Professional Documents
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Table
Permission given to print orAir Combat
photocopy gameuse
for personal design and artwork ©2015 Andrew Nelson 1
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.
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
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
+1
+TAC
1
VERSION 180602 Spitfire II ©2018 Andy Nelson
5
Permission given to print or photocopy for personal use
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
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.
-4
F4F
Energy point by sacrificing one
point of speed in a straight line. This element can move 5
D
LEA
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.
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°
Firepower +2
Spitfire mk.II
Defense
Airframe
.II Bf.109E
mk
re
itfi 1939
Sp
eed
4 4
pitfire Mk.II
1940
STALL SPEED
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.
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
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
Guns
Any dice that match Firepower +2 +2
or exceed the target’s
Defense score cause Defense
Guns
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.
LE
AD
Bf
-10
E 9
E 9
-10
Bf
AD
TABLE BORDERS
Aircraft that move off the edge of the table have retreated from the battle. They are removed
from the game.
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
LE
AD
Bf
-10
9 G
-6
LEA
D
Mu
P-51
stan
D
g
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.
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
An element can attack an overlapped element as long as its front edge overlaps.
LEA
LE
AD
A6
M
-2
Next turn, the Wildcat has to move before the Zero moves.
Ze
ro
B-1
7F
P-47D LEAD
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.
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.
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.
II
BLUE SIDE: Two Spitfire Mk.II elements.
k.
m
re
itfi
Sp
D
EA
RED SIDE: Two Bf-109E elements.
L
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.
LEA
D
Bf-1
09
E
Bf-109E1 half-element
LEA
D
Sp
itfire
mk.
II
12
in c he
s
Spitfire I element
E
09
Bf-1
2nd
Bf-109E1 element
6i
nc
he
s
s
he
nc
6i
6i
E
09
nc
Bf-1
he
d
2n
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
2n
d
Sp
itfi
re
mk.
II
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
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.
re
mk
itfi
Sp
re
itfi
Sp
AD
I
LE
k.I
m
I
m k.I
re
itfi
I
k.I
Sp
Sp
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.
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
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
es
AD
LE
h
inc
bomber may have to wait if overlapped or if
.II
mk
re
itfi
Sp
24
AD
LE
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.
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.
E E
Guns Guns
Firepower +0 +0 Firepower +0 +0
Defense Defense
Airframe Airframe
Speed Speed
5 5 5 5
IMMELMANN: IMMELMANN:
•Spend 1 energy •Spend 1 energy
•Move 3 ticks forward •Move 3 ticks forward
•Rotate exactly 180° •Rotate exactly 180°
A A
LEAD Spitfire mk.II 2nd Spitfire mk.II
B B
LEAD Spitfire mk.II 2nd Spitfire mk.II
C C
LEAD Spitfire mk.II 2nd Spitfire mk.II
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).