy comes within 1 ruler of him. At that point he will only attack the enemy to defend or "scare" the enemy off.

Defense
Will always try to attack the enemy, but fly defensibly in those attacks (avoids head on passes and other "exchange damage moves). Will be triggered to Aggressive - Defense mode if enemy comes within 2 rulers distance of him. Otherwise will maintain distance from him. Will always try to escape from the enemy in the safest manner.

Survival
Will break off combat when aircraft has taken 75% or more of its damage. Will break off combat when aircraft has taken 50% or more of its damage. Will break off combat when aircraft has taken any damage.

Passive 5-9
Will only engage the enemy if threatened

Evasive 0
Will try to avoid combat

Passive Pilots might be better used as Observers or gunners. Evasive Pilots transfer to the infantry?

Pilot Attributes
Die roll 1 2-5 6-7 8-0

Category
Lazy & Smart Lazy & Dumb Ambitious & Smart Ambitious & Dumb

Rommels Recommendation Make them commanders Mundane and/or Menial duties. Make them staff officers. These are dangerous and must be eliminated.

Game Suggestion Promote Two Ranks (pilot to flight leader to squadron leader) Ordinary duty. Promote One Rank (enlisted to nco to officer) Demote, transfer, whatever you need to get rid of them.

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Crew Points
Crew Points are earned for various achievements during a sortie and are used to award medals. These points are separate from the squadron experience tables. How to Gain Crew Points shows the list of achievements, the points earned for them, and any special restrictions they may have. How to Spend Crew Points shows the crew point costs, the items those points will purchase, and notes about what they are good for. Note that this requires keeping track of crew points for each pilot and crewperson. Suggest the in the Forms section for this.

How to Gain Crew Points


Achievement Deserting the field in the face of the enemy while undamaged, unhurt, and abandoning your comrades Being Shot Down Leaving the field; less than 4 points undamaged on a fighter or 2 seater. Less than half points undamaged on a larger base bomber. Leaving the field; wounded Sortie Flown Chasing off an Enemy Plane Shoot down enemy plane Shoot down enemy plane solo Accomplish Mission Crew Points -10 -2 0 0 1 1 2 3 4 Special Restrictions Only applies to pilot None.

Pilot must survive the sortie. Must be flying when the enemy leaves the table and must have shot at them in the last two turns. Must have fired at and done damage to enemy aerial target during mission. No one else scored damage except you on the specified enemy aerial target

How to Spend Crew Points


Crew points 25 5 Item Parachute 1 repair point Notes Hopefully for a successful jump out of a stricken aircraft. To help repair damage points (add any of these purchased to the weekly squadron repair allotment)

1 2 3 5 10 15x 100 50x

E promotion Jump W W promotion Jump O Jump O O promotion Jump G G promotion

Promote from one enlisted rank to the next Promote from enlisted rank to warrant rank Promote from one warrant rank to the next Promote from warrant to officer ranks, the officer rank also had to be paid for as well, see O promotion Promote from enlisted to officer ranks, the officer rank also had to be paid for as well, see O promotion Promote from one officer rank to the next, at 15x level, an O-1 would cost 15 points, an O-6 90 points Promote from officer to general ranks, the general rank also had to be paid for as well, see G promotion Promote from one general rank to the next, at 50x level, an G-1 would cost 50 points, an G-5 250 points

Note that the ranks are pretty much fluff. Below enlisted rank E-5 you will be doing scut work and not flying. Above officer rank O-5 you will be flying a desk instead of a plane. Yes I know that higher ranks were combat killed in aircraft in WW2, but they were not really air crew, as these were supernumerary positions used to get air hours or qualify for combat medals as the individuals were just gaming the system not the war. You, of course, can play the crew you generate as you wish within ability constraints of the game, rank doesnt really matter to game play.

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When and who goes to war


Enters War
1914 07 28 1916 06 05 1914 08 04 1917 10 26 1915 10 11 1914 08 04 1917 08 14 1918 05 23 1917 04 07 1918 08 13 1914 08 03 1914 08 01 1914 08 04 1918 04 23 1918 07 19 1916 04 24 1915 05 23 1914 08 23 1917 08 04 1914 08 02 1914 08 05 1918 05 08 1917 04 07 1916 08 27 1914 08 01 1914 07 28 1917 07 24 1914 10 29 1917 04 06

Nation Alphabetically Austro Hungary Arab Rebellion Belgium Brazil Bulgaria Canada China Costa Rica Cuba Czecho-Slovaks France Germany Great Britain Guatemala Honduras Irish Rebellion Italy Japan Liberia Luxembourg Montenegro Nicaragua Panama Romania Russia Serbia Siam Turkey United States of America

Alliance
Central Powers Rebel vs Central Powers Entente Powers Entente Powers Central Powers Entente Powers Entente Powers Entente Powers Entente Powers Entente Powers Entente Powers Central Powers Entente Powers Entente Powers Entente Powers Rebel vs Entente Powers Entente Powers Entente Powers Entente Powers Entente Powers Entente Powers Entente Powers Entente Powers Entente Powers Entente Powers Entente Powers Entente Powers Central Powers Entente Powers

Leaves War
1918 11 03 1918 11 11 1918 11 11 1918 11 11 1918 09 30 1918 11 11 1918 11 11 1918 11 11 1918 11 11 1918 11 11 1918 11 11 1918 11 11 1918 11 11 1918 11 11 1918 11 11 1918 05 01 1918 11 11 1918 11 11 1918 11 11 1918 11 11 1918 11 11 1918 11 11 1918 11 11 1918 11 11 1918 03 03 1918 11 11 1918 11 11 1918 10 30 1918 11 11

Enters War 1914 07 28 1914 07 28 1914 08 01 1914 08 01 1914 08 02 1914 08 03 1914 08 04 1914 08 04 1914 08 04 1914 08 05 1914 08 23 1914 10 29 1915 05 23 1915 10 11 1916 04 24 1916 06 05 1916 08 27 1917 04 06 1917 04 07 1917 04 07 1917 07 24 1917 08 04 1917 08 14 1917 10 26 1918 04 23 1918 05 08 1918 05 23 1918 07 19 1918 08 13

Nation By date of entry Austro Hungary Serbia Germany Russia Luxembourg France Belgium Great Britain Canada Montenegro Japan Turkey Italy Bulgaria Irish Rebellion Arab Rebellion Romania United States of America Cuba Panama Siam Liberia China Brazil Guatemala Nicaragua Costa Rica Honduras Czecho-Slovaks

Alliance
Central Powers Entente Powers Central Powers Entente Powers Entente Powers Entente Powers Entente Powers Entente Powers Entente Powers Entente Powers Entente Powers Central Powers Entente Powers Central Powers Rebel vs Entente Powers Rebel vs Central Powers Entente Powers Entente Powers Entente Powers Entente Powers Entente Powers Entente Powers Entente Powers Entente Powers Entente Powers Entente Powers Entente Powers Entente Powers Entente Powers

Leaves War 1918 11 03 1918 11 11 1918 11 11 1918 03 03 1918 11 11 1918 11 11 1918 11 11 1918 11 11 1918 11 11 1918 11 11 1918 11 11 1918 10 30 1918 11 11 1918 09 30 1918 05 01 1918 11 11 1918 11 11 1918 11 11 1918 11 11 1918 11 11 1918 11 11 1918 11 11 1918 11 11 1918 11 11 1918 11 11 1918 11 11 1918 11 11 1918 11 11 1918 11 11

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The Following Charts are medals and ranks of the various nations; Ranks by Nationality
These require crew points to gain promotion. See above. Most personnel will start as E1 but, background information of pilots & crews may indicate the individual will start as nco (E3), warrant (W1) or officer (O0) instead. These ranks are as accurate as I could find on the internet. In most cases, I placed English translations as the original was just too difficult for me to translate or read in many cases. Any blame or error is strictly mine.

Medals by Nationality
These awards are as specified, there is no duplication of any awards, as you achieve a medal badge etc you just move on to the next one. If the pilot transfers service, French to American for example, you start over in the new Nationality. But you still have the awards already achieved. These awards are in many cases inappropriate (read that to mean, not actually available until many years later) to the time and are really just for play balance as the nation either did not provide or did not assign any such awards. In some cases, the list severely curtails the actual lists of medals and/or orders available to fit within this system. Any blame or error is strictly mine.

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Medals
For being wounded 5 kills while piloting 5 kills while not piloting

Austro Hungary
Wound Badge Pilots Wings Aviation Badge Order of the Iron Crown, knight Order of the Iron Crown, knight with crossed swords Order of the Iron Crown, Knight with crossed swords & diamonds Order of Leopold, First Class Order of Leopold, Knights Cross with crossed swords Military Order of Maria Theresa, Knights Cross Military Order of Maria Theresa, Commanders Cross Military Order of Maria Theresa, Grand Cross

Germany
Wound Badge Pilots Wings Aviation Badge Iron Cross 2nd Class Iron Cross 1st Class War Honor Cross Military Merit Cross Order of The Red Eagle Pour Le Mrite (Blue Max) Pour Le Mrite (Blue Max) with oak leaves Order of The Black Eagle

Turkey
Wound Badge Pilots Wings Aviation Badge War Medal, 2nd Class War medal, 1st Class Medal of Merit, 2nd Class Medal of Merit, 1st Class Medal of Privilege, Silver Medal of Privilege, Gold Mecidi Order

Bulgaria
Wound Badge Pilots Wings Aviation Badge Military Cross for Bravery, 4th Class Military Cross for Bravery, 3rd Class Military Cross for Bravery, 2nd Class Military Cross for Bravery, 1st Class Order of Bravery, 2nd Class Order of Bravery, 1st Class Order of Bravery, Grand Cross Order of St. Alexander

10 kills 20 kills 30 kills 40 kills 50 kills

60 kills

85 kills

110 kills

Osmani Order

Ranks
E-1 E-2 E-3 E-4 E-5 E-6 E-7 W-1 W-2 O-0 O-1 O-2 O-3 O-4 O-5 O-6 G-1 G-2 G-3 G-4 G-5

Austro Hungary
Honved Gefreiter Korporal Zugsfhrer Feldwebel Kadett-feldwebel Stabs-feldwebel Offizierstellvertreter Fhnrich Leutnant Oberleutnant Hauptmann Major Oberstleutnant Oberst Generalmajor Feldmarshalleutnant General der Infanterie Generaloberst Feldmarshal

