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TAC VERSION 180602 Spitfire II ©2018 Andy Nelson

Table
Permission given to print orAir Combat
photocopy gameuse
for personal design and artwork ©2015 Andrew Nelson 1

Adolfo Castellano (Order #24470344)


INTRODUCTION

Table Air Combat is a fast, simple air


combat game that can be played on any
Supermarine Spitfire Mk.II flat surface. All you need are some six-
British fighter sided dice and some coins to provide weight
Battle of Britain, 1940 for the aircraft counters. Everything else
can be printed from this ruleset.

Fast and agile, the Spitfire is slightly Each player has a flight of four fighters,
superior to the Bf-109. This early-war represented by two counters. It is suggested
version has eight .303 machine guns: that you use historical aircraft against each
It’s easy to hit targets, but the small other, though a game can be played with
rounds cause little damage. multiple copies of the same aircraft.

Each counter represents an element of two


fighters (element leader and a wingman)
which fight as a team. Each aircraft
protects the other.

Each flight consists of t wo elements.


Elements are double-sided, and designed to
wrap around a coin for ballast (an
American nickel is idea). If an element Each counter represents an
element of t wo fighters.
takes damage, one of its aircraft has been
shot down. Flip the counter over to reveal a
single aircraft. LEAD F4F-4

The element’s performance changes when 2nd F4F-4


flipped. A single plane has fewer gun dice
and a lower defense, since it lacks a

 wingman to cover its 6 o’clock position

If a “flipped” counter is hit a second time,


then the second aircraft has been shot down
and the counter is removed.
LEAD F4F-4 LEAD F4F-4

If an element takes damage, flip the


counter over to show a single fighter.

If the element gets hit a second time,


it is removed from the game.
TAC VERSION 180602 Spitfire II ©2018 Andy Nelson
Permission given to print or photocopy for personal use 2

Adolfo Castellano (Order #24470344)


Everything you need to play is on the aircraft’s Performance Ruler.

The ruler is double-sided, so it can be flipped over.



This plane has 2 Energy. It Move your plane across the
can trade one energy for edge to move. It must move
one extra tick of speed this at least one tick.
turn. To regain the energy,
sacrifice a tick of speed in a
later turn.

Ticks are closer


Number of dice to roll together in
when attacking. sharp turns.

Add this to each die that


hits to check for damage. This green area
shows your
Guns maximum move in a
Firepower +1 +1
straight line.

Enemy has to roll this Defense

amount of over to hit Airframe


this plane.
Speed
4 4
If a damage die is this
amount or greater, the
plane takes damage.
F4F-4 Wildcat
1941

Span 38'
Length 29' 10"
This is how many ticks Weight 7975 lbs
Engine 1200 hp R-1830-86 Twin Wasp radial
your plane can move Airspeed 320 mph
each turn. Armament 6x .50 cal machine guns

GUN RANGE
Use these stats after your
element takes damage
and loses a fighter.

Gun dice and defense go


These stats are for the
down, and another hit
This is how far your beginning of the game,
will destroy the element.
guns can shoot. when an element has
both aircraft.

TAC VERSION 180602 Spitfire II ©2018 Andy Nelson


Permission given to print or photocopy for personal use 3

Adolfo Castellano (Order #24470344)


MOVEMENT
To move, simply use the edges of the performance ruler. The aircraft can use any part of the
ruler in any direction. Use the straight edge for flying in a straight line. The curved edges
allow an aircraft to turn gently or in a sharp curve. Notice that the ticks are closer together
in sharp turns.

LEAD
F4F-4
Slide the element along
the ruler’s edge. This
element can move up to
four ticks each turn.

LEA
D
F4F
-4
Line
Gunsup this little arrow
with any tick mark on
Firepower +1 +1
the performance ruler.
Defense

Airframe
Each aircraft has its own
Speed
4 4 unique performance ruler.
Don’t use another aircraft’s
performance ruler!

F4F-4 Wildcat
1941

Span 38'
Length 29' 10"
Weight 7975 lbs
Engine 1200 hp R-1830-86 Twin Wasp radial
Airspeed 320 mph
Armament 6x .50 cal machine guns

GUN RANGE

Speed is measured in “ticks” which are multiples of the aircraft’s stall speed. Measure
movement against the little arrow on either side of the counter. This is more accurate that
using the front edge of the counter.

