You are on page 1of 176
the time is: 0755 hours, 27 Jun wo GAME DESIGN GRAPHIC DESIGN (GAME DEVELOPMENT David C. Isby * Redmond A. Simonsen * Greg Costikyan Copyright 1879, Simulations Publstion, Inc, New Yok, N.Y. 1010 SPI Rann plac nomuctN onc f (ee AIRVVAR Modern Tactical Air Combat RULES OF PLAY CCopwight © 1877, Sialatons Pubiations ne. New York, NY. 10010 21 Complesy 4.0 GAME POUIPMENT 417i Gane nap 22 tne Pag Pet 43 The Asc Pvornance Chars Centet Diy “44 Tooter Tats fhe Ara and Mise tnd Mise Conel Day ‘0 SDQUENCE OF PLAY (9 postion 2.1 How t Det native 12 Inne Die Rol Nodiention Tate 22 Tarte Ste, 1 Desertion 109 GHANGING ALTITUDE 303 Emp of Cin 184 Doan 103 Bape ofa Doe We Ene Sat 18:9 Alte Losin Lvl ih 193 Departing Conta Fabs 113 Pash Thouth Masewe 114 Spies never M15 Loop Manever 114 tndctennn never 113 Later Rade Rol Manner 129 PRoMALITY 133 Exlnstont Reguemen or Lach 142 Mate Lancing Procedure 16.0 HEATSEEKING MISSILE COMBAT. 16.1 Tachig Tarts 160) RADAR-HOMING MISSILE COMBAT 161 OtanngRacar Locos, HI EeM Pow 180 OPTIONAL RULES 19.3 Seuching for Miser Nina Sah Pte Matos Tale 20. Seach Ars 20.4 Radar Such Bae Probaiy Tale 213 Exteme Cae {2.0 INFRA-FRED COUNTERMEASURES 23. Caryn nr Red Conteris 34S Wid Wea 26.1 Target and Geeta Munions Rus 24S” ont 28s Anka Males 1 AnieAtcraft Guns 363 Rar inealaone 4 ECM Etec on round Inualaons ut How jet 212 feof Eiesing 280 AIRCRAFT FOUIPMENT TABLES. 23.3 Genel Scenario 239.4 Poting sad Out of Cont Scnion 23 Intermediate Searor 33 Corie Seeman 323 Soule Type Te Pal 32.5 Sceario Type Fv: Photo Reconnanance 4524 Sento Type Su Masrooms (83.9) AVAILABILITY TABLES IM Aina Avaiabity Tables 304 SracetoAi Avy Tale 334 Mnkioos Ava Tele |ANOTE ON SOURCES Modern Air Combat Ina game as complex as ir War, its easy forthe Playesto become borged down in play mechanics find forget what they are tying 10 accomplish This booklet deals with modern al combat nd it Aides ts subjoct ite ther tain sections: Pri ‘iples of Air Combat: Basic Fighter Maneuvers: Mtb Advanced Tacs. After perusing Moder aur Combat, the readers wil be more acquainted with the princi uiding Jet combat and, hopeful wl be able ro ransiate hese princi velatvely siya ha pla. [A word of caution about the game. Alrcraft ‘manewver sa thee dimesionl word with hur reds of variables affecting them in every second ‘The gamemap, however, Is Ivo dimensional: there are many limitations is every Board ame, tnd the mechanic of movement in game sich a this annor possi bea perfect cops of elie Inair War. we haveatempied Io comeas cose as Posie to ealfe repreemtation of the move feat of jet aera, But adjustments have been ‘made in places. ll hat can be sald in ou defense hat we atempied to game the exme at ‘ealtially as posible with much expertise 3 tte were able to achieve with outside asstance ‘The res quiteclose to representations eal and we hope you wil Forgve the unavoidable im perfection PRINCIPLES OF AIR COMBAT Detection He who see, wins This ia principle hat would Seem to be obvious. In-actual air combat, however, i often impose o fel tas. enemy airrat; many plans are extremely seal Experience in Vielnamshomed ur that os nem ara were not seo unl they were about 1 In danger areas, hep your eves open and be sre {@ eck your sivo'eock poston early and often that in where most attacks are likey 10 iginate, andi is alwaysa vulnerable spot. When ‘noutering enemy aitera twice t shange the heading of your averat a often as posible: this changes the postion of your si-o-lock, moving Your Disd spot, and allowing you to sce areas Dreviouly not visible. Rader lookout 9 mast Sallable; i allows you an earlier warning than ‘ual fookout, and itmay pert the we of radar ule mises In combat, ever take your eyes off the enemy once you hivesperted him. Many Fights have Been Tout when one plot fst sight of Ms opponent's plane Mutual Support is Everything ‘Mutual support provides more tha someone 19 {alk (9.0m he radio it provides overlapping visual and radar coverage, and makes you lest ulserable {osurprieatack Incomba tally supporting ‘lanes can make coordinated attacks, nd the ean ordinate defense. Without teal spor, Soutre merely a target of if 300 fk, “The need for mutual support hasbeen recognized by athe world’s alr ams Aleraft ever com ‘tet ball excep a slements or fps. The ‘nly ines avtat operate ke the “le wolves” ‘OF 11418 are dng certain types of TecOn- Titsance missions where ir combat ts "0 De ‘Animportanelementintheuse of