Germany
Shtze Gefreiter Obergefreiter unteroffizer Sergeant Vizefeldwebel Feldwebel Offizierstellvertreter Feldwebel-Leutnant Fhnrich Leutnant Oberleutnant Hauptmann Major Oberstleutnant Oberst Generalmajor Generalleutnant General der Infanterie Generaloberst Generalfeldmarshal

Turkey
private Corporal Sergeant Sergeant 1st Class Company sergeant Vice sergeant major Master Sergeant Ensign Officer Aspirant 2nd Lieutenant 1st Lieutenant Captain Major Lieutenant Colonel Colonel Brigadier General Major General Lieutenant General General General of the Armies

Bulgaria
Rednik Efreitor Cavus Ustcavus Bascavus Mektepli Podoffizer Offizerski Kandidat Pod-poruchik Poruchik Kapitan Maior Podpolkovnik Polkovnik General-major General-lietnant General -

As of 30 December 2012

35

Medals
For being wounded 5 kills while piloting 5 kills while not piloting

France
Wound Badge Pilots Wings Aviation Badge War Cross with Bronze Star War Cross with Silver Star Military Medal Legion of Honor, Chevalier Legion of Honor, Officer Legion of Honor, Commander Legion of Honor, Grand Officer Legion of Honor, Grand Cross

Belgium
Wound Badge Pilots Wings Aviation Badge Military Decoration, 2nd Class Military Decoration, 1st Class War Cross Order of Leopold II Order of the Crown Order of Leopold, Knights Badge Order of Leopold, Commanders Badge Order of Leopold, Grand Cordon

Italy
Wound Badge Pilots Wings Aviation Badge War Cross, 2nd Class War Cross, 1st Class Medal for Military Valor, Bronze Medal for Military Valor, Silver Medal for Military Valor, Gold Order of the Crown, Knight Order of the Crown, Commander Order of the Crown, Grand Cross

Russia
Wound Badge Pilots Wings Aviation Badge Medal of St. George, 4th Class Medal of St. George, 3rd Class Medal of St. George, 2nd Class Medal of St. George, 1st Class Order of St. Vladimir Order of St. George Order of St. Stanislas Order of St. Anne

10 kills 20 kills 30 kills 40 kills 50 kills 60 kills 85 kills 110 kills

Ranks
E-1 E-2 E-3 E-4 E-5 E-6 E-7 W-1 W-2 O-0 O-1 O-2 O-3 O-4 O-5 O-6 G-1 G-2 G-3 G-4 G-5

France
Soldat 2.eme Soldat 1.eme Caporal Caporal-Chef Sergent Sergeant-Chef Major Adjutant Adjutant-Chef Aspirant Sous-Lieutenant Lieutenant Capitaine Commandant Lieutenant Colonel Colonel Gnral de brigade Gnral de division Gnral de corps darme Gnral darme Marchal de France

Belgium
Gendarme Caporal Sergent 1er Sergeant 1er Sergeant Major Adjutant Adjutant-Chef Aspirant Sous-Lieutenant 1.eme Lieutenant Capitain Commandant Major Lieutenant Colonel Colonel General Major Lieutenant General -

Italy
Sodato Caporale Caporalmaggiore Sergente Sergente Maggiore Maresciallo Spirante ufficiale Sottotenente Tenente Capitano Maggiore Tenente Colonnello Colonnello Brigadier Generale Maggiore General Tenente Generale Generale -

Russia
Ryadovoj Efrejtor Mladshij Starshij Feldfebel Podproporschik Kadet Praporshchik Poruchik StabsCaptain Captain Podpolkovnik Polkovnik Major General Lieutenant General General General Field Marshal

As of 30 December 2012

36

Medals
For being wounded 5 kills while piloting 5 kills while not piloting

Great Britain Royal Army Royal Flying Corps

Great Britain Royal Navy Royal Navy Air Service

Great Britain Great Britain Royal Air Force 1918 Royal Air Force 1920

Wound Stripe Pilots Wings Aviation Badge Mentioned in Dispatches Distinguished Service Distinguished Flying Medal (E) Medal (E) Conspicuous Gallantry Distinguished Conduct Medal (E) Medal (E) Distinguished Service Distinguished Flying Cross Cross Distinguished Service Order Victoria Cross Victoria Cross & Bar Victoria Cross & 2 Bars Distinguished Flying Medal (E) Distinguished Conduct Medal (E) Distinguished Flying Cross

10 kills 20 kills 30 kills 40 kills 50 kills 60 kills 85 kills 110 kills Military Medal Distinguished Conduct Medal (E) Military Cross

Ranks
E-1 E-2 E-3 E-4 E-5 E-6 E-7 W-1 W-2 O-0 O-1 O-2 O-3 O-4 O-5 O-6 G-1 G-2 G-3 G-4 G-5

Great Britain Royal Army Royal Flying Corps


Private Lance Corporal Corporal Sergeant Company Sergeant Major Regimental Sergeant Major Warrant Officer 2nd Class Warrant Officer 1st Class Cadet Leftenant Lieutenant Captain Major Lieutenant Colonel Colonel Brigadier General Major General Lieutenant General General Field Marshal

Great Britain Royal Navy Royal Navy Air Service


Boy 2nd Class Boy 1st Class Ordinary Seaman Able Seaman Leading Seaman Petty Officer Chief Petty Officer Boatswain Chief Boatswain Midshipman Ensign Sub-Lieutenant Lieutenant Lieutenant Commander Commander Captain Commodore Rear Admiral Vice Admiral Admiral Admiral of the Fleet

Great Britain Great Britain Royal Air Force 1918 Royal Air Force 1920
Private Lance Corporal Corporal Sergeant Company Sergeant Major Regimental Sergeant Major Warrant Officer Cadet Leftenant Lieutenant Captain Major Lieutenant Colonel Colonel Brigadier General Major General Lieutenant General Aircraftsman Leading Aircraftsman Senior Aircraftsman Corporal Sergeant Chief Technician Flight Sergeant Warrant Officer Cadet Pilot officer Flying officer Flight lieutenant Squadron leader Wing commander Group Captain Air Commodore Air Vice Marshal Air Marshal Air Chief Marshal Marshal of the Royal Air Force

As of 30 December 2012

37

Medals
For being wounded 5 kills while piloting 5 kills while not piloting

Serbia
Wound Badge Pilots Wings Aviation Badge Medal for Bravery, 2nd Class Medal for Bravery, 1st Class Medal for Military Virtues Order of St. Sava Order of the White Eagle with Swords, Knights Cross Order of the White Eagle with Swords, Commanders Cross Order of the White Eagle with Swords, Grand Cross Order of the Star of Karaore, with Swords

Romania
Wound Badge Pilots Wings Aviation Badge Military Service Medal 3rd Class Military Service Medal 2nd Class Military Service Medal 1st Class Order of the Crown Order of the Star of Romania Order of Michael the Brave, 3rd Class Order of Michael the Brave, 2nd Class Order of Michael the Brave, 1st Class

Greece
Wound Badge Pilots Wings Aviation Badge Military Cross 3rd Class Military Cross 2nd Class Military Cross 1st Class War Cross 3rd Class War Cross 2nd Class War Cross 1st Class Royal Order of George I Royal Order of the Redeemer

Poland
Wound Badge Pilots Wings Aviation Badge Bronze Cross Silver Cross Gold Cross Order of Military Valor 4th Class Order of Military Valor 3rd Class Order of Military Valor 2nd Class Order of Military Valor 1st Class Order of The White Eagle

10 kills 20 kills 30 kills 40 kills 50 kills

60 kills

85 kills

110 kills

Ranks
E-1 E-2 E-3 E-4 E-5 E-6 E-7 W-1 W-2 O-0 O-1 O-2 O-3 O-4 O-5 O-6 G-1 G-2 G-3 G-4 G-5

Serbia
Borac Kaplar Podnarednik Narednik Dvajesnik Zastavnik Vodnik Cetnik Pod-polkovnik Polkovnik Podnik

Romania
Caporal Sergeant Major Plutonier Plutonier Major Plutonier Major Set Sublocotenent Locotenent Capitan Major Locotenent colonel Colonel General major General locotenent General colonel General de armata

Greece
Sminitis Dekaneas Lochias Sminias Epilochias Mechanikos Diopos Archimechanikos Ikaros Anthypolochagos Hyposminagos Sminagos Tagmatarchos Episminagos Sminachos Taxiarchos Hypostrategos Antistrategos Strategos -

Poland
Szeregowy Starszy szeregowy Kapral Starszy kapral Plutonowy Sierzant Starzy sierzant Chorazy Starszy chorazy

Podporucznik Porucznik Kapitan Major Podpulkownik Pulkownik General brygady General dywizji General broni General General armii

As of 30 December 2012

38

Medals
For being wounded 5 kills while piloting 5 kills while not piloting

United States Army


Purple Heart Pilots Wings Air Medal Bronze Star Distinguished Flying Cross Silver Star Distinguished Service Medal Distinguished Service Cross Army Medal of Honor Army Medal of Honor & V device Army Medal of Honor & two V device

United States Navy


Purple Heart Aviator Wings Air Medal Bronze Star Distinguished Flying Cross Silver Star Navy Distinguished Service Medal Navy Cross Navy Medal of Honor Navy Medal of Honor & V device Navy Medal of Honor & two V device

United States Marine Corps


Purple Heart Aviator Wings Air Medal Bronze Star Distinguished Flying Cross Silver Star Navy Distinguished Service Medal Navy Cross Navy Medal of Honor Navy Medal of Honor & V device Navy Medal of Honor & two V device

10 kills 20 kills 30 kills 40 kills 50 kills 60 kills 85 kills 110 kills

Ranks
E-1 E-2 E-3 E-4 E-5 E-6 E-7 W-1 W-2 O-0 O-1 O-2 O-3 O-4 O-5 O-6 G-1 G-2 G-3 G-4 G-5

United States Army


Private Private First Class Corporal Sergeant First Sergeant Sergeant First Class Sergeant Major Warrant Officer Cadet 2nd Lieutenant 1st Lieutenant Captain Major Lieutenant Colonel Colonel Brigadier General Major General Lieutenant General General -