An aircraft can move any distance up to its maximum speed, but it must move at least one
tick. This is the aircraft’s stall speed, which is the slowest it can go and remain flying

TAC VERSION 180602 Spitfire II ©2018 Andy Nelson


Permission given to print or photocopy for personal use 4

Adolfo Castellano (Order #24470344)


Each aircraft type has a different
performance ruler. Some aircraft
are faster, and some can turn
sharper than others.
This green area shows
maximum speed in a
LEAD F4F-4
straight line.
Guns

Firepower +1 +1

Defense

Airframe

Speed
4 4
The element counter can start at
An element can move up any place along the performance
F4F-4 Wildcat
to its maximum speed.
ruler, so long as it stays within its
1941It can move shorter, but
it has to move at least movement limits. For straight
Span 38'
one tick each turn.
Length 29' 10"
lines, the green area makes
LEAD F4F-4
Weight 7975 lbs straight movements easier,
Engine 1200 hp R-1830-86 Twin Wasp radial
Airspeed 320 mph because you don’t have to count
Armament 6x .50 cal machine guns
ticks. It’s also a quick way to
compare speeds between two
GUN RANGE aircraft.
F-4
F4
AD

In sharp turns, the element counter


LE

can rock back and forth. Keeping


the little marker against the ruler
will keep the rotation accurate.

+1

+TAC
1
VERSION 180602 Spitfire II ©2018 Andy Nelson
5
Permission given to print or photocopy for personal use

Adolfo Castellano (Order #24470344)


The performance ruler can be repositioned during a move to make complex maneuvers. It is
suggested you move the element counter at least one full tick before lifting the ruler. This will
make it easier to keep track of how far the plane has moved.

Arm
a
Air ment GU
spe 6x NR
E n g ed .
32 50 ca AN
We ine 0m lm GE
ig 120 ph ach
L e n ht in
gth 797 0 hp eg
u
Spa 2 5 lb R-18 ns
n 9' s 30
-86
38 10" Tw
' in W
194
1 asp F 4F
rad -4 W
ial
ildc
at

Spe
ed
4 Air
fra
me
4 De
LEA
f en
se
D
Fire
pow
er
+1 F4
Gu F-4
ns
+1

LEAD F4F-4

Guns +1
+1
ower
Firep
nse
Defe
LE
AD

Air fr
ame 4
4
F4

d
Spee
F-4

cat
Wild
F4F-41941
The performance ruler can 38' dial
Span 0" asp ra
29' 1 s
be repositioned during your Leng
th
ht
7 97 5 lb
hp R
-18 3 0 -86 Tw
in W

Weig 200
move to make complex Engin
e
e 1
e
20 m
d 3 .50 cal m
ph
achin
e gun
s

Airsp nt 6x
maneuvers. Arma
me

GE
RAN
GUN

TAC VERSION 180602 Spitfire II ©2018 Andy Nelson


Permission given to print or photocopy for personal use 6

Adolfo Castellano (Order #24470344)


ENERGY
In real life, aircraft can fight in three dimensions. By trading speed for altitude, a fighter can
store energy to corner at a lower speed. It can then convert altitude back into speed for a
temporary speed boost. Although the counters are confined to a two-dimensional surface,
this type of energy fighting can be simulated with Energy.

Energy is a representation of how well the plane can convert altitude into speed. Each plane
may have up to four energy. These are represented by green lights on the aircraft’s
performance ruler.

One energy point can be exchanged for an extra tick of speed during the element’s
movement phase. An element can only use one energy each turn in this way. The number of
green lights represents how many times each element can spend energy before it runs out.
Energy can also be spend to perform special maneuvers such as the Immelmann and
Wingover, which are explained later.

using an Energy point gains


An element can regain an +1 speed for one turn.

-4
F4F
Energy point by sacrificing one
point of speed in a straight line. This element can move 5
D
LEA

ticks this turn because it


This element would have a has used an Energy point.
maximum speed of 3 during
that turn, and would have to
move along the green edge.

This aircraft has a Guns +1

maximum of 2 Energy, irepower +1


F
so it can do this one Defe
nse
more time. fram
e
4
Air
Spee
d 4

t
W ildca F4F-4

F4F-4
D
LEA
1941
38' dial
Span 0" asp ra
29' 1 s in W
Leng
th lb -86 Tw
t 7975 p R-1830
h h
Weig 200 uns
e 1 mph ine g
Engin 320 mach
eed 0 cal
Airsp nt 6x .5
me
Arma

GE
RAN
GUN

Each element starts the game with full energy. Using small counters (such as coins or glass
beads) makes it easy to keep track of each element’s current energy. There are also paper
counters included in this ruleset.

TAC VERSION 180602 Spitfire II ©2018 Andy Nelson


Permission given to print or photocopy for personal use 7

Adolfo Castellano (Order #24470344)


Energy can be regained by moving in a straight line (green bar only) and sacrificing one tick
of speed during your turn. Only one energy point can be regained per turn.

Flipping an aircraft counter over does not affect the amount of energy it has, nor its maximum
energy.

Note that moving an extra tick while turning will allow an element to turn faster. Having
energy available can help your aircraft gain position on the enemy, or escape a bad
situation.

Some large aircraft (such as heavy bombers) have no energy. Fighters have at least one
energy, and most late-war fighters have four energy.

SPECIAL MANEUVERS
Special Maneuvers are “tricks” that let a plane deviate from a normal flight path. Special
maneuvers cost energy; a plane without energy (such as bombers) cannot perform a special
maneuver. A plane can do a special maneuver OR it can move normally. It cannot do both
in the same turn, nor can it perform more than one maneuver per turn.