mutual support ‘stormaton fight Several formations ae we uid Four: A Fi Four formation i four air raft patrling approximately ine abreast The formation is divide into to elements of 140 a= ‘raft each, each semen about one oF one Hawes fom he er, separated by sell at stance, There ave two ear ne oe ‘ation, one for each element the other 1 plots In patrol oe wingmen rma ily behind the leader, Joes folloning with approsinatly 1000 eet of separation Intra. Once combat es, he wingien must attempt to geo close fe ponible to her respective lead, and ater. Sa) on the side of taray ade bythe leads Ina harotarnng environment hisatteris nota possible, but mut be ated “The Fluid Four formation is somewhat wasteful, and has bee discarded by the US Air Fore. The cept nasi axethrouehou! oth the Korean find Vera war, The disadvantages of the formation are obvious Galy Wo alert ae belng used 10 ther ful Tent because the cones of vulneabily of & ‘ingen and his leader overiapy allowing the ‘nem a beter shot. The supposed advantage of the formation is that lse-experenced crews tan Knowledge ty participating n combat with ere ‘experienced leading crews: bu hs a debatable ‘2evanage as even relatively inexperienced crens tarey nel ths sort of coding and Turtcr pilot isunabetolearn a great deli he has oc Eentrate on hing lose formation al ofthe ive “Theres some crdence o sugae! tha! Fis Four Aid not work even duting the Korean Wa “Loose Deuce: The Loose Deuce formation was developed by the US. Nav) i 19681970. as 4 rest of ts experiences In Vicia, In most ‘hey way i Yevembes the Fut Four Formation the major diference ing that wo areratt aren ‘oved instead of fo, each operating a ain ‘dependent element, Muival support eascompih ‘Sine sae manne as with the lr formation frpe, bt with only all the eat This ms Scemtikeagiadvantage at that, upon grater Fefetion, the advantapes of Loowe ence become §pparen. The mew formation is ore "cost elf tie" ince hall the arerat are used 0 what is scl the same effect the same (or peste of fensive capably i mained ‘With ony one sierat per element, there is no ‘ced forthe lament fad to fake it trms a less than anion effort 10 allow the wingman to Thang There alot lessened "thal cone” Fluid Two: The US. Ai Force belatedly adopted {Sersion ofthe Navy tactic nea the end of 1972 tee foupht unger the older ‘system. The. Ait Fore's revised tate was called Fubd Two, anit Aifered fom the Navy tat mainly in ity ap proach toweaponssynemsradat-hoing misses fo e-ased at log range, infaved missiles at ‘medium range, and sunvat lose ange. Asthema Jor Navy arcratt (cuding the Navy version of "he Fa) id no mount a gta (although the FC and D models were able to cary 4 gon ‘pod hn syne was not nessary in Navy te Essential, szera now usally fyi a two ship formation, spread out several thousand fet with altitude separation. As enemy siteraft can ex Scene ement wihout seeing the other, hee sa ‘educedvntlity advantage sell Linked Pats: Linke Pairs na variation ofthe Fluid Two doctrine As farasne know tle not yet outing, although the concep has been mich Secussed. The formation consis of acteral Migs of wo aera sa four Mphs tual, each Aight ina Fld Tw formation, the ighsareang ‘one behind the next witha separation of sve] fils. This has the advantage hat each nk sable Yoffgh on is own, using uptodate worship ta tics, bt san rel 9m sopport rom evra eer Formations i he immediate vicinty. ‘The pine idea ina combat, no matter Wh formation, is mutual support ia atack and defense. & coordinated atack Is doubly ict Solved; and anattack made ona well coordinated Aefense may tira into a dnt, Whichever Your imisson. Is esemal that your light be coor inated before you enter an area likely io onan the enemy Air Battles Are Lost... Not Won In almost any engagement the victor wins not 9 much as-a ret of hi consummate sil but ecase the vanguised made a mistake tha pve ‘sory to ter opponents Some mistakes are unavoidable. I, however, you Imake no avoidable mistakes, your chances of fmersing victorious will be inmeasraby is proved Im each bate, you will probably make several Imstakes an sc several made by soar opponent IT'you heen the presure onthe enemy, You wl fovcehanto make moremistakes, and ote o the ‘may be the stake tha gies you ony ‘You'l be beer i combat if you remember that ou don't win "your opponent ast lose. Prevents exo tp, i. Maintain Energs Most Players will probably misunderstand what cenerry i and, before playing the