United States Navy


Seaman 3rd Class Seaman 2nd Class Seaman 1st Class Petty Officer 3rd Class Petty Officer 2nd Class Petty Officer 1st Class Chief Petty Officer Boatswain Chief Boatswain Midshipman Ensign Lieutenant (Junior Grade) Lieutenant Lieutenant Commander Commander Captain Commodore Rear Admiral Vice Admiral Admiral -

United States Marine Corps


Private Lance Corporal Corporal Sergeant Gunnery Sergeant First Sergeant Sergeant Major Gunner Cadet 2nd Lieutenant 1st Lieutenant Captain Major Lieutenant Colonel Colonel Brigadier General Major General Lieutenant General -

As of 30 December 2012

39

Medals
For being wounded 5 kills while piloting 5 kills while not piloting

Japan Army Teikoku Rikugun Wound Stripe Pilots Wings Aviation Badge Order of the Golden Kite, 8th Class Order of the Golden Kite, 7th Class Order of the Golden Kite, 6th Class Order of the Golden Kite, 5th Class Order of the Golden Kite, 4th Class Order of the Golden Kite, 3rd Class Order of the Golden Kite, 2nd Class Order of the Golden Kite, 1st Class

Japan Navy Teikoku Kaigun Wound Stripe Pilots Wings Aviation Badge Order of the Golden Kite, 8th Class Order of the Golden Kite, 7th Class Order of the Golden Kite, 6th Class Order of the Golden Kite, 5th Class Order of the Golden Kite, 4th Class Order of the Golden Kite, 3rd Class Order of the Golden Kite, 2nd Class Order of the Golden Kite, 1st Class

Portugal Wound Badge Pilots Wings Aviation Badge Military Merit Medal, 2nd Class Military Merit Medal, 1st Class Distinguished Service Medal Military Order of Aviz Military Order of Christ War Cross Military Valor Medal Order of the Tower and Sword

Netherlands Wound Badge Pilots Wings Aviation Badge Airmans Cross Bronze Cross Bronze Lion Silver Lion Gold Lion Military Order of William, Knight Military Order of William, Commander Military Order of William, Grand Cross

10 kills 20 kills 30 kills 40 kills 50 kills 60 kills 85 kills 110 kills

Ranks
E-1 E-2 E-3 E-4 E-5 E-6 E-7 W-1 W-2 O-0 O-1 O-2 O-3 O-4 O-5 O-6 G-1 G-2 G-3 G-4 G-5

Japan Army Teikoku Rikugun


Nitohei Ittohei Jotohei Gocho Kimmu jotohei Gocho Gunso Socho Rikugun Jun-i Rikugun Shoi kohosei Rikugun Shoi Rikugun Chui Rikugun Taii Rikugun Shosa Rikugun Chusa Rikugun Taisa Rikugun Shosho Rikugun Chujo Rikugun Taisho Gensui Rikugun Taisho

Japan Navy Teikoku Kaigun


Yontosuihei Santosuihei Nitosuihei Ittosuihei Santoheiso Nitoheiso Ittoheiso Kaigun Jun-i Kaigun Shoi kohosei Kaigun Shoi Kaigun Chui Kaigun Daii Kaigun Shosa Kaigun Chusa Kaigun Daisa Kaigun Shosho Kaigun Chujo Kaigun Taisho Gensui Kaigun Taisho

Portugal
Soldato Segundo Cabo Primeire Sargento Primeiro Sargento Segundo Sargento Sargento Adjudante Aspirante a Oficial Alferes Tenente Capitao Major Tenente-Coronel Coronel Brigadeiro General General -

Netherlands
Soldaat der 3de klasse Soldaat der 2de klasse Soldaat der 1ste klasse Korporaal Sergeant Sergeant de 1e klasse Sergeant-Majoor Adjudant-Onderofficier Vaandrig Tweede-Luitenant Eerste-Luitenant Kapitein Major Luitenant-Kolonel Kolonel Commodore General Majoor Luitenant-Generaal Generaal -

As of 30 December 2012

40

Medals
For being wounded 5 kills while piloting 5 kills while not piloting

Denmark
Wound Badge Pilots Wings Aviation Badge Order of the Dannebrog, Warrior, 2nd Class Order of the Dannebrog, Warrior, 1st Class Order of the Dannebrog, Knight, 2nd Class Order of the Dannebrog, Knight, 1st Class Order of the Dannebrog, Commander, 2nd Class Order of the Dannebrog, Commander, 1st Class Order of the Dannebrog, Grand Cross Order of the Dannebrog, Grand Cross with Diamonds

Norway
Wound Badge Pilots Wings Aviation Badge Knight of the Order of St. Olav Knight 1st Class of the Order of St. Olav Commander of the Order of St. Olav Commander with star of the Order of St. Olav Grand Cross of the Order of St. Olav War Cross With Sword War Cross With 2 Swords War Cross With 3 Swords

Finland
Wound Badge Pilots Wings Aviation Badge Order of the White Rose Order of the Cross of Liberty, Medal of Liberty 2nd Class Order of the Cross of Liberty, Medal of Liberty 1st Class Order of the Cross of Liberty, Cross of Liberty 4th Class Order of the Cross of Liberty, Cross of Liberty 3rd Class Order of the Cross of Liberty, Cross of Liberty 2nd Class Order of the Cross of Liberty, Cross of Liberty 1st Class Order of the Cross of Liberty, Grand Cross

Sweden
Wound Badge Pilots Wings Aviation Badge Order of Vasa, Knight Order of Vasa, Knight 1st Class Order of Vasa, Commander Order of Vasa, Commander 1st Class Order of Vasa, Commander Grand Cross Order of the Sword, Silver War Cross Order of the Sword, Gold War Cross Order of the Sword, Gold War Cross with Star

10 kills 20 kills

30 kills

40 kills

50 kills

60 kills

85 kills

110 kills

Ranks
E-1 E-2 E-3 E-4 E-5 E-6 E-7 W-1 W-2 O-0 O-1 O-2 O-3 O-4 O-5 O-6 G-1 G-2 G-3 G-4 G-5

Denmark
Flyverkonstabeleev Flyverspecialist Corporal Sergent Oversergent seniorsergent Chefsergent Sekondljtnant ljtnant premierljtnant Kaptajn Major Oberstljtnant Oberts Brigadegeneral Generalmajor Generalljtnant General -

Norway
Flysoldat Vingsoldat Vingsoldat 1.klasse Corporal Sersjant Fenrik Lytnant Kaptein Major Oberstlytnant Oberst Brigader Generalmajor Generallytnant General -

Finland
Soldat Underofficerselev Korpral Undersergeant Sergeant Overfaltvabel Militarmastare Officerselev officeraspirant Fanrik Lojtnant Premiarlojtnant Kapten Major Oberstelojtnant Oberste Brigadegeneral Generalmajor Generallojtnant General

Sweden
Menig Menig 1kl Vice korpral Korpral Sergeant First sergeant Sergeant major Officerselev officeraspirant Fanrik Lojtnant Premiarlojtnant Kapten Major Oberstelojtnant Oberste Brigadegeneral Generalmajor Generallojtnant General

As of 30 December 2012

41

Medals
For being wounded 5 kills while piloting 5 kills while not piloting

Austria
Wound Badge Pilots Wings Aviation Badge Bronze Bravery Medal Silver Bravery Medal 2nd Class Silver Bravery Medal 1st Class Golden Bravery Medal Military Merit Cross Order of the Iron Crown Order of Leopold Military Order of Maria Theresa

Hungary
Wound Badge Pilots Wings Aviation Badge Order of Merit, Bronze Cross Order of Merit, Silver Cross Order of Merit, Golden Cross Order of Merit, Knights Cross Order of Merit, Commanders Cross Order of Merit, Commanders Cross with star Order of Merit, Grand Cross Order of the Hungarian Holy Crown

Czech
Wound Badge Pilots Wings Aviation Badge Bronze War Cross Silver War Cross Gold War Cross Military Order of The White Lion, Silver Medal Military Order of The White Lion, Gold Medal Military Order of The White Lion, Silver Cross Military Order of The White Lion, Silver Star Military Order of The White Lion, Gold Star

Slovakia
Wound Badge Pilots Wings Aviation Badge Bronze Medal for Bravery Silver Medal for Bravery Gold Medal for Bravery udovt tr Order, 3rd Class udovt tr Order, 2nd Class udovt tr Order, 1st Class Presidential Medal for Valor Presidential Medal for Valor (2nd award)

10 kills 20 kills 30 kills 40 kills

50 kills

60 kills

85 kills

110 kills

Ranks
E-1 E-2 E-3 E-4 E-5 E-6 E-7 W-1 W-2 O-0 O-1 O-2 O-3 O-4 O-5 O-6 G-1 G-2 G-3 G-4 G-5

Austria
Honved Gefreiter Korporal Zugsfhrer Feldwebel Kadett-feldwebel Stabs-feldwebel Offizierstellvertreter Fhnrich Leutnant Oberleutnant Hauptmann Major Oberstleutnant Oberst Generalmajor Feldmarshalleutnant General der Infanterie Generaloberst Feldmarshal

Hungary
Honved Orvezeto Tizedes Szakaszvezeto Ormester Torzsormester fotorzsormester Zaszlos Torzszaszlos

Czech
Vojin Svobodnik Desatnik Cetar Sikovatel Stabni sikovatel Starsina Podpraporcik Praporcik Dustojnicky zastupce Porucik Nadporucik Kapitan Stabni kapitan Podplukovnik Plukovnik Brigadni General Divizni General Polni Podmarsalek General Polni zbrojmistr

Slovakia
Vojin Svobodnik Desatnik Cetar Sikovatel Stabni sikovatel Starsina Podpraporcik Praporcik Dustojnicky zastupce Porucik Nadporucik Kapitan Stabni kapitan Podplukovnik Plukovnik Brigadni General Divizni General Polni Podmarsalek General Polni zbrojmistr

Hadnagy Fohadnagy Szazados Ornagy Alezredes Ezredes Dandartabornok Vezerornagy Altabornagy Vezerezredes -

As of 30 December 2012

42

Medals
For being wounded 5 kills while piloting 5 kills while not piloting

Soviets
Wound Badge Pilots Wings Aviation Badge Order of Suvorov Order of the Red Star Order of the Red Banner Order of the October Revolution Order of Lenin Hero of the Soviet Union Hero of the Soviet Union (2nd Award) Hero of the Soviet Union (3rd Award)