IMMELMANN
•Lose 2 energy.
•Move 3 ticks.
•rotate exactly 180°
tur


n
3 ticks

aro
Fw.190A8
LEAD

und 18
Fw.190A8


 STALL SPEED

LEAD

0
°

An Immelmann is a maneuver to reverse direction quickly. A plane dives to build up speed, then
does a half-loop followed by a half-roll. Any plane with at least one energy can perform an
Immelmann (including some light bombers).

Spend 1 energy. Move three ticks forward, then rotate exactly 180°

TAC VERSION 180602 Spitfire II ©2018 Andy Nelson


Permission given to print or photocopy for personal use 8

Adolfo Castellano (Order #24470344)


SPEED RESTRICTIONS
An element has to move at least one full tick. This distance is the aircraft’s stall speed. The
ticks are closer together in sharp turns, which means they are shorter than the stall speed.
Depending on the aircraft, an element may have to move more at least two ticks while in a
sharp turn. Stall speed is marked on the performance ruler in the straight area and in the
sharp turn area.

This Spitfire must move at least


one tick, but it also has to move
its Stall Speed distance.

 This is the shortest distance it
can move, even while cornering.
Guns

Firepower +2
Spitfire mk.II

Defense

Airframe

LEAD Bf-109E Speed


4
LEAD

.II Bf.109E
mk
re
itfi 1939
Sp

Because ticks are AD Span 32' 4"


LE Length 28' 5"
closer together in Weight 4430 lbs
E sharp turns, Engine 1050 HP Daim
Airspeed 342 mph
stall speed may be Armament 2x 7.9mm mac
more than one tick 2x 20mm cann
One tick is the
while turning.
aircraft’s stall speed.
It has to move at least LEAD Bf-109E

this distance each


turn.
Guns GUN RANGE

This Bf-109 is regaining a spent Energy


wer +0 +0 point this turn, so its movement is limited.
ense
It has to move 1 less than its maximum
speed and is restricted to a straight line.
ame

eed
4 4

pitfire Mk.II
1940
STALL SPEED

TAC VERSION 180602 Spitfire II ©2018 Andy Nelson


Span 36' 10" Permission given to print or photocopy for personal use 9
Length 29' 11"
Weight 5332 lbs
Engine 1030 HP Rolls-Royce Merlin V-12
Adolfo Castellano (Order #24470344)
GAME PLAY
Each turn has two phases: Movement and Combat. Movement happens first. After the
Combat phase is over, a new turn starts with the Movement phase.

MOVEMENT PHASE
All planes are moved before any combat can happen. The player with more elements moves
elements first. Once both players have an equal number of unmoved elements, a die roll
decides who gets to move an element last. A two vs. two battle usually has one side move a
single element. The other side moves both elements. The first side then moves the last
element. More details are explained in the INITIATIVE section.

COMBAT PHASE
Once all elements have moved, each element may attack. Damage takes effect at the end of
the Combat Phase (even if your element gets destroyed this phase, it can still attack). Any
damage taken this phase has no effect on combat. It is possible for two elements to shoot
each other down. A fighter element can attack only once per combat phase. Some aircraft
have tail guns and turrets, which can also attack.

Attacking

• Check for direction. A fighter can only attack directly ahead. Place a performance ruler
against the front edge of the aircraft counter to determine if the target can be hit.

• Check for range. Guns have a limited range. Use the performance ruler to determine if
the target is within range. If there is no target within range, then the element cannot attack
this turn.

• Roll gun dice. Set aside each die that is equal or greater than the target’s defense. Those
are hits. Do not add Firepower to the dice at this time. Firepower is for damage only. If
no dice hit, this element’s combat phase is over.

• Roll for damage. Re-roll the gun dice that hit and add your plane’s Firepower to each die.
If any one of the dice are equal or greater than the target’s airframe, then a plane has
been shot down and the target element must flip over at the end of the combat phase. If it
is already flipped over, the element is removed from the game.

TAC VERSION 180602 Spitfire II ©2018 Andy Nelson


Permission given to print or photocopy for personal use 10

Adolfo Castellano (Order #24470344)


COMBAT
Elements shoot straight ahead in a column.

The column is as wide as the counter, and as After all elements have moved, check to see if any
long as the Gun Range listed on the enemy planes can be attacked.
performance ruler
Fighters have fixed guns that shoot straight ahead.
Use the performance ruler against the front edge of
LEA

an element counter too see if a target is in range


D

and directly ahead.