game a few fies, what it can do, Energy stot a fudge In Nenmed to make the game wonky enerey Imaneuveraity theory i fal, and an important ‘omsieration i modern alr combat. In-alr War, Sour energy H tepeseted bythe amount of {ner points accumulated and, most important, ty sour Movement Allowance. Ifyou lose to ‘much of your Movement Allowance, ier by "rotting down totakeadvanage of beter urn ‘mode, by going through maneuvers, or going into Schima the mronstime,youay endup running fut of aspecd alte, and ideas simultaneous: {yu bch poral ater fatal in ama combat Keeping his envy level up i prime concern of any ahter pilot This cam be done by eeleration by power = increasing the throule setting and [Keeping it ph Second, it eould be done by avoiding ight tins and ener losing manewers, Keeping the stra’: wings lve (uaoadiap, “hired crag Jetson any exter stores, Fourth a pilex can Wade off alude for nce point, especial ina Type dive with the Sitcraf' wings level. Aa Ft wl gain al so oF nergy that way. Energy s your most valuable ase: dont deplete t foo quchy,Eneray meanamnaneuvering potent, sei u loses ist away as they say inthe feade— you ovome an cay target. Don't make highG uae i ease ture wil do, Be careful of tlitade love when flying low siteder — all fther factors become itelevant if you lose vo Slitade eve en fying aleve one. Use enersy to comirol alte foes, Remember ao. that lade canbe exchanged for energy — the fastest ‘ray to Be ehetay isto drop your nose and a ‘clerate: Conversely ye nee ‘os you energy Diterent air pis away eneeny rates. You may be fortunate enough to have & Plane that Keeps enetey beter than your op AIRVVAR Modern Tactical Air Combat ‘Copwiaht © 1877, Simulations Pubatons Inc. New York, WY. 10010 [1.0] INTRODUCTION fn aicrafttoaieratt level The acral types Sallable in the game ae representative of those ‘ed by themnjor powers between the Korean War nd the 1980s although mush efor has been ade wards completencn hee are sil many sreraf in enistence that are mt provided with Ait War simulates 38 lovey as possible all the faces fair combat that canbe represented onthe Seale an withthe sytem uae The bec rales the game simply deal "with movement and ‘aneaverng by itera at wells canon combat And the use of arto-ir miles, Te Optional Ils expand the game To Sache pilot capi Satara phenomena, ak and radar earch, na fed and radar countermeasures, Bombing ad trating, airtosurface minis, surface tort isis, and AA guns ‘Air Waris ne mos complete, mos samples, and ‘mos reaisical game be produced to date [2.0] GENERAL COURSE. OF PLAY casts: (2.1) CoMPLEXETY In games in general, there are two type of com: plexity: conceptual complex. and mechanea) fomplesityChes, for istane, it mechanically Simple — the role are eal explainable the move limited and obvious — but conceptually complex ~ sratepier ae compler and inate moves fog deliberated. Most wargames ae te ‘eves; hats mechanically complen they ave Toners, intricate procedures and lengthy ext nations tut conzepualy simple — the move ‘ent fui cet in a rele simple manne’, Combat i eslved according 10 a rather simple procedure ‘Al War, however i both mechanically and con. Eentually complen The rules are extensive, lon, Intricate and comin new concepts not aca at lized in wargames; movement of wicraftoocurs only air temendovs thovght, manipulation of markers on the Aira Contra Charts, and cx ation of procedure, ‘Terefore, Air Waris avery ffi game both to learn ad fo play. [eis sogevied that people purchasing the gune would be Better of they fave some previous knowledse of wargames or ‘he concep that ito them. Even the, Players may have some difficulty in lartng Tne gue ‘They shoud be warned ha he First several times Air War's layed, consan reference othe rues may benetsary, and further, that expertise with the rame should come only after it ha een played ‘goodmany tines However, ii the opinion of thote who worked wth the game that itis partly Air War'rcompex ‘ty that makes ican imeresting gare, and thie emmpleiy ll ensure that une some other ames, A Wari not become hoing afer fe ayins (2.2) PLAVINGTHEGAME ‘Air Waris played in successive Phases, in which the Players each execate various procedures alr rately, During he Intlave Determination Phase ‘ofeach turn, the Payers determin wh I 10 99 First throughout tht rn: the Fst Player then ox cules 4 iver Phas before the second Player foes, afer which they proceed to the next Phase Not that Iniatve