Ukraine
Wound Badge Pilots Wings Aviation Badge Bronze Medal Silver Medal Great Silver Medal Gold Medal Cross of Valor and Honor Order for Bravery Order of the Nation, Hero of Ukraine Order of the Gold Star, Hero of Ukraine

White Russian
Wound Badge Pilots Wings Aviation Badge Medal of St. George, 4th Class Medal of St. George, 3rd Class Medal of St. George, 2nd Class Medal of St. George, 1st Class Order of St. Vladimir Order of St. George Order of St. Stanislas Order of St. Anne

Lithuanian
Wound Badge Pilots Wings Aviation Badge Vycio Cross, 6th Class Vycio Cross, 5th Class Vycio Cross, 4th Class Vycio Cross, 3rd Class Vycio Cross, 2nd Class Vycio Cross, 1st Class Distinguished Service Cross Medal of Merit

10 kills 20 kills 30 kills 40 kills 50 kills 60 kills 85 kills 110 kills

Ranks
E-1 E-2 E-3 E-4 E-5 E-6 E-7 W-1 W-2 O-0 O-1 O-2 O-3 O-4 O-5 O-6 G-1 G-2 G-3 G-4 G-5

Soviets
Redarmyman Redarmyman Redarmyman Assistant Squad Com Squad commander Assistant Plat.Com. starshina K1 K2 K3 Platoon commander Assistant Comp.Com. Company commander Assistant Bat.Com. Battalion commander Regiment commander Brigade commander Division commander Corps commander Army commander Front commander

Ukraine
Soldier Soldier Soldier Assistant Squad Com Squad commander Assistant Plat.Com. starshina K1 K2 K3 Platoon commander Assistant Comp.Com. Company commander Assistant Bat.Com. Battalion commander Regiment commander Brigade commander Division commander Corps commander Army commander Front commander

White Russian
Ryadovoj Efrejtor Mladshij Starshij Feldfebel Podproporschik Kadet Praporshchik Poruchik StabsCaptain Captain Podpolkovnik Polkovnik Major General Lieutenant General General General Field Marshal

Lithuanian
Eilinis Vyresnysis eilinis Grandinis Serzantas Vyresnysis serzantas Virsila Serzantas majoras Leitenantas Vyresnysis leitenantas Kapitonas Majoras Pulkininkas leitenantas Pulkininkas Brigados generolas Generolas majoras Generolas leitenantas -

As of 30 December 2012

43

Medals
For being wounded 5 kills while piloting 5 kills while not piloting

Latvia
Wound Badge Pilots Wings Aviation Badge Medal of Honor, 3rd Class Medal of Honor, 2nd Class Medal of Honor, 1st Class Order of the Three Stars, Knight Order of the Three Stars, Commander Order of the Three Stars, Grand Cross Order of the Three Stars, Grand Cross with Chain Order of Lacplesis

Estonia
Wound Badge Pilots Wings Aviation Badge 10 kills 20 kills 30 kills 40 kills 50 kills 60 kills 85 kills 110 kills

10 kills 20 kills 30 kills 40 kills 50 kills 60 kills 85 kills 110 kills

Ranks
E-1 E-2 E-3 E-4 E-5 E-6 E-7 W-1 W-2 O-0 O-1 O-2 O-3 O-4 O-5 O-6 G-1 G-2 G-3 G-4 G-5

Latvia
kareivis dizkareivis kapralis sergeant Virsserzants Vecakais virsserzants Virsniekvietnieks Vecakais virsniekvietnieks Leitnants Virsleitnants Kapteinis Majors Pulkvezleitnants Pulkvedis Brigades generalis Generalmajors Generalleitnants Reamees Kapral Nooremseersant Seersant Vanemseersant

Nooremveebel Veebel

Lipnik Nooremleitnant Leitnant Kapten Major Kolonelleitnant Colonel Brigaadikindral Kindralmajor Kindralleitnant Kindral

As of 30 December 2012

44

Medals
For being wounded 5 kills while piloting 5 kills while not piloting

Columbia
Wound Badge Pilots Wings Aviation Badge Military Medal of Valor, 3rd Class Military Medal of Valor, 2nd Class Military Medal of Valor, 1st Class Cross of Aviation Merit Military Order of Merit Military Order of San Mateo Military Order of San Mateo with Swords Military Order of San Mateo With Swords and diamonds

Venezuela
Wound Badge Pilots Wings Aviation Badge Order of the Liberator, Knight, 2nd Class Order of the Liberator, Knight, 1st Class Order of the Liberator, Officer, 2nd Class Order of the Liberator, Officer, 1st Class Order of the Liberator, Commander 2nd Class Order of the Liberator, Commander 1st Class Order of the Liberator, Grand Officer Order of the Liberator, Grand Cordon

Mexico
Wound Badge Pilots Wings Aviation Badge Medal of Military Merit, 3rd Class Medal of Military Merit, 2nd Class Medal of Military Merit, 1st Class War Cross Legion of Honor Decoration for Heroic Valor, 3rd Class Decoration for Heroic Valor, 2nd Class Decoration for Heroic Valor, 1st Class

10 kills 20 kills 30 kills 40 kills 50 kills 60 kills 85 kills 110 kills

Ranks
E-1 E-2 E-3 E-4 E-5 E-6 E-7 W-1 W-2 O-0 O-1 O-2 O-3 O-4 O-5 O-6 G-1 G-2 G-3 G-4 G-5

Columbia
Aerotecnico Tecnico cuarto Tecnico tercero Technico Segundo Technico primero Technico jefe Subteniente Teniente Capitan Mayor Teniente Coronel Coronel Brigadier General del Aire Mayor General del Aire Teniente General del Aire General del Aire -

Venezuela
Soldado Distinguido Cabo Segundo Cabo Primero Aerotecnico de segunda Aerotecnico de primera Aerotecnico mayor Maestro Technico Teniente Primer Teniente Capitan Mayor Teniente Coronel Coronel General de brigade General de division Mayor general -

Mexico
Soldado Soldado de Primera Cabo Sargento Segundo Sargento Primero Suboficial Subteniente Teniente Capitan Segundo Capitan Primero Mayor Teniente Coronel Coronel General de Grupo General de Ala General de Division -

As of 30 December 2012

45

Great Britain, Royal Flying Corps

Great Britain, Royal Navy Air Service

Great Britain, Royal Air Force

America

France

France unofficial

Belgium
As of 30 December 2012

Imperial Russia
46

Medals
For being wounded 5 kills while piloting 5 kills while not piloting

Brazil
Wound Badge Pilots Wings Aviation Badge Bravery Cross Distinguished Service Cross Order of Aeronautical Merit, 5th Class Order of Aeronautical Merit, 4th Class Order of Aeronautical Merit, 3rd Class Order of Aeronautical Merit, 2nd Class Order of Aeronautical Merit, 1st Class Order of the Southern Cross

Argentina
Wound Badge Pilots Wings Aviation Badge Medal of Military Merit, 3rd Class Medal of Military Merit, 2nd Class Medal of Military Merit, 1st Class Distinguished Service Order, 3rd Class Distinguished Service Order, 2nd Class Distinguished Service Order, 1st Class Medal of Heroic Valor in Combat Cross of Heroic Valor in Combat

Chili
Wound Badge Pilots Wings Aviation Badge Star Grand Star Grand Star of Merit Grand Star of Honor Victory Cross Grand Victory Cross Medal of Valor Decoration of Valor

Peru
Wound Badge Pilots Wings Aviation Badge 10 kills 20 kills 30 kills 40 kills 50 kills 60 kills 85 kills 110 kills

10 kills 20 kills 30 kills 40 kills 50 kills 60 kills 85 kills 110 kills

Ranks
E-1 E-2 E-3 E-4 E-5 E-6 E-7 W-1 W-2 O-0 O-1 O-2 O-3 O-4 O-5 O-6

Brazil
Soldado Cabo Terceiro Sargento Segundo Sargento Primeiro Sargento Suboficial Aspirant Segundo Tenente Primeiro Tenente Capitao Major Teniente Coronel Coronel

Argentina
Voluntario Segundo Voluntario Primero Cabo Cabo mayor Sargento Segundo Sargento Primero Suboficial Principal Suboficial Mayor Alferez Teniente Primer teniente Capitan Mayor Vicecomodoro Comodoro

Chili
Soldato conscripto Alumno Cabo Cabo 2 Cabo 1 Sargento 2 Sargento 1 Suboficial Suboficial Mayor Cadete Alferez Subteniente Teniente Capitan de bandada Comandante de Escuadrilla Comandante de Grupo Comodoro Coronel de Aviacion General de brigada Aerea General de Aviacion General de Aire -

Peru
Soldado Soldado Primer Cabo Sargento Sargento jefe Sargento de seccion Sargento primer Suboficial Suboficial Mayor

Subteniente o alfarez Teniente Capitan Mayor Teniente Coronel Coronel

G-1 G-2 G-3 G-4 G-5

Brigadeiro Major Brigadeiro Tenente Brigadeiro do Ar Marechal do Ar -

Brigadier Brigadier mayor Brigadier general -

General de brigade General de division General de ejercito -

As of 30 December 2012

47

Medals
For being wounded 5 kills while piloting 5 kills while not piloting

Bolivia
Wound Badge Pilots Wings Aviation Badge 10 kills 20 kills 30 kills 40 kills 50 kills 60 kills 85 kills 110 kills

Paraguay
Wound Badge Pilots Wings Aviation Badge National Order of Merit, Knight 2nd Class National Order of Merit, Knight 1st Class National Order of Merit, Officer National Order of Merit, Grand Officer National Order of Merit, Commander National Order of Merit, Grand Silver Cross National Order of Merit, Grand Gold Cross National Order of Merit, Grand Diamond Cross

Uruguay
Wound Badge Pilots Wings Aviation Badge Aeronautical Merit Order, Knight 2nd Class Aeronautical Merit Order, Knight 1st Class Aeronautical Merit Order, Officer Aeronautical Merit Order, Grand Officer Aeronautical Merit Order, Commander Aeronautical Merit Order, Grand Silver Cross Aeronautical Merit Order, Grand Gold Cross Aeronautical Merit Order, Grand Diamond Cross