F4F
-4

An
y
can thing
be in Bombers (such as the He-111) usually don’t have
att this
ack a
ed rea
.
fixed guns, but they have flexible guns and turrets
uns +1
which canGshoot in 1all directions.
+
ower
Firep
nse
Def e
After all elements have
moved, check if any Air fr
ame 4
enemy targets are Spee
d 4
within this area.

ldcat
If this area overlaps any
Wi
F4F-4
part of an element’s
counter, the target can 1941
be attacked this turn. 38' adia
l
Span 0" asp r
29' 1 s Twin W
th lb 6
LEAD
Len g -8
7975 p R-1830
ht h
Weig 1200 h s
in e p e gun
E ng 3 20 m al machin
A6M-2

e e d 0 c
Airsp nt 6x .5
me
Arma
Zero
LEAD

GE
RAN
GUN
The Zero can be
F4F-4

attacked this turn.

Use the edge of the


performance ruler to see if
your element can attack.

TAC VERSION 180602 Spitfire II ©2018 Andy Nelson


Permission given to print or photocopy for personal use 11

Adolfo Castellano (Order #24470344)


The Zero can be attacked this turn,
so the Wildcat’s player rolls 3 dice.

Guns
Any dice that match Firepower +2 +2
or exceed the target’s
Defense score cause Defense

hits. The Zero has a Airframe


Defense of 6.
Speed
5 5

There are t wo hits from these dice. A6M2 "Zero"


1941

Span 39' 4"


Length 29' 11"
Weight 5313 lbs
Engine 940 hp Nakajima Sakae 12 radial
Airspeed 346 mph
Armament 2x 7.7mm machine guns
2x 20mm cannon
Roll those t wo dice again to check
for damage. Add the Wildcat’s GUN RANGE
Firepower to each die.

Any die that meets


or exceeds the
target’s Airframe The Zero element has both aircraft,
will cause damage. so it uses this column of statistics.
The Zero has an
Airframe of
LEAD

Both dice cause damage. The


A6M-2

Zero element flips over to show


a single aircraft.
Zero
LEAD
F4F-4

This element has been


hit and flipped over.

TAC VERSION 180602 Spitfire II ©2018 Andy Nelson


Permission given to print or photocopy for personal use 12

Adolfo Castellano (Order #24470344)


LEAD A6M-2 Zero

Guns

Firepower +2 +2 The Zero must use this


Defense column now. Its Guns and
Defense are reduced. Taking
Airframe a hit in another turn will
Speed eliminate the element.
5 5

An element can cause only one hit


A6M2 "Zero" per turn. So even though the
1941
Zero took t wo hits, it is not
removed from the game this turn.
Span 39' 4"
Length 29' 11"
The Wildcat will have to hit it
Weight 5313 lbs another turn.
Engine 940 hp Nakajima Sakae 12 radial
Airspeed 346 mph
Armament 2x 7.7mm machine guns
2x 20mm cannon

GUN RANGE

Note that damage does not actually take effect until the end of the turn. If an element is
flipped this turn, it has a chance to attack at full strength. If an element is destroyed this turn,
it can still attack as well.

After all the elements have a chance to attack, then damage takes place. Damaged elements
are flipped, and destroyed elements are removed.

Once the Combat phase is done, start over with the Movement phase of the next turn.
Continue until elements on one side are destroyed or have left the table.

TAC VERSION 180602 Spitfire II ©2018 Andy Nelson


Permission given to print or photocopy for personal use 13

Adolfo Castellano (Order #24470344)


TWO VS. ONE
Normally an element cannot take two hits and be eliminated in one turn. Even if a player
rolls two hits when attacking, an element can only take one hit. But If two elements hit an
enemy element during a single turn, the element can take a second hit and be removed from
the game in a single turn.

This Bf-109 makes t wo


hits on this Spitfire but
the Spitfire takes only
one hit.

LE
AD
Bf
-10
E 9
E 9
-10
Bf
AD

If this second Bf-109


LE

element can make a hit


against the Spitfire, the
Spitfire element would take a
second hit in one turn and be
LEAD

removed from the game.


Spitfire
mk.II

TABLE BORDERS
Aircraft that move off the edge of the table have retreated from the battle. They are removed
from the game.

TAC VERSION 180602 Spitfire II ©2018 Andy Nelson


Permission given to print or photocopy for personal use 14

Adolfo Castellano (Order #24470344)


INITIATIVE (who moves first?)
You want to move last. You’re not trying to beat the other player in a race, but react to his
movement. One player has to move half his elements first. Another player moves all his
elements. The first player then moves the rest of his elements.

EQUAL NUMBER OF ELEMENTS


If both sides have an equal number of elements, roll a die to determine which side is the first
to move an element.


Both German and American sides have t wo elements.
Roll a die to see which side gets to move first and last.
2nd

d
2n
Bf-109G-6

D g
51 stan
P- u
M

If the die roll is Even


German side moves a Bf-109
element.
American side moves both
P-51 elements.
German side moves the second

LE
AD
Bf
-10
9 G
-6
LEA
D
Mu
P-51
stan
D
g

TAC VERSION 180602 Spitfire II ©2018 Andy Nelson


Permission given to print or photocopy for personal use 15

Adolfo Castellano (Order #24470344)


UNEQUAL NUMBER OF ELEMENTS
The side with the greater number of elements always goes first. That player will move
elements until both sides have the same number of unmoved elements. Then roll a die to
determine which side is the first to move an element.