determination depends on ai {raft posiion ~ so i one Players sreral have the "jump on anather’s bets morethsly to have During the Movement Phases, the Players move thei aircraft. Note that there ae thre separate Movement Phases Inthe fs alae ha ate ata dsadvaniage are moved inthe send, those ‘hat are nether advantaged nor deadvamaged se ‘moved: and inte las, thoe that have an aan (agearemoved ples series of procedures. Thre are different ules for diving, climbing, turning, exccting manev ‘es, and soon. The movement uiearein fats Comptes tha four secians are devoted Yo various Tao ofthe hase concepts evolved in movement are momentum and Tacng. Aiea are freed 10 expend allot thelr Movement Points evry turn nlite some other SPI games, Tha is 08a, ‘raft may ake thei peed depending om eran conditions, but an aicraft must move ss quickly sis current seed would allow ito — no more, IM addition, ir War wes unique twelve point Facing system: basicaly, this means that ana aft may face eller towards a hewside, “oF towards the juneture between two. bew-sie Known ae hex juncture This allows ier ‘ore Meili ia movement tha i man othe! tireames Combat in Air War occu either through the use of cannons ator guns) oF mises — either sstosiface mises. ies in Ar War ate different a to ype Is 10 aay, an erly Sidewinder mise wil ‘operate diferenly fom an AAR Aphid mise ‘en though both are Heat Skin, [2.3] SCENARIOS Scenarios ae deat with in two diferent ways in Alr Wer. Fn, here are" Historical senaton, ‘thichpretent either an asal ora conjectural Situation, complete with setup exes, weapons Aallble, and spec rules To cove the seaion, These are anafopous to thonesznaron provided with other SPI tact games suchas Pao I cluded among thee are twa rater od senator iniodueed 1 savate the developer's seme of ‘whimsy one in which the Ait National Guard Fgh of F15% attempt 4 deioy an ining !m adeition 1 these scenaros, the Players are pros ded vith 3 list and description of cenar inmodern ar combat. At the end ofthe uleeate 4 umber of "Avalbity Chart" which deta a ‘raft, mses, ECM device, and soon wich are ‘or may be available roth various nations ofthe ‘ord avarying tines, Using the Availabilty Charts andthe ist of their own scenarios iter pitting acral tes of thei fancy against each hero specifi atone” [2.4] GAME SCALE Each counter in Air War represents an inivdual sircralt or mise, Each hex reprenens space $0) fesr'in dameter each level of lutudereresent. 250 fet. Each Game-Turn represents 2 seconds of teal tine Ata vei, a Movemem Allowance of 5.61 Fepresents speed of Mack 1 (66 mph [At 5,00 Fee (0 evel fate), Nac 1 (22 mph) is equivalent toa Movement Allowance of $39 'AL 25,00 feet 100 abd leven, Mach + (92 ‘phy ie oquvsentto'2 Movement Allowance of [AL 38,000 fee (140 levels), Mach 1 (656 mph ic quvalet toa Movement Allomanceo! 488 |ALAS000 feet (180 levels, Mach 1 (659 mph ‘auivalen fot Movement Allowance of 48% (2.5) GAME PARTS: Include im a game of Air War should be the 8 individual Map-Sections | Counter shetcontinng 400 counters | Counter shet containing 200 counters 4 Aircraft and Mise Contr Dapays 1 Game Chart booklet 1 Ruler booklet 2 Plate Dee 1 Game Box/Covershet assembly ‘Question concerning the rales to Air Wa het ate phased in sucha way arto be anumerabe in mone ‘word reply willbe answered if sen tothe address Telow togeter with a stamped, sel-addressed fmvelope. Mark ingures "Ai War Question ‘apd adres to Simulations Publications, las ‘Eat 2rd Se New York, N.Y. 10010 [3.0] DEFINITION OF TERMS: ‘Much of the terminology used in Air Waris not standard wage, 8 many concepts in Air Wor ae for eornmon 19 most games. I suggerted that the Players famine themsaves ith thee Addvanaged: Basically, a0 sircrat 6 sido be “advamaged” when is facing towards another aireraf, and that altcrat i ot facing toward fn alrrat is considered “advantaged” when an em aircraft sins "forward ae (se Seton o Alteraft and Mise Control Displays: Te Ais att and Mise Control Displays ae the large Sets provided with air Wary there are fout Of ch Each Contol Display i wed to keep tack ‘ofthe valour markers tha eah agra uses 12 epresent various facets of is movement (and Combat. Note that ach Altra and Mise Con: {Wot Display contains enough tracks to provide for {the markers forfour separateairral (oe mse) Alrraft and Misite Performance Char: The ‘Aieatt 4nd Misile Performance Charts are ‘Dound in «separate booklet. Each Performance ‘Chart bears the ables and