Ecuador
Wound Badge Pilots Wings Aviation Badge Order of Aeronautical Merit, Knight 2nd Class Order of Aeronautical Merit, Knight 1st Class Order of Aeronautical Merit, Officer Order of Aeronautical Merit, Grand Officer Order of Aeronautical Merit, Commander Order of Aeronautical Merit, Grand Silver Cross Order of Aeronautical Merit, Grand Gold Cross Order of Aeronautical Merit, Grand Diamond Cross

10 kills 20 kills 30 kills 40 kills 50 kills 60 kills 85 kills 110 kills

Ranks
E-1 E-2 E-3 E-4 E-5 E-6 E-7 W-1 W-2 O-0 O-1 O-2 O-3 O-4 O-5 O-6 G-1 G-2 G-3 G-4 G-5

Bolivia
Soldato Primero Soldato Capo Sargento Primero Sargento Sargento ayundante Sargento Mayor Suboficial Suboficial Mayor Segundo Tenente Primeiro Tenente Capitan Major Teniente Coronel Coronel Brigadier General Mayor General Teniente General -

Paraguay
Soldado Cabo Segundo Cabo Primero Sargento segundo Vice Sargento primero Sargento primero Sargento Mayor Suboficial Suboficial Mayor Subteniente Teniente Capitan Mayor Teniente Coronel Coronel General de brigada -

Uruguay
Soldado de segunda Soldado de primera Cabo de segunda Cabo de primera Sargento Sargento de primera Sargento Mayor Suboficial Suboficial Mayor Alferez Teniente segundo Teniente primero Capitan Mayor Teniente Coronel Coronel Brigadier General General del Aire -

Ecuador
Soldado Cabo de segunda Cabo de primera Sargento Segundo Sargento Primero Sargento Mayor Suboficial Segundo Suboficial primero Subteniente Teniente Capitan Mayor Teniente Coronel Coronel General de brigada Teniente General General del Aire

As of 30 December 2012

48

Chapter 4

Aerial combat in the early days


A number of the aces of the war gained flight time, experience in the early days of the war, when there was a considerable more safety in the air. Later these same experts were able to pick off the new fledglings with ease, thus preventing them from accumulating the experience needed to survive in aerial combat. This experience and resulting skilled pilots are why to recreate these days in a solo campaign. Call it the building phase.

Hand held weapons


Weapon Pistol or Carbine Shotgun Range Up to Half Ruler Up to Half Ruler Up to Full Ruler Damage & notes Use one B damage card, ignore points, only use special damage Use one A damage card, ignore points, only use special damage

Use one A damage card, ignore points, only use special damage; can only use straight, non-maneuver flight cards while attempting to use this twoRifle handed weapon (using feet & legs to control craft?). With hand held weapons, your arc of fire is only obstructed by your aircraft little things like the propeller, wings, tail(s), additional aircrew and so on.
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Bombing Dropping bricks, bombs or other heavy objects Ramming aka Kamikaze
This is deliberate collision of two aircraft. Basically, each aircraft takes one C damage card. If using altitude rules, each aircraft will take one additional C damage card for each level the attacking aircraft dived onto the target craft. It is highly probably that neither aircraft will have survivors. Reference Pyotr N. Nesterov versus the aircraft of Franz Malina and Friedrich Rosenthal, both planes destroyed, no survivors (note that this is the first aerial victory in history 26th August 1914).

Machine Guns
October 5, 1914 On this date the French Pilot Louis Quenault opened fire on a German aircraft with a machine gun. So with this we start using machine guns. There are pusher aircraft with forward arc machine guns but they are slower and more cumbersome than tractor aircraft. But the tractors either fire through the propeller and risk ricochets or chewing through their own propeller. So we have tractors with machineguns atop the upper wing to fire over the propeller, on the fuselage angled away from the propeller, and those who put them in what we call the tradition position and fire through the propeller. If you chose to try this method of firing through the propeller prior to 1st July 1915, draw the normal damage as specified by your aircraft and then roll a d10; 1 The damage misses everyone waste one shot. 2-5 Target aircraft is hit for the damage on card, use up one shot. 6-9 Your aircraft is hit for the damage on card, use up one shot. Both aircraft hit, target aircraft is hit for the damage on card. Draw another damage card and apply 0 damage to your aircraft. This somehow only uses one shot.

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Addendum for Special Weapons


Refer to RAP page 35 for use of these items. Le Prieur Incendiary Rockets, available no sooner than April 1916 (1916Q2) and withdrawn from service in early 1918 (1918Q1) once Incendiary Bullets had established themselves. Incendiary Bullets while available in limited quantities in England, were not available for the front until the next year, when they replaced rockets beginning in 1917Q1.

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Immelmann Loop
What the original rules called the Immelmann. This is the long red, the reversement card, and the short red (or can be reversed; short red, reversement, long red). This basically represents the plane powering itself up over and facing the direction it came from. This is basically not possible in most early war aircraft as well as heavy and/or cumbersome aircraft.

Immelmann Turn
What basically any skilled or lucky pilot can do with any plane. Short red to represent stalling the plane, followed by long red in any direction to represent the extremely tight turn possible at stall speed. In play, the first maneuver phase with the short red operates as normal, everyone moves, shoots, then next maneuver phase. At this point the Immelmann Turn is executed first before anyone else moves. This execution is by taking the long red, placing its end on the red center (or peg of the model stand) of the aircraft, and then pointing the end of the arrow in the direction you want the aircraft to go, placing the aircraft card or base appropriately. Then everyone else moves. Then everyone but the guy with the Immelmann Turn shoots, to make the game playable, the Immelmann Turn shoots last. Which reflects that the guy is just made a startling move stalling up like that, then followed by straight and steady in a combat zone, making a beautiful target.

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Explosion Card
When the Explosion Card is drawn, it represents catastrophic damage to the plane and or pilot. When a player draws the Explosion Card, they then draw from the Critical Hits Deck to see what the actual outcome is. See Annex B for the Critical Hits Deck.
"My mother said violence never solves anything." "So?" Mr. Dubois looked at her bleakly. "I'm sure the city fathers of Carthage would be glad to know that." "Anyone who clings to the historically untrue and thoroughly immoral doctrine that "violence never solves anything" I would advise to conjure up the ghosts of Napoleon Bonaparte and of the Duke of Wellington and let them debate it. The ghost of Hitler could referee, and the jury might well be the Dodo, the Great Auk, and the Passenger Pigeon. Violence, naked force, has settled more issues in history than has any other factor, and the contrary opinion is wishful thinking at its worst. Breeds that forget this basic truth have always paid for it with their lives and freedoms." RAH, Starship Troopers

Collisions
Combat is from center point (or red dot indicating gun position) to center point on cards, from peg to peg on miniatures (or if a mixed set from either peg or center point as appropriate to the aircraft in question). Either Way, if within the ruler, 1 card damage of the appropriate gunnery type is drawn, unless range is less than half the ruler in which case it gets 2 cards damage of the appropriate gunnery type. However, if the bases or aircraft cards overlap, fire will not occur. Check on this by each aircraft draws a card from the A combat deck. If the result is the same, a collision occurs, each aircraft receives 3 damage cards, and the symbols are used if they show up. If the result is not the same, the lower number card is assumed to have dived below the possible collision.

Crashing (aka crash landings)


When a plane reaches the maximum damage points listed on the plane card or model stand, the plan is considered to longer be controllable for normal flight. The pilot may be severely wounded and not able to fly anymore, there may be some serious mechanical problem with the motor or controls or the fuel may have simply leaded out of a perforated fuel tank. Although the plan is destined to crash the pilot may be able to control it enough to keep the damage to a minimum and not die.

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Aircraft Crash Landings


Roll for each person on the crashed aircraft. D10 D10 Results Aircraft not on fire Aircraft on fire Pilot or Observer/crewman killed 1-4 1-7 Pilot or Observer/crewman wounded 5-8 8-9 Pilot or Observer /crewman survives 9-0 0

Aircraft emergency landings (not on a landing strip or airfield)


Attempting to save crew and planes, the player may elect to land at an open field. Roll for each pilot/crewperson Damage points remaining on aircraft 1 Not on fire 1 2-4 5-7 8-0 1-2 3-4 5-8 9-0 1-3 4-6 7-9 0 On fire 1 2-4 5-0 1 2-6 7-0 1-3 4-8 9-0 Roll d10 for Results Lands with no problems, but is considered out of play for d10 weeks, repair costs as tripled* Lands with no problems, but is considered destroyed. Roll again for crew on Aircraft Crash Landings chart, aircraft destroyed Explodes, all aboard killed, aircraft destroyed Lands with no problems, but is considered out of play for d10 weeks, repair costs doubled* Lands with no problems, but is considered destroyed. Roll again for crew on Aircraft Crash Landings chart, aircraft destroyed Explodes, all aboard killed, aircraft destroyed Lands with no problems, but is considered out of play for d10 weeks, repair costs as normal* Lands with no problems, but is considered destroyed. Roll again for crew on Aircraft Crash Landings chart, aircraft destroyed Explodes, all aboard killed, aircraft destroyed

2-4

5 or more

*in these cases, the aircraft may be considered destroyed in place rather than hauled back to be repaired. Saving you repair points, but would cost you the aircraft.

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Aircraft emergency landings (at landing strips or airfield )


Attempting to save crew and planes, the player may elect to land at a landing strip or airfield. This is somewhat safer than trying an open field. Roll for each pilot/crewperson Damage points remaining on aircraft 1 Not on fire 1-2 3-4 5-8 9-0 1-3 4-6 7-9 0 1-4 5-8 9-0 On fire 1 2-6 7-0 1-3 4-8 9-0 1-7 8-9 0 Roll d10 for Results Lands with no problems, but is considered out of play for the scenario, repair costs as normal* Lands with no problems, but is considered destroyed. Roll again for crew on Aircraft Crash Landings chart, aircraft destroyed Explodes, all aboard killed, aircraft destroyed Lands with no problems, but is considered out of play for the scenario, repair costs as normal* Lands with no problems, but is considered destroyed. Roll again for crew on Aircraft Crash Landings chart, aircraft destroyed Explodes, all aboard killed, aircraft destroyed Lands with no problems, but is considered out of play for the scenario, repair costs as normal* Lands with no problems, but is considered destroyed. Roll again for crew on Aircraft Crash Landings chart, aircraft destroyed Explodes, all aboard killed, aircraft destroyed
*in these cases, you may aircraft may be considered hanger queens. Using their remaining hit points as bonus repair points, but would cost you the aircraft.