The German side has more elements, so it must move elements first until
there are an equal number of unmoved elements.

a
uk
St
7B
.8
Ju
Then a die is rolled to determine which side has to move an element first.

d
2n
The German player will

a
uk
probably move the t wo Stuka

St
B
87
elements first, allowing the

u. J
Bf-109 fighters a chance to

AD
LE
react to the Spitfires.

Once the German side moves


t wo elements, a die is rolled to

E 9
see who has to move an

-10
Bf

E
element first.

9
-10
d

Bf
2n

AD
LE
If the die roll is Even
German side moves a Bf-109.
British side moves both Spitfires.
German side moves the second Bf-109.

LE
AD
If the die roll is Odd
Sp
itfi
re British side moves a Spitfire.
m k.I
I German side moves both Bf-109s.
British side moves the second Spitfire.

2nd
Spi
tfire
mk.
II

TAC VERSION 180602 Spitfire II ©2018 Andy Nelson


Permission given to print or photocopy for personal use 16

Adolfo Castellano (Order #24470344)


STACKING ELEMENTS
It’s hard to move a miniature if there’s another stacked on top of it.
An element can pass over another element, but cannot stop movement overlapping an
element that hasn’t moved this turn. This means you may have to move differently than you
had planned.
An element can stop moving on top another miniature that has already moved. But on
the next turn, the top element must move before the bottom element. This may give the
bottom element a tactical advantage.

An element can attack an overlapped element as long as its front edge overlaps.


LEA

Wildcat can attack the Zero because its front edge


D

overlaps the Zero.


F4F

The Zero cannot attack the Wildcat this turn.


-4

LE
AD
A6
M
-2
Next turn, the Wildcat has to move before the Zero moves.
Ze
ro
B-1
7F

Bf-109 overlaps the B-17


SEC

Both elements can attack each other:


ON

The Bf-109’s front edge overlaps the B-17.


D
ELE

The B-17 has turrets that allow it to


ME
NT

shoot in any direction. LE


AD
Bf
-10
9 G
-6

TAC VERSION 180602 Spitfire II ©2018 Andy Nelson


Permission given to print or photocopy for personal use 17

Adolfo Castellano (Order #24470344)


REJOINING ELEMENTS
If an element has taken a hit, it is reduced to a single aircraft with a lower Defense. Two
single planes of the same type can rejoin to make a full element. Move both elements. If
they overlap and are moving the same direction, they can merge into a single element. Flip
one counter back to show a full element (both aircraft) and remove the second counter from
the game. Only identical aircraft can join into a full element.

These P-47 Thunderbolts have a defense of


only 3 when operating as single aircraft.
2n
d
P-4
7D

P-47D LEAD

After both Thunderbolts move, they


overlap each other, so they can join.

When joined together, the t wo


LEA
D
7D
P-4
elements become a full element of t wo
fighters. Defense goes back to 5.

An element can split into two separate airplanes. This is not recommended, because each
half-element will have a reduced defense rating, but sometimes having two half-elements gives
an advantage over a single full element. Before moving, flip the element over and add
another miniature on top. Then move them their separate ways.

TAC VERSION 180602 Spitfire II ©2018 Andy Nelson


Permission given to print or photocopy for personal use 18

Adolfo Castellano (Order #24470344)


STRAFING
Any aircraft with forward-fixed guns can strafe.

The aircraft’s gun range is not a factor; like bombing, an aircraft must fly directly over the
target to attack it. The element can perform a turn during a strafing attack (unlike bombing,
which must be in a straight line). A strafing element can add its Gun Damage to each die roll.
This represents the destructive power of cannons and heavy machine guns. Any result that’s
over the target’s number is a hit. However, the element has to make a hit on all target
numbers in the same turn. This results in a single hit. If there are any un-hit circles, the target
takes no damage from this attack.
A target with 4 hit circles requires 4 hits in one turn to cause one circle to hit, a target
with 3 circles requires 3 hits in one turn to damage one circle, and a target with two circles
requires 2 hits in one turn to damage one circle.

Example: A Bf-109 strafes Chain Home receiver towers. This target can take two hits before
being destroyed. The Bf-109 has two gun dice, so it is possible to destroy this target with a
strafe attack. However, both dice have to hit or the target takes no damage. The Bf-109’s
player rolls two dice. The Firepower score (+2) is added to each die, but the element scores
only one hit. Because the Bf-109 failed to hit both circles in the same turn, the target takes no
damage. Unlike a bomb attack, the single hit doesn’t count.

Example 2: The Bf-109 returns to strafe the towers again. This target has two hit circles, and
the Bf-109 rolls two hits. One of the two circles is hit as a result of the attack. On another
pass, the Bf-109 rolls a single hit and is able to finish destroying the target.