charts that contin all {he data needed for we of one icraft type (ot isl type) therefore, each acraft (mise fasts on Performance Chart, separate ad dit- ferent from all ther Performance Chars Alitude Leet Aviva not Ket tack ict ‘pom inc pre map rater cach arr Nae ase [F Aide marker tat arsed 10 Heo ack of itsaitude. itoge fers of ate levels, fone alae level represen 290 fet, or One-half ora hen Atirude Groupings Varios aicralt character nics change an theaitude at wh the ier is fiving (ce the Aira Performance Chars). For Simplisiy, ald broken up fn four broad troupes; Low feymbol "LO"), fram etl 10 (ar Mediaes Low CML"). (ont 10.10 Mesim-ieh MBE") fom 101 10 10s and ign (CHE, sove 1a atte lew, Aree: The concept of aes soe tha is ne ten inthe Air War rales. Both for determining ty Mase snd for oma. Basal the. Renee ftound a piven aircraft ate siaed into sie i ferent ats, achat aking up approximately 60 found the acral: Fora more complete explana. thon se Sston 0. Disadvantaged: Bascal anaicraf considered cadvamtaged’'if a enemy ara hak The Flight Arid: Fight Aude ie tem whic. ermmes two farts of a irra posininas the poston of ie ming (chow far the aircraft hac role, how i wings ae bared) and the rate at whish it ie aving or elimbing. AM alerts Might aide hep tack of om the Fgh AL {hte Indtor of the Atrralt Control Char. Herjunctre:§ hex junctte the point Formed tthe nerction of to ouside aoe at here sro hex Jumerres around each hee “ex pain: Each box bas che Nex Points; ese thal, hee pot kn dietion in which an a ‘raft nay Tage Each hexsidean ach Re ome fire cooniered to conse ® ex on, Loaded Condition: An acral x consieted o be {Saded nen i carrying 80 much cargo (or ove ECM devices hasbeen damaged se Tenney that He operation eevee affected Maneuver: & Mancaser (with expt "M) 6 {pei way in which an aircraft may move hat oniravenes the ormal rules of movement Movement AMlowance and Thvote Setting: Ax reat Movement Allomanee ad fy Thole Tie ie Movement Allowance ee current a Sheed, the number of Movement Points that i most expend seta (providing a the Movement Allowance can be changed i hea fiat dives climin, or eects rome Kind of Mancanch tis Throws Sein the thrust Being Applied hy the aera engines, and does no ‘Ringe ine aircraft dices or she may onl bechanged thc aia solantais assleratesor esas Ines lh, i 0 outside Forces are ‘cing unon anata, s Movement Allowance ‘witb equal to Tsai Sting Probably Number: Under many circumstances, the rules ditec the Players To generate a Probability Number” fe some way (usualy by refering toatable), Thi amber the chance Oat [OF %6 of som even! aking place—the event deter Ine by the chcumsances, For insane, whem resolving Cannon Combat the Players mus deter mine fing aerate Probab Number of Nt Tine ts target. The Player hen refer othe rules for Probaity andthe Probability Tablet deter mine whether the even ake pace hs case (theter the rng stra i he are Tedar Loek-On: AM atcratt said 10 have 4 Radar Loch On o.a9 enemy aircraft when has sccesfly "pated that enemy aca with ‘dar Redar-Homing mies home In 00 (2a Spain obaned by fiendlyaicaf, sl he raicaft must obtains Radar Lack On before may launch Radar Homing mises. Tracking Cones: An aireraf'sTrking Cone a ne which extends frm ts non arose game tmap. There are two types of Tracking Caves ‘Normal Tracking Cones, an Limited one. Nor thal Tracking Cones arg 60° arouy the Uited [4.0] GAME EQUIPMENT [41 THE GAME MAP The ganae-map isa blank map sed (0 represent AeraMtpostons hd. movement A hetiponal brid is superimposed 10 regularize movement ‘Although it refereed 10 aa "map" i Beas (crrainethere ae, afterall, po. mountains oF vest the ai, However, clouds the sin, and ‘hehehe ofthe and ae represen in crain Scenario according 10 the optional ules for aural Phenomena The same-map is divide ate ight “map sec Hons each approximately BUS 8117 They togetier to form a snae rap which “ecomor De: that tos, sndvial map sections may be moved rom one postion 0 aneter ay cat move and a he pame progresses 0 that 5 Posiblet"fly of the mapas soon a3 ai Era comes fo the edge of» map ton, another ‘ection fe moved rom ie previous positon fo the ‘man edge, so thatthe srratt’s pono ean con {inte to Be represented. (On each map-sction is a sompas rose incting {he nels cardial tection that are wed in Ar Warts may at fit confusing. bul pera OF the rules for Turning should cleat the matter sp. 142] THE PLAYING PIECES, The Playing piece (hereafter “counters” and “markers ate colored, diet counters. Tey are divided ito two general groupe—ouler, Sehich are pices representing atu aera: ad Imurker, which are playin tds ned Tor vious intone fhe coure ofthe game. The cuter. se color coded ax to the cont of erg ofthe Shalt reqveented—than, Amer bail ate ral will be one color: Soviet bull alert nother, and 0 forth. There are two poneal yp of markers hose that te used om the Aisraft and Missle Contol Display and tose hat are not. Noe that each ai~ counter has a8 dentleation number, wich SS number between ones eight The Conta Display marker are grouped into two differently ‘oored Sts of markers, each set containing eight Subset of markers, each subset assigned & number between ose ana eight. A given sitcraft represent on the Aicraft Control Chat by markers signed hg same sb ‘Sumber ashe denification mimbe of thes. fafl. Ie may be necesary, however, 10 ise ‘Barkers number $8 for aorta numbered 14.21) Samay of Unit Types [AIRCRAFT COUNTERS. 4 Note that there are 30 types of se. (ral epreseted in Air War [AIRCRAFT CONTROL COUNTERS Al ofthe markers ae ued on the Aiea & Mise Control Dupuy, The particular tack om hich cach marker is used and the Case which “scuses each marker ype indicated next tthe ‘marker asratlon Blow Damage For use on Weapons Track 7 a mae | See Care 4a) (Cannon Shots Remsiing For ue on Weapons Track Sex Case 4.44 8 Carn enon adar-Homing Misses Remaining For use on Weapons Track See Case 42 5 ts ain a Soe ene 7 Move ‘new a Tote 6 ios fey ‘Heat seeking Mises Remaining For use on Weapons Track See Case 42 Stores Remaining For wee om Weapons Track ‘See Cape 448 Movement Allowance For ase on Movement, Trot, an Energy Points Track Secue 42 “Trot Sting For use on Movement, Throttle, and Energy Point Task ‘See Case 453 Energy Palate For use 0a Movement, Thro, and Energy Ponts Track Ser Che 4.54 light Aine For we on Fight Attitude Indiestor Sex Caves. Atuinde For use on Alitude Indicator (atinete. See Cave 7 F] Turing Point Accumalied For use on Turning Indicator Ser Case 4.53 F] Acceleration Proges For use on Acceleration Progress ‘rack el | Seitase a2 MISSILE CONTROL MARKERS All ofthese marker are used on the Aircraft & Misti Control Display. The particular tack on trhich each marker Ie used ad the Case which “iscuse each marker type i indiated next 10 the iastrtion blow nergy Points| or use on Movement, Trot, and Energy Points Track Alieae For ute on Akitude Indica (atime) See Cave 475 “Turning Points Accumulated For use on Turning Indicator See Case 4.64 Gare-Taras in Fight For use on Weapons Track See Cave 4.46 i#,] [74] [F,] [7B] ISCELLANEOUS COUNTERS (sed on map) ‘Mile Target See Case 14.25 Radar Lockon See Case 16.28 coat See Cases 24.12, 26.13, 2622, and 9 ‘Crate Rocket See Caves 24.27 and 24.29, Heat Seeking Misi ‘See Section 15.0 |] e | [F] ‘adar-Homiog Misile ‘See Section 16.0 2 : E i i Dragon See Cae 3.1 uro See Case 31.2 Cond See Case 22.2 ‘Sen Direction ‘See Case 221 (|e) [8] Game-tore For use on any unused Movement, "Theil, snd Bnerey Track [# é ‘COUNTERS AA Gun ‘See Cate 28.1 sam See Cae 25.1 ARV SAM, See Cae 25.1 Track See Case 25.1 See Case 25.1 Dump See Cae 25.1 ary See Cae 25.1 Bree ‘See Care 25.1 1] @)fo][e][@][e]ia][s [4.3] THE AIRCRAFT PERFORMANCE CHARTS Provided with Air War sa booklet o Alteraftand Missle Performance Chars. Thi booklet com tail ofthese carts provided withthe ame — ‘ne foreach ara and msl type. [4.311 One Aircraft Performance Chart of ech sirerat there are eight ables: Base Aral In formation Table; Turn Mode Table; Acceleration ‘Table; Dives Table; Climb Tables Rell Table: Fgh Parameters and Loaded Characteristics [4.32] The Base Aural Information Table sts Information about the aircraft which it represented onthe Performance Chart. The Max Imnum and Minimum Throte Setings ae sted, a are the acrft's Cannon Type, the sme of Imshle and sanon shot the aircraft can cary, the alreraf's damage capacity. cling, see, umber of crew members, special us which app” iyo that pacar srcrafh, and — in velereat set — data on othr version ofthe aircraft, [4.3] The Dive Table indicates the way in which thesia may dive, Fora fuller explanation, see te Diving Rules, Cape 104 [4.34] The Climb Table indicates the may in which the aera cimbs, Fors fuller explanation, tee ‘he Chasbing Rules, Case 102 [4.38] The Acceleration Table indicates the ‘umber of tenth ofa Movement Peat by mbich fn aterat can increase it Thro Setting in a ‘Sngle Gane-Turn. For a fuller explanation, see Care, [4.36] The Roll Table inate the costa Move- ‘meat Points for an acral to ol. bank) ‘Sven number of Rol Pins, Fora ful expan fiom see Case. [4.37] The Loaded Characteritis Table ndiates the limitations placed on an acral! when it ‘Sperates under Loaded Conditions. Fors fller ‘xolanation, se Section 170 [4.38] The Flight Parameters Table indicates the effects that occu when the aircraft performs ce fain Maneuver, and ato the numberof Energy Pints the srerat loses under certain condition, Fora ulerexplanation see Section 1. 