2-4

5 or more

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Pilot & Crew Status


Pilots and crew are only automatically killed as the result of a Critical Hit Card (See Annex B), or receiving two wound results (per individual pilot or crewman), or lose all aircraft hit points at height 4 or more (but see Parachutes).

Downed Pilots/Observers
A Pilot/Observer/crewman that survives a crash or makes a forced landing may be captured and removed from a campaign. Note that Lazy & Smart gets a +1 to the roll for these, while Ambitious & Dumb gets a -1 to these rolls. D10 1 2-3 4-5 6-0 behind enemy lines Killed Wounded and Captured Captured Escaped to no-mans land D10 1-2 3-5 6-8 9-0 in no-mans land Killed Wounded and Captured Captured Escaped to friendly lines D10 1-3 4-6 7-0 entering friendly lines Killed Wounded by friendly fire Safe return to unit

Killed; removed from campaign. Wounded; see Wounds charts Captured; each week after first week, roll D6; on a 6 escape has been made. Proceed on the chart above from behind enemy lines until wounded/killed/entering friendly lines. Each time a victim escapes subtract 1 from the behind enemy lines rolls, cumulative, so that if a person escapes and returns to captivity five times he is basically not going anywhere unless he suicides.

Parachutes
From July 1918, German pilots and crew have parachutes issued. If their aircraft loses all its damage points at height 4 or more, use this table for each pilot/crew who jumps rather than crash/burn. Note that observation balloon crew will have parachutes from the start of the war apparently there was extra room in the balloon basket for the bulky parachute bags of the day. Bailout Table (use d10) Parachute doesnt open; victim killed. Parachute streamers; victim killed. Parachute drags victim across ground, wound Victim hits obstacle (tree, fence, etc), wound Victim survives after landing like sack of potatoes Perfect landing, -1 to next Bailout roll.

1 2 3-4 5-6 7-9 0

Note that parachutes may be available on the Rewards Charts (see Chapter 3) at earlier dates or for other nationalities.

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Wounds
All wounds in the air are basically the same, you either are wounded and hence incapacitated, or you are not wounded. So once on the ground, roll wounds charts to determine how long it will take to heal (if at all).

Wounds Chart
D10 roll 1-5 6-9 0 Type Wound Light Serious Critical 1-4 5-8 9 0 Recovery time D10 6 weeks (and yes, 0 or less means no delay in return to combat) D10 weeks Roll d10 again Severe Trauma; d10 months recovery Loss of limb; d10 months recovery D10; 1-3 left leg, 4-6 right leg, 7-8 left arm, 9-0 right arm After recovery another d10; 1 return to service, 2-4 return to service non-combat, 5-0 medical discharge Head wound, coma, d10 years recovery After recovery another d10; 1 return to service, 2-4 return to service non-combat, 5-0 medical discharge Expectant; beyond help basically dead right there.

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Chapter 5

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Fire Symbol Card


The Player has to tell the other players that the plane is on fire. Take three flame counters. Each turn, before revealing the first maneuver of the turn, take a damage card from the A Damage Deck (only damage points and ex plosions count, all other symbols are ignored). In addition, the plane smokes: It cannot perform tailing until the flame counters are removed. Proposed house rules for Fire Damage Version 1; Fire goes out when you draw a 0 damage card or when plane is destroyed. Version 2; historically the ways they tried to put out fires was to either dive and hope the wind blew it out, or turned off the engine or both. This version would only work with altitude rules. To execute this maneuver in the game; first maneuver of the next turn is an overdive, taking a damage card from the A Damage Deck and if it is a 0, then the fire is put out. Otherwise continue the m aneuver rounds. This card would not ignore symbols, and of course is cumulative damage. Note that executing this while at 0 altitude might not work. If you dive below base altitude (using miniatures altitude rules) and thus leave the field of battle. This is of course a nice way to save your air crew Version 3; take into account the pilot injured symbols on the damage cards (they always show the pilots burning in the WW1 flight movies).

Limited Ammunition
Not recommended but if you must waste time on it. But if you must, then for each machine gun position, use 8 tokens to indicate number of bursts allowed. As a damage card is pulled when the machine guns are fired, remove one token. Reloading is time consuming and maneuver difficult for a single seat fighter or for the pilot of a multiseat aircraft. So for each straight maneuver executed, roll a d10 to determine success in reloading a fresh batch of 8 tokens. Each position normally only carries one reload. Scenarios may modify this. Pilots Position Reload Chart Straight Maneuver card D10 result higher than Other Position Reload Chart Straight Maneuver card D10 result higher than

1 10

2 9

3 8

4 7

5 6

6 5

7 4

8 3

9 2

10 1

1 8

2 7

3 6

4 5

5 4

6 3

7 2

8 1

Limited Fuel
This would normally be specified in a scenario, otherwise the aircraft will not have to worry about this as you would tend to run out of ammo long before this is a problem. Again, if this rule must be used, just use tokens to indicate the number of turns of fuel each aircraft has. Good luck keeping track on a large number of aircraft.

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Collision Results
(optional rule)

Aces D20

Regulars D10

Rookies D6

Last Minute Dive * 1-3 1 Last Minute Climb * 4-6 2 1 B Damage Card 7-8 3 2 B Damage Card 9-10 4 1 A Damage Card 11-12 5 1 2 A Damage Card 13-14 6 2 1 C Damage Card 15-16 7 3 2 C Damage Card 17-18 8 4 1 D Damage Card 19 9 5 2 D Damage Card 20 10 6 * Ace may exchange card for either Dive or Climb as required. Regular may also do this, but if this results in a illegal move, it may not be played, and must reroll on the Rookies line instead. Damage cards will use any special damage as indicated, however the Critical Hit option cannot be exercised here, for an explosion card will mean the aircraft is destroyed and all crew lost.

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Winds, Clouds, Visibility


These optional rules are not really to be recommended, as I feel these add too much detail and will detract from the fun of the game, however if you really want them feel free and enjoy!

There are two wind conditions to be concerned with in this game. Winds over the field, and winds aloft. The first, over the field itself only concerns landings and takeoffs. While the winds aloft will affect aerial operations. Winds over the field will basically indicate which direction you want to take off and land in. You want to takeoff with the wind behind you giving you extra lift hopefully. And you want to land with the wind in your face to give you extra stall while you still have power to try again. Winds aloft will determine cloud movement, create problems getting home and possibly kill you.

Winds over the field


Wind direction Die Wind speed Aircraft effects N North 1 0 No wind, no effect NE North East 2-3 1d6 kph Land into the wind, takeoff with the wind E East 4-5 2d6 kph As above E East 6-7 3d6 kph As above E East 1d6 kph, As above, but roll on crash tables, 8 SE South East with rain with -3 on first table * S South 2d6 kph, As above, but roll on crash tables, 9 SW South West with rain with -2 on first table * W West 3d6 kph, As above, but roll on crash tables, 0 NW North West with rain with -1 on first table * *use Aircraft emergency landings (at landing strips or airfield) This should be on the 5 or more hit points section of that chart (unless you are taking off or landing with a damaged aircraft). Good luck on your die rolls! Die 1 2 3 4 5 6 7 8 9 0

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Winds Aloft
Die 1 2 3 4 5 6 7 8 9 0 Wind direction N NE E E E SE S SW W NW North North East East East East South East South South West West North West Die 1 2 3 4 5 6 7 8 9 0 Direction change? Beginning each turn No change No change No change No change No change One to left One to right Two to left Two to right Random, reroll wind direction

More fluff, more nautical, but of some use in the Mediterranean areas. Compass Point Abbr. Direction Traditional Wind North N 0 Tramontane North-East NE 45 (45 1) Greco or Gregale East E 90 (45 2) Levante South-East SE 135 (45 3) Scirocco South S 180 (45 4) Ostro or Mezzogiorno South-West SW 225 (45 5) Libeccio or Garbino West W 270 (45 6) Ponente North-West NW 315 (45 7) Maestro or Mistral

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Cloud Cover effects Winds


Type Clouds Notes Visibility Range Line of Sight No Clouds, Clear Sky Mist or Fog Visibility impaired Up to 6 rulers Scattered Clouds Visibility impaired Up to 3 rulers, or blocked by clouds Full Cover Visibility limited Up to 3 rulers, or blocked by clouds Clear Air Turbulence Dangerous Up to 3 rulers, or blocked by clouds Gust Fronts Very Dangerous Up to 3 rulers, or blocked by clouds Thunderstorms Near Suicidal Up to 2 rulers, or blocked by clouds Storm Fronts Suicidal Up to 1 rulers, or blocked by clouds

Damage if wind 2x D 1x B 1x A 1x C directly None None None None damage damage card damage card damage card behind card you Damage if 4x D wind 2x B 2x A 2x C None None None None damage directly damage card damage card damage card card ahead Damage if 10x D wind 4x B 6x A 8x C None None None None damage off either damage card damage card damage card card side Note that damage is on each movement card played, flying in these storm conditions is really not advised. Special damage does affect the aircraft and will probably help destroy it faster. And for bombers, balloons and zeppelins, just double the damage taken and discard zero results and redraw until you get a damage card.

Die 1 2 3 4 5 6 7 8 9 0

Wind direction N NE E E E SE S SW W NW North North East East East East South East South South West West North West

Die 1 2 3 4 5 6 7 8 9 0

Direction Change
at beginning of each turn

Cloud Cover Change See Cloud Cover Chart,


move column according to these modifiers

No change No change No change No change No change One to left One to right Two to left Two to right Random, reroll wind direction

No change No change No change No change No change No change One to left One to left One to right One to right

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Cloud Rules are Optional Rules; with the basics covered on page 19 of the Rules Book of the Rules and Accessories Pack.
Those rules basically cover a cloud layer that covers the battle area, and not the small types we wish to discuss here. As most graphics and all the data are derived from the internet, majorly from noaa.gov and other sites, the following article is not for sale or resale and is only for use by gamers.

Movement
Clouds move with the wind, and this is normally not significant to the game.