Example 3: A Ju-88 strafes damaged Chain Home transmitter towers. The towers can take
three hits. The Ju-88 only has one forward gun, so it would normally be impossible to hit all
three parts of the target in one turn. However, this target has already taken two hits from a
bombing attack, so only one hit remains. If the Ju-88 can roll a “5” in a strafing attack, it
destroys the target.

The Whole Nine Yards


An element can use all its remaining ammunition on a strafe attack. Doing means any hits are
permanent, but the aircraft cannot attack for the rest of the game. This means it cannot
attack enemy aircraft with forward guns. Any flexible guns still work.

Example: A P-47 attempts to strafe a factory complex. This target requires six “4” rolls to
destroy. With only four gun dice, it would be impossible for the P-47 to damage the factory.
The P-47 empties its guns into the target. It only scores two hits, but the hits are permanent.
The complex needs another four hits to destroy. Unfortunately, the P-47 has used up all its
ammunition and cannot attack anything for the rest of the game.

TAC VERSION 180602 Spitfire II ©2018 Andy Nelson


Permission given to print or photocopy for personal use 19

Adolfo Castellano (Order #24470344)


GAME SCENARIOS
TRAINING
This scenario is if have only one type of aircraft (you just bought this set and want to try it out
before buying more aircraft). 


II
k.
m
re
itfi
Sp
nd 2

II
BLUE SIDE: Two Spitfire Mk.II elements.

k.
m
re
itfi
Sp
D
EA
RED SIDE: Two Bf-109E elements.

L

Set up aircraft on opposite


es
ch

sides of the table, about 12


in

inches apart. Both flights


12

should be facing each other.

SPECIAL RULE FOR THIS SCENARIO:


Elements cannot take damage to their
fronts. This prevents head-on attacks, so
elements have to maneuver for a shot at
the rear or sides.
LE
AD
Sp
itfi
re
m
k.
II
2n
d
Sp
itfi
re
m
k.
II

DECISIVE BLUE VICTORY: Both Red elements are destroyed. Both Blue elements remain.
BLUE VICTORY: Both Red elements destroyed.
RED VICTORY: Both Blue elements destroyed.
RED VICTORY: Both Blue elements destroyed. Both Red elements remain.

TAC VERSION 180602 Spitfire II ©2018 Andy Nelson


Permission given to print or photocopy for personal use 20

Adolfo Castellano (Order #24470344)


FIRST CONTACT
May 23, 1940
Dunkirk, France
The first recorded conflict between a Spitfire and the Bf-109 was during the Dunkirk
evacuation. Spitfire Is of 73 and 54 Squadrons met with a rotte of Bf-109E1. One Bf-109
was shot down and the other attempted to flee, but a second rotte arrived.


RAF: One Spitfire I element


Luftwaffe: One Bf-109E1 element, one Bf-109E1 half-element (single plane)

LEA
D
Bf-1
09
E
Bf-109E1 half-element

Instead of the wing-mounted 20mm cannons,


s
c he

these earlier Bf-109 variants had only 7.92mm


4 in

machine guns. As a result, the Bf-109s have a


firepower of +0 for this scenario.

LEA
D
Sp
itfire
mk.
II

12
in c he
s
Spitfire I element
E
09
Bf-1
2nd

Bf-109E1 element

DECISIVE RAF VICTORY: all Bf-109s destroyed, no Spitfires lost


RAF VICTORY: Bf-109s destroyed
DRAW: Any plane retreats off the edge of the table
LUFTWAFFE VICTORY: Both Spitfires destroyed
DECISIVE LUFTWAFFE VICTORY: Both Spitfires destroyed, no Bf-109s lost
TAC VERSION 180602 Spitfire II ©2018 Andy Nelson
Permission given to print or photocopy for personal use 21

Adolfo Castellano (Order #24470344)


SCRAMBLE
A formation of Ju-87 Stukas approaches radar transmitter towers in the south of Britain.
Spitfires have been scrambled to intercept the bombers, but are still climbing to altitude. The
Stukas are escorted by a single Bf-110C element.


RAF: Three Spitfire Mk.II elements.


Luftwaffe: Three Ju-87 Stuka elements, one Bf-109 element.

This scenario uses modified initiative rules.


5
Stukas will always move first, if possible (an
5 overlapped Stuka can move as soon as it is free to
5
move). Then, roll initiative for the fighters.
Tran
sm

A Stuka element can chose to jettison its bombs,


itter
To
wer
s

losing any chance of attacking the ground target.


12 However, doing this will “add” it to the initiative rule
Chain Home i nc
he
s with the fighters.
transmitter towers

6i
nc
he
s
s
he
nc
6i

6i
E
09

nc
Bf-1

he
d
2n

Spitfire II elements Bf-109E element

a
Stuk
7B
LE
AD

Ju.8
Sp
itfi

a
re

Stuk

d
mk.

2n
II

7B
Ju.8
LEAD
s
he

a
Stuk
nc

7B
Ju.8
6i

LEAD

Ju-87 Stuka elements

2n
d
Sp
itfi
re
mk.
II

The scenario ends when no bomb-laden Stukas remain.