0and Case 08. {4.39} The Turn Move Table indicates the way fn ‘thi the sterat tras. For ale explanation, fee Section 9.0 [4.4] THE WEAPONS TRACK OF THE AIRCRAFT AND MISSILE CONTROL DISPLAY Each altrat is provided with iften markers, al ff which are placed om the Aira and Mise Control Display. Each Aireraft and Mise Con trl Display caries six different Track, of which the Weapons Track one Norethat each atratisasigned an entiation umber between Tand 8, and each et of areal ‘markers is numbered wih some number between | find. The set of markers oumberd with the sane ‘number 3 aven sera wed to Rep rack of {hat airorafton the Aircraft and Mise Control Display [Note aio that each Aircraft and Misile Controt Display may cary all the markers for up 1 Four airerat Similarly, cach mise Is provided with seven ‘markers all of which are also placed on the Ai {aft and Missle Control Diol ofthe Aircraft ‘shi has Iunced the particule mises Nove SAMtsSurtaceto-Alrmisles) may be kept ack fof on any Aireraft and Mile Control Display {hats ot curently in se [4.41] The Weapons Track tears six alrcraft con. {vol markers: the Raday-Homing and the Heat- Seeking Misses Remaining martes the Cannon Shots Remaining marke, the Stores Remaining ‘marker; and two Damage Record markers (one (ach for the “ens ig and the “units” digi. 4.42] When the Players play an_ Historical Scenario the Scenario wil determine the number and ype of Heal-Seeking and Rada Moning ‘mses fo be used by each aeraft. Each aera! fas o ts Base irra formation Table os ‘Alcraft Performance Chara noe indicating the ‘maximum number ofeach mile type that he ate Craft can carry. At the beginning ofthe game, an sicraft's HeabSeehing and: Radar-Homing Mise Remaining markers ae placed on the ‘Weapons Track atthe number of at type of smile cared inthe Scenariobythealrrat Each ‘ime thatthe aircraft nunches a mise the own Ing Player moves the appropriatemarker down the track 10 lomer umber sigalg that Teer ‘msi of hat ype remain. [4.49] The Basic AirraN Information Char i {ates the total number of Damage Pots tha an faverat can sustain (ee Section 13.0). The Damage markers ae postioned onthe Weapons ‘Track at ths umber atthe being of & game and are moved back down the ack when the st- ‘af takes damage If te markers are eer set at Seo, the acral destroved [4.44 The Basic Aircraft Information Chart ako fndlens the maximum numberof cannon shots Seaierat can cary At the begining of + exme, ‘he Payers place thei arta Canon Shots Me™ ‘maining marker on the Weapons Track toi dicate the numberof cannon shots that each alt= ‘taftcan make. Bah ne that an area ites is snnon, ie Cannon Shots Remaining marker ie ‘educed by one bos. When the marker reaches 20, tbe cannon has eun ou of ammunition and the strat may 90 tnger fie cannon, [4.45] The Siores Remaining marker is sed. in ‘ombination with the Hombing Rus (se Sston 3500, es sed to kep tack of the mmber of fads of munitions tat an srrat carte. [4.46 When an aircraft launches a missile, the ‘isse’s Game-Turavin-Fight marker is placed tae oa the launching crat’s Weapons Track find advanced one box every tnt the missle ex ‘exter tires light Record Seement. The Basic ‘MsleInformation Chart indicates how many fumber‘on the Weapons Track, the mises eos tom pay 4.5) THE MOVEMENT, THROTTLE, AND ENERGY POINTS TRACK OF THE. [AIRCRAFT AND MISSILE CONTROL DispLay [4.81] The Movement, Throtle, and Enerey Points Track caries three aireraft control markers: The Movement Allowance marker the “Trotle Seting marker: and the Eneray Point marker [4.2] The Movement Allowance marker ie plced (of the Movement, Throtle and Energy Points ‘Track nthe box indicated bythe Scenario which {he Payers choose play. Is postion onthe track |Sehanged a he erat increases or creases seed during the game, (4.53) The Thro Sting marker placed asthe Scenario diets on the Movement, Thott, and Energy Points