This picture demonstrates the effect of wind on ground speed. Now ground speed is important in navigation, especially how far you are going to go before you run out of fuel. But normally, this is irrelevant to the game, unless you really like paperwork, arithmetic, and dull stuff instead of gaming.

So using this as a guide, by the time you notice clouds moving during a game, you have been literally blown away by the wind.

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Combat
Two planes separated by clouds cannot shoot at each other as their line of sight is blocked: No shot A plane inside of a cloud cannot be shot at by a plane outside of the cloud: No shot

A plane partially inside a cloud can be shot by a plane outside the cloud if two conditions are met: If you can connect the firing plane's center dot/pegs with any part of the target plane's base without touching the clouds AND the target is at close range. If these two conditions are met, the target plane takes only one damage card (same rule as shooting at a plane +/- one altitude level). This simulates the difficulties of hitting the target as it fades in and out of cloud vapors. Can shoot No Shot (further then close range)

Two planes completely inside of a cloud can shoot at each other, but only at close range and only ever dealing one card of damage (again, just like at different altitudes). Can shoot

And since we now know that the scale of the aircraft is off, that the aircraft would not be much bigger than the peg or red dot on the aircraft card, if the peg or dot is inside the cloud, it becomes somewhat harder to see. At least in these small light and fluffy type of clouds.

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Spatial Disorientation This is the inability to correctly interpret aircraft attitude, altitude or airspeed. This condition can be brought on by flying into poor weather conditions with low or no visibility. Senses during flight During the abnormal acceleratory environment of flight, the vestibular and proprioceptive systems do not respond vertically. Because of inertial forces created by acceleration of the aircraft along with centrifugal force caused by turning, the net gravitoinertial force sensed primarily by the otolith organs is not aligned with gravity, leading to perceptual misjudgment of the vertical. In addition, the inner ear contains rotational "accelerometers," known as the semicircular canals, which provide information to the lower brain on rotational accelerations in the pitch, roll and yaw axes. However, prolonged rotation (beyond 15-20 s) results in a cessation of semicircular output, and cessation of rotation thereafter can even result in the perception of motion in the opposite direction. Under ideal visual conditions the above illusions are unlikely to be perceived, but at night or in weather the visual inputs are no longer capable of overriding these illusory nonvisual sensations. In many cases, illusory visual inputs such as a sloping cloud deck can also lead to misjudgments of the vertical and of speed and distance or even combine with the nonvisual ones to produce an even more powerful illusion. The result of these various visual and nonvisual illusions is spatial disorientation. [1] Effects of disorientation Once an aircraft enters conditions under which the pilot cannot see a distinct visual horizon, the drift in the inner ear continues uncorrected. Errors in the perceived rate of turn about any axis can build up at a rate of 0.2 to 0.3 degrees per second. If the pilot is not proficient in the use of gyroscopic flight instruments, these errors will build up to a point that control of the aircraft is lost, usually in a steep, diving turn known as a graveyard spiral. During the entire time, leading up to and well into the maneuver, the pilot remains unaware that he is turning, believing that he is maintaining straight flight. The graveyard spiral usually terminates when the g-forces on the aircraft build up to and exceed the structural strength of the airframe, resulting in catastrophic failure, or when the aircraft contacts the ground. In a 1954 study (180 - Degree Turn Experiment), the University of Illinois Institute of Aviation found that 19 out of 20 non-instrument-rated subject pilots went into a graveyard spiral soon after entering simulated instrument conditions. The 20th pilot also lost control of his aircraft, but in another maneuver. The average time between onset of instrument conditions and loss of control was 178 seconds. This affects pilots in the game as follows; For each non straight maneuver card; 1st maneuver 2nd maneuver 3rd maneuver Rookie Disoriented Disoriented Disoriented Normal Pilot No change Disoriented Disoriented Aces No change No change Disoriented

Disoriented effect is to pick a random card from the aircrafts non-plotted maneuver deck, per phase until after exiting the cloud. Here if an illegal card is drawn then discard and choose again until a valid card is drawn. Once a pilot becomes Disoriented, that effect remains until the maneuver after the aircraft has exited the cloud. If you are still in the cloud at the end of a turn, proceed to plan your maneuvers as normal, being aware that Disoriented effects will still apply as long as you stay in the cloud. Effects on Smoke; none, the dark burning smoke should be visible against the fog lightness of the cloud. Effects on Fire; if you are in or under a nimbus cloud that is raining you should reduce damage done by fire by 2 per damage card, if under the cloud or by 1 if in the cloud.

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Cloud Classification and Characteristics

Clouds are classified according to their height above and appearance (texture) from the ground. The following cloud roots and translations summarize the components of this classification system: 1) Cirro-: curl of hair, high. 2) Alto-: mid. 3) Strato-: layer. 5) Cumulo-: heap.

4) Nimbo-: rain, precipitation.

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Major Cloud Classifications


High-level clouds (level 12+)
Ice Clouds, leads to icing up aircraft, crashing fatal. Not Recommended.
High-level clouds occur above about 20,000 feet and are given the prefix "cirro-". Due to cold tropospheric temperatures at these levels, the clouds primarily are composed of ice crystals, and often appear thin, streaky, and white (although a low sun angle, e.g., near sunset, can create an array of color on the clouds).

Cirrus

Cirrus clouds are wispy, feathery, and composed entirely of ice crystals. They often are the first sign of an approaching warm front or upper-level jet streak.

Cirrostratus

Unlike cirrus, cirrostratus clouds form more of a widespread, veil-like layer (similar to what stratus clouds do in low levels). When sunlight or moonlight passes through the hexagonal-shaped ice crystals of cirrostratus clouds, the light is dispersed or refracted (similar to light passing through a prism) in such a way that a familiar ring or halo may form. As a warm front approaches, cirrus clouds tend to thicken into cirrostratus, which may, in turn, thicken and lower into altostratus, stratus, and even nimbostratus. Finally, cirrocumulus clouds are layered clouds permeated with small cumuliform lumpiness. They also may line up in streets or rows of clouds across the sky denoting localized areas of ascent (cloud axes) and descent (cloud-free channels). The bases of clouds in the middle level of the troposphere, given the prefix "alto-", appear between 6,500 and 20,000 feet. Depending on the altitude, time of year, and vertical temperature structure of the troposphere, these clouds may be composed of liquid water droplets, ice crystals, or a combination of the two, including supercooled droplets (i.e., liquid droplets whose temperatures are below freezing). Altostratus clouds are "strato" type clouds (see below) that possess a flat and uniform type texture in the mid levels. They frequently indicate the approach of a warm front and may thicken and lower into stratus, then nimbostratus resulting in rain or snow. However, altostratus clouds themselves do not produce significant precipitation at the surface, although sprinkles or occasionally light showers may occur from a thick alto-stratus deck. Altocumulus clouds exhibit "cumulo" type characteristics (see below) in mid levels, i.e., heap-like clouds with convective elements. Like cirrocumulus, altocumulus may align in rows or streets of clouds, with cloud axes indicating localized areas of ascending, moist air, and clear zones between rows suggesting locally descending, drier air. Altocumulus clouds with some vertical extent may denote the presence of elevated instability, especially in the morning, which could become boundary-layer based and be released into deep convection during the afternoon or evening.

Cirrocumulus

Mid-level clouds (level 4 - 14)

These should be treated using the cloud cover rules, page 19 of the Rules Book of the Rules and Accessories Pack.

Altostratus

Altocumulus

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Low-level clouds (level 1-4) Stratus

Low-level clouds are not given a prefix, although their names are derived from "strato-" or "cumulo-", depending on their characteristics. Low clouds occur below 6500 feet, and normally consist of liquid water droplets or even supercooled droplets, except during cold winter storms when ice crystals (and snow) comprise much of the clouds. Stratus clouds are uniform and flat, producing a gray layer of cloud cover which may be precipitation-free or may cause periods of light precipitation or drizzle. Low stratus decks are common in winter in the Ohio Valley, especially behind a storm system when cold, dismal, gray weather can linger for several hours or even a day or two. These should be treated using the cloud cover rules, page 19 of the Rules Book of the Rules and Accessories Pack. Stratocumulus clouds are hybrids of layered stratus and cellular cumulus, i.e., individual cloud elements, characteristic of cumulo type clouds, clumped together in a continuous distribution, characteristic of strato type clouds. Stratocumulus also can be thought of as a layer of cloud clumps with thick and thin areas. These clouds appear frequently in the atmosphere, either ahead of or behind a frontal system.

Stratocumulus

Nimbostratus

Nimbostratus clouds are generally thick, dense stratus or stratocumulus clouds producing steady rain or snow . Flying through or under these should reduce fire damage.

In contrast to layered, horizontal stratus, cumulus clouds are more cellular (individual) in nature, have flat bottoms and rounded tops, and grow vertically. In fact, their name depends on the degree of vertical development. For instance, scattered cumulus clouds showing little vertical growth on an otherwise sunny day used to be termed "cumulus humilis" or "fair weather cumulus," although normally they simply are referred to just as cumulus or flat cumulus.

Cumulus

A cumulus cloud that exhibits significant vertical development (but is not yet a thunderstorm) is called cumulus congestus or towering cumulus.

Cumulonimbus

If enough atmospheric instability, moisture, and lift are present, then strong updrafts can develop in the cumulus cloud leading to a mature, deep cumulonimbus cloud, i.e., a thunderstorm producing heavy rain. In addition, cloud electrification occurs within cumulonimbus clouds due to many collisions between charged water droplet, graupel (ice-water mix), and ice crystal particles, resulting in lightning and thunder. Not recommended for flight operations much less personal survival.

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Other interesting clouds


Wall Cloud: A localized lowering from the rain-free base of a strong thunderstorm. The lowering denotes a storm's updraft where rapidly rising air causes lower pressure just below the main updraft, which enhances condensation and cloud format ion just under the primary cloud base. Wall clouds take on many shapes and sizes. Some exhibit strong upward motion and cyclonic rotation, leading to tornado formation, while others do not rotate and essentially are harmless.

Shelf Cloud: A low, horizontal, sometimes wedge-shaped cloud associated with the leading edge of a thunderstorms outflow or gust front and potentially strong winds. Although often appearing ominous, shelf clouds normally do not produce tornadoes.

Fractus: Low, ragged stratiform or cumuliform cloud elements that normally are unattached to larger thunderstorm or cold frontal cloud bases. Also known as scud, fractus clouds can look ominous, but by themselves are not dangerous.