DECISIVE RAF VICTORY: At least one Spitfire survives, zero hits on the target
RAF VICTORY: At least one Spitfire survives, only one hit on the target
DRAW: No victory conditions met
LUFTWAFFE VICTORY: Two or more hits on the target
DECISIVE LUFTWAFFE VICTORY: At least two hits on the target, only one Stuka element lost

TAC VERSION 180602 Spitfire II ©2018 Andy Nelson


Permission given to print or photocopy for personal use 22

Adolfo Castellano (Order #24470344)


IDIOTREIHEN
In the beginning of the Battle of Britain, Spitfires flew in three-plane “vic” formations, a
product of the first world war. The vic was an inferior formation, as only the lead plane was
looking for targets. The two wingmen were occupied with formation flying, and not able to
watch out for attacks from behind. An RAF fighter squadron traveled in four vics in trail
formation. Luftwaffe pilots referred to this as “line of idiots”, as it was easy to attack from
the rear without being noticed. The experienced Luftwaffe flew in a lose four-plane
formation, which could split into two-plane elements if needed. This formation would later be
adopted by the RAF and other air forces.

RAF: Three Spitfire “vic” formations The Spitfires cannot react unless a Vic
formation survives an attack. They will travel
Luftwaffe: Three Bf-109E elements
at a cruising speed of 3 ticks until alerted.

If every plane in a vic is destroyed in one


turn, they will be unable to warn the rest of
the squadron. The Spitfires will continue to
fly in a straight line.
k.II
m
.II

re
mk

itfi
Sp
re
itfi
Sp

AD

If one Spitfire in a vic survives the attack, the


LE
AD

I
LE

k.I
m

pilot radios the squadron, which may then


re
itfi
Sp

engage the Bf-109s per the standard rules.


d
2n

I
m k.I
re
itfi

I
k.I
Sp

It is possible for the BF-109s to gobble up vic


m
re
itfi
d
2n

Sp

after vic without the Spitfires even noticing.


d
2n

I
m k.I
re
itfi
Sp
d
2n

Vic Formation
A vic acts like a single plane that can take three 6
inc
hits before destroyed, but Defense is dropped to he
that of a half-element. s
Place a half-element overlapping a full element.
When moving, remove the half-element and
replace it once movement is done.

Attack column is wider due to the increased size


9E
-10
Bf

of the formation. Add an additional two dice for


d
2n
9E
-10

the third plane. A Spitfire vic gets six gun dice.


Bf
AD
LE

The first hit on a vic formation loses the


overlapping single plane. It works like a standard
9E
-10
Bf

full element, but Defense remains at 4.


AD
LE

DECISIVE RAF VICTORY: All Bf-109E destroyed, one full vic formation remains
RAF VICTORY: All Bf-109E destroyed
DRAW: A plane from either side retreats off the table
LUFTWAFFE VICTORY: All Spitfires destroyed
DECISIVE LUFTWAFFE VICTORY: All Spitfires destroyed, one full Bf-109 element remains

TAC VERSION 180602 Spitfire II ©2018 Andy Nelson


Permission given to print or photocopy for personal use 23

Adolfo Castellano (Order #24470344)


BLACK THURSDAY
August 15, 1940
North Sea

Sixty-five He-111 bombers left from bases in Norway toward British city of Tynemouth. The
distance was too great for Bf-109 escorts, so Bf-110s took part. To make weight for extra
fuel, the Bf-110s had the rear gunner position removed. By attacking northern targets in
Great Britain, the Luftwaffe hoped to avoid RAF fighters. Unfortunately, RAF 72nd squadron
had been rotated to that area in March for some needed rest. The bomber force was
detected on radar and the RAF 72nd squadron scrambled to intercept.


RAF: Four Spitfire elements

0C
-11
Bf
d
2n
Luftwaffe: Four Ju-88C elements, four He-111 elements, two Bf-110C elements

0C
AD
-11
LE
Bf
s
s nt
Bombers are loaded with extra fuel, and can be r le m
e

T
EN
EM
m

EL
e

D
move a maximum speed of 2 ticks (about o

2N
1
-11
1b 0C y.

He
one plane length).
-1 1 f-11 ne rg

 He he
s
oB oe

T
EN
Si x
in c

EM
Tw i t h n

EL
AD
8

LE

T
EN
1
-11

EM
An bomber that jettisons its bombs into the

He

EL
T
EN

AD
EM

LE
EL

1
D

-11
2N

He
w

1
-11
He
ocean can move the stated 3 ticks.
T
EN
EM
EL t s
Bombers that jettison bombs cannot rejoin a D
2N

en
s
he

T
1

EN
-11

EM
He
in c

EL
m
AD
LE
6
e
1
-11
el
He

 bomber element .
fi re e r g y

8
i t n

in c
Sp u l l e

he
Bf-110 were ordered to stay with the

s
bombers, so have zero energy at the start of Si x i t h f
the scenario. Bf-110s have no rear gunner.
w LEAD Spitfire mk.II 2nd Spitfire mk.II

2nd Spitfire mk.II

Suggested Initiative Rules:


•Move all bombers first (if possible. A
.II
mk
re
itfi
Sp
d
2n
.II
mk
re
itfi
Sp

es
AD
LE

h
inc
bomber may have to wait if overlapped or if
.II
mk
re
itfi
Sp

24
AD
LE

fighters are in the way.

•Move fighters until both sides have an


IJN

equal number of unmoved fighters


OB
JE

•Roll initiative on remaining fighters


CT
IV
EL
IN
E

2 points: Each He-111 full element with bombs crossing objective line
1 point: Each He-111 half-element leaving table edge
1 point: Each full Spitfire element destroyed
-1 point: Each full Bf-110 element destroyed
no points: Each He-111 half-element (single plane) with bombs crossing objective line

A He-111 half-element (single plane) that crosses the objective line counts as zero points whether or
not it carries bombs; Half elements need to join to create a full element in order to gain points.

DECISIVE RAF VICTORY: 4 or fewer points.


RAF VICTORY: 7 or fewer points.
DRAW: Remaining He-111 elements jettison bombs and retreat off edge of the table.
LUFTWAFFE VICTORY: 8 or more points
DECISIVE LUFTWAFFE VICTORY: 10 or more points, at least two full He-111 elements cross
objective line with bombs.
TAC VERSION 180602 Spitfire II ©2018 Andy Nelson
Permission given to print or photocopy for personal use 24

Adolfo Castellano (Order #24470344)


GAME EQUIPMENT
It’s easier to cut the ruler out if you fold
it in half first. Fold on the black center
line, and glue the halves together. If
using white glue, use a bare minimum
(tiny dots) to prevent the moisture from
warping the paper. Once the glue is
dry, cut the shape out.

The performance ruler can also be


mounted on cardstock for a more
sturdy design. Depending on the
thickness of the material, you may have
to cut both halves apart and then glue
them together.

Glue a coin to the center of Fold each side over. Glue the top flap over.
the miniature.

The element counters are designed to wrap around a coin (an American nickel is ideal). The
blue edge areas account for the thickness of the coin and ensure a straight edge.

The counters work with standard printer paper. If you desire a more sturdy design, consider
printing them on cardstock. Depending on the thickness of the material, you may have to cut
the counters apart and reassemble them on both sides of the materials.


TAC VERSION 180602 Spitfire II ©2018 Andy Nelson


Permission given to print or photocopy for personal use 25

Adolfo Castellano (Order #24470344)


PERFORMANCE RULER

E E

Guns Guns

Firepower +0 +0 Firepower +0 +0

Defense Defense

Airframe Airframe

Speed Speed
5 5 5 5

Spitfire Mk.II Spitfire Mk.II


1940 1940

Span 36' 10" Span 36' 10"


Length 29' 11" Length 29' 11"
STALL SPEED
STALL SPEED

Weight 5332 lbs Weight 5332 lbs


Engine 1030 HP Rolls-Royce Merlin V-12 Engine 1030 HP Rolls-Royce Merlin V-12
Airspeed 355 mph Airspeed 355 mph
Armament 8x .303 machine guns Armament 8x .303 machine guns

IMMELMANN: IMMELMANN:
•Spend 1 energy •Spend 1 energy
•Move 3 ticks forward •Move 3 ticks forward
•Rotate exactly 180° •Rotate exactly 180°

GUN RANGE GUN RANGE

TAC VERSION 180602 Spitfire II ©2018 Andy Nelson


Permission given to print or photocopy for personal use 26

Adolfo Castellano (Order #24470344)


ELEMENT COUNTERS

Spitfire mk.II LEAD Spitfire mk.II 2nd


A A

A A
LEAD Spitfire mk.II 2nd Spitfire mk.II

Spitfire mk.II LEAD Spitfire mk.II 2nd


B B

B B
LEAD Spitfire mk.II 2nd Spitfire mk.II

Spitfire mk.II LEAD Spitfire mk.II 2nd


C C

C C
LEAD Spitfire mk.II 2nd Spitfire mk.II

TAC VERSION 180602 Spitfire II ©2018 Andy Nelson


Permission given to print or photocopy for personal use 27

Adolfo Castellano (Order #24470344)


ENERGY COUNTERS

1 1
Spitfire II Spitfire II

A LEAD
0 A SECOND
0

1 1
Spitfire II Spitfire II

B LEAD
0 B SECOND
0

1 1
Spitfire II Spitfire II

C LEAD
0 C SECOND
0

Each element should have an energy counter. When an element uses or regains energy, just
rotate its counter to keep track of the energy left. These counters work best if a coin is glued
to the bottom (so they don’t move if you breathe on them).

TAC VERSION 180602 Spitfire II ©2018 Andy Nelson


Permission given to print or photocopy for personal use 28

Adolfo Castellano (Order #24470344)

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