Track. ts poston salered asthe alerat accelerates and declerates by power Gut fag the exe (4.54) The Eneray Points marker spaced asthe ‘Scenario dtects, usually at sero the Movement, Throttle, and Enerey Poins Track tisovedup and down the rack atthe arraftgaas and ex nds Energ) Points (ee Cate 10.8), [4.55] When an sireraft nsnches @ missile, the Imssil’s Energy Pelnis marker is placed on the Airrat's Moverent, Throttle, and Energy Points Track to keep ach of Energy Pots acumelaed bythe mise (4.6) THE OTHER TRACKS OF THE AINCRAFT AND MISSILE CONTROL DISPLAY [4.61] The Fight Ate marker begins the pare fn the Flight Alude Indeator inthe potion {atthe Scenario directs (ate Section 10.0), [4.62] The Acceleration Progress marker besins ‘on the Acceleration Gaugea the Scenario directs, And it is moved forward and backward on the {auzeas he acral accelerates and deelertes by owe. [4.63] The Turning Poi markerisplaced onthe Turing Indicstor the Scrat diets and itis moved back and forth slong the indietor asthe ‘decaf accumulates Turning Points. 14.64) When an arraft launches 4 mise, misie's Turning Ponts marker i placed on the Sircra's Turning Indicator to heep track ofthe ‘Turning Potts acumolated by the mile (471 USE OF THE ALTITUDE INDICATOR (ALTIMETER) ON THE AIRCRAFT ‘AND MISSILE CONTROL DISPLAY (4.7) The three aiecral Altitude markers are placed on the Atiude Indcatr to indist the Aude oF the aiecaft atthe esinning of the time, a directed by the Scenario being plays, [4.72] Altitude is expressed in terms of eel. To Indicate changes i alitude, the thre counters on the alinude Indicator are adjusted, 4.78) An aircraft's atiude Is expresed as cei uaber. Each digit of an aicaft's alkiude is represented by a septate Aude tmarker ~ "on the “hundreds” "tens," and “ani portion of the Altude indicator. 4.74) The Atte markers are placed ciety on ‘he number o which they are intended to refer. Examples of Altiude Indicator 1. Toshow that an alrraft is fying tan atta of 20 levels 82,20 fet), the evnins Player Would place an Altitude marker in the 200 (Go.000 fe) box ofthe "hundred portion of the ANd Indicator, another nthe 00 (000 fest) box of the “tens™ portion of the Ine ator, and anther nthe (2250 fee box oF the “units” portion ofthe Indicator 2 To show that an arrat is ying at an atte ‘of 80 levels 12,800 fe), the ew Paver Would place an Altitude marker in the 000 {0000 fea) bax of the"hndreds” potion of the Alitude Indicator, another inthe 80 (1,300 fee) box ofthe “tens” portion ofthe Tadlcator, and another inthe 0 (000 fee bos of the "units" portion ofthe Indiestor 14.75) When an aircraft launches a mise, the missile’s Atte markers ate piace onthe ait rat's Altade lndieator to keep tack of the isle’ alte, (4.8) MISSILE PERFORMANCE CHARTS 4.811 Misile Peformance Charts, ualike Ai- ‘aft Performance Charts, have only thre tables Batic Miele Information Table; Clim Table: sna Dive Table, [4.82] The Basic Information Table indicates the mlssle’s Masimum Speed, is First Game-Tum Movement Allowance Addition, Hs Tracking Tange, the number of Game-Turs remains i [4.89] The Climb and Dive Tables ist mosifca- Hons to 4 mise's Movement Allomance based ‘upon the numberof levels dived or chmbod in 8 ‘iven Game-Turn by the mise (se Case 14.3), [5.0] SEQUENCE OF PLAY GENERAL RULE: Air Waris payed in successive Game-Tors, each ‘of which fs composed of Phases. During the Phas of @ Game-Turn, Ihe Players manewser thai aera and resolve coma acsording 10 The Game-Tum outline that follows, and sithin the Huts ofthe rule The Paver exceute a any (Game-Turns atthe ceri tha they are paying ‘Specifies, atthe end of which the Vitry Cond tons ae consulted, ada winner determined Ar War ass sequential sytem with complica: ions not normally preset in SPI games. Rather than having one Player execute all the Phases i a Sins Game-Turn and then having the other Player do so for hunts, Both Players execute tach Phase atthe same tine, and then progres 0 the net Phase, The ules of inluatie Seon 7.0) sewed todetermmne wn sto be the Fst ayes, Aad who the secon: the Fest Player execter ‘sven Phase forall his uns and then the Second Prayer executes the same Phas oral of hs aer which te Payers proceed to he next Phase the Game-Turn Note that thete ate sree Movement Phases in sinale Game’Tarn. This no to say that a {att are moved hemes ina singer ater, the ara are clastia eer as Adionoped Disudvontoged or Normal, according othe rles ‘of Postion (Seton 60