Mammatus: Drooping underside (pouch-like appearance) of a cumulonimbus cloud in its latter stage of development. Mammatus most often are seen hanging from the anvil of a severe thunderstorm, but do not produce severe weather. They can accompany nonsevere storms as well.

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Aerodrome Accessories offers three different sets of clouds. Each set has different shaped and slightly different sized clouds. Each set comes with a Large, Medium, and Small cloud. The Large and Medium size come with altitude dials. This allows players to use the clouds with altitude rules if they like. Simply set the large dial to the altitude you want the base of the cloud to be. Set the small dial to how tall you want the cloud to be. Doing this will allow you to have clouds at varying altitude levels for a more realistic game. You can have one cloud start at altitude 8 (marked on the large dial) and top out at altitude 14 (shown by a 5 on the small dial) while another is set to altitudes 7 through 12. Any planes that fly into the clouds between those altitude levels are "inside" the clouds. Here are some photos of each set of clouds:

This is a single Wings of War gaming mat with all three sets of clouds on it:

The clouds are made out of 1/8 inch white acrylic to last a life time and they use the standard Aerodrome Accessories altitude dial As of 30 December 2012 73

setup. A few more photos of the clouds in action..

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After the Great War

Campaign extensions and additional campaigns or wars through the 1920s are possible, only limited by your endurance and sense of alternate histories.

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75

1914

1918 (Armistice) 1919 (Treaty)

World War I

Triple Entente:

Central Powers:

Kingdom of Belgium Kingdom of Serbia France Russian Empire (until March 1918) British Empire Kingdom of Italy (from April 1915) Canada United States (from 1917) Kingdom of Montenegro Empire of Japan Portuguese Republic (from March 1916) Kingdom of Romania (August 1916-May 1918) Kingdom of Greece (from June 1917) Albania Brazil (from October 1917) Armenia (from May 1918) Czechoslovakia Kingdom of Siam San Marino (from June 1915) Republic of China (from August 1917)

Austro-Hungarian Empire German Empire (including German colonial forces) Ottoman Empire Kingdom of Bulgaria

1914

1914

United States occupation of Veracruz Part of the Banana Wars Maritz Rebellion United States occupation of Haiti Part of the Banana Wars Senussi Campaign Part of World War I

United States Union of South Africa United States British Empire

Mexico

1914 1915 1915

1915 1934 1917

"Bitterenders" Haiti

Senussi Ottoman Empire Darfur Emirate

1915

1916

National Protection War Anti-Monarchy War' Kaocen Revolt Easter Rising

Republic of China

Empire of China Tuareg guerrillas Irish Republican Brotherhood Irish Volunteers Irish Citizen Army Cumann na mBan Hibernian Rifles Fianna ireann Dominican rebels

1916 1916

1917 1916

France British Army Dublin Metropolitan Police Royal Irish Constabulary

1916

1924

United States occupation of the Dominican Republic (19161924) Part of the Banana Wars Arab Revolt Part of World War I

United States

1916

1918

Hashemite Arabs United Kingdom Sultanate of Nejd (Unification of Saudi Arabia)

Ottoman Empire

1917 1917

1917 1917

February Revolution October Revolution

Russian revolutionaries Bolsheviks

Russian Empire Russian Provisional Government

As of 30 December 2012

76

1917

1922

Russian Civil War

Victorious in Russia, Ukraine, Georgia, Armenia, Azerbaijan, Kazakhstan, and Mongolia: Russian SFSR Other Soviet republics Mongolian People's Party

White Movement Central Powers (until 1918): Austro-Hungarian Empire German Empire (including German colonial forces) Ottoman Empire Allied Forces (from 1918):

Victorious in their respective countries: Kingdom of Finland Republic of Estonia Republic of Latvia Republic of Lithuania Second Polish Republic

Czechoslovakia Republic of China France Kingdom of Greece Kingdom of Italy Empire of Japan Poland Kingdom of Romania Kingdom of Serbia United Kingdom Australia Canada United States Other combatants: Revolutionary Insurrectionary Army of Ukraine Ukrainian People's Republic Democratic Republic of Georgia Democratic Republic of Armenia Various pro-independence movements

1917

1918

Soviet-Turkish War (1917-1918) Part of Russian Civil War Ukrainian War of Independence Part of World War I and Russian Civil War

Ottoman Empire Ukrainian SSR Russian SFSR

Russian SFSR

1917

1921

Ukrainian People's Republic

West Ukrainian People's Republic White Movement 1918 1918 Finnish Civil War Finnish White Guards German Empire 1918 1918 GeorgianArmenian War Democratic Republic of Georgia Finnish Red Guards Russian SFSR Democratic Republic of Armenia Communist Forces:

1918

1919

German Revolution of 19181919

Weimar Republic

Bavarian Soviet Republic Spartacus League German Communist movements 1918 1918 1919 1919 Greater Poland Uprising (19181919) PolishUkrainian War Part of the Ukrainian War of Independence GeorgianOssetian conflict (1918 1920) Poland Poland German Empire West Ukrainian People's Republic

1918

1920

Transcaucasian Democratic Federative Republic

Pro-Bolshevik Ossetian rebels

As of 30 December 2012

77

Democratic Republic of Georgia 1918 1920 ArmenianAzerbaijani War Part of the Russian Civil War Azerbaijan Democratic Republic Democratic Republic of Armenia Republic of Mountainous Armenia Nagorno-Karabakh rebels British Empire (1918 only) Centrocaspian Dictatorship (1918 only) 1918 1920 Estonian War of Independence Part of the Russian Civil War Estonia Russian SFSR

Ottoman Empire (1918 only) Russian SFSR (from April 1920) Turkish Revolutionaries (from April 1920)

White Russia Latvia United Kingdom Ingria Ober Ost Finnish, Swedish and Danish volunteers 1918 1920 Latvian War of Independence Part of the Russian Civil War Latvia Estonia Poland United Kingdom France 1918 1919 LithuanianSoviet War Part of the Lithuanian Wars of Independence Lithuania Saxon volunteers

Commune of Estonia Latvian SSR

Russian SFSR Latvian SSR

Russian Soviet Federative Socialist Republic Lithuanian-Belorussian Soviet Socialist Republic Kingdom of Hejaz

1918

1919

First Saudi-Hashemite War Part of the Unification of Saudi Arabia

Emirate of Riyadh

Polish-Soviet War 1919-1920

As of 30 December 2012

78

19191929 Start Finish Name of Conflict Belligerents Victorious party (if applicable) 1919 1919 Lithuanian War of Independence (War against the Bermontians) Part of the Lithuanian Wars of Independence PolishCzechoslovak War HungarianRomanian War of 1919 Turkish War of Independence Lithuania Defeated party (if applicable)

West Russian Volunteer Army

1919 1919 1919

1919 1919 1922 (Armistice) 1923 (Treaty)

Czechoslovakia Romania Grand National Assembly

Second Polish Republic Hungarian Soviet Republic Greece France Armenia Italy United Kingdom British Empire India

Kuva-yi Milliye

1919

1919

Third Anglo-Afghan War

Afghanistan

1919

1919

Portuguese Monarchist Civil War

Portuguese Republican Party Kingdom of Italy

Kingdom of Portugal

1919

1920

Italo-Yugoslav War

Kingdom of Serbs, Croats and Slovenes

Free State of Fiume 1919 1921 PolishSoviet War Part of the Russian Civil War Republic of Poland Russian SFSR Ukrainian SSR

Ukrainian People's Republic 1919 1919 First Silesian Uprising Part of the Silesian Uprisings Irish War of Independence Greco-Turkish War (19191922) Part of the Turkish War of Independence FrancoSyrian War Weimar Republic Irish Republic Turkish Revolutionaries France

Silesian Rebels United Kingdom Kingdom of Greece Syrian Rebels

1919 1919

1921 1922

1920

1920

French Syria 1920 1921 Franco-Turkish War Part of the Turkish War of Independence Vlora War Rif War Turkey France French Armenian Legion Kingdom of Italy Rif Republic

1920 1920

1920 1926

Principality of Albania France

Spain 1920 1920 PolishLithuanian War Part of the Lithuanian Wars of Independence Second Silesian Uprising Part of the Silesian Uprisings Poland Lithuania

1920

1920

Weimar Republic

German civil government and police of Upper Silesia

As of 30 December 2012

79

1920

1920

TurkishArmenian War Part of the Turkish War of Independence ZhiliAnhui War

Turkish Revolutionaries Zhili clique

Democratic Republic of Armenia Anhui clique

1920

1920

Fengtian clique 1920 1921 1921 1921 GuangdongGuangxi War Red Army invasion of Georgia Part of the Russian Civil War Old Guangxi clique Russian SFSR Chinese Revolutionary Party Democratic Republic of Georgia

Turkish revolutionaries 1921 1921 Third Silesian Uprising Part of the Silesian Uprisings Weimar Republic Silesian Rebels Poland 1921 1921 Iranian events of 1921 Persian Cossack Brigade Iranian Qajar police Jangalis

Simko Kurdish rebels

Colonel Pesian's forces supported by: Soviet Union 1921 1922 East Karelian Uprising Part of the Russian Civil War First ZhiliFengtian War Irish Civil War August Uprising Second SaudSharif War Russian SFSR Finnish and East Karelian rebels

1922 1922 1924 1924

1922 1923 1924 1924

Zhili clique Pro-treaty forces Soviet Union Saudi Arabia British Empire

Fengtian clique Anti-treaty forces Committee for Independence of Georgia Hejaz

1924 1925 1926 1926 1927

1924 1925 1928 1929 1950

Second ZhiliFengtian War Incident at Petrich Northern Expedition Cristero War Chinese Civil War

Fengtian clique Kingdom of Bulgaria Republic of China Mexico Communist Party of China After 1949: People's Republic of China

Zhili clique Kingdom of Greece Beiyang Government Cristeros Nationalist Party of China Republic of China After 1949: Republic of China on Taiwan Tribal rebels

1928

1929

Afghan Civil War

Barakzai dynasty Tribal supporters British Empire (from 1929)

Forces of Habibullah Ghazi

1929

1929

Sino-Soviet conflict (1929)

Soviet Union

Republic of China

As of 30 December 2012

80

As of 30 December 2012

81

As of 30 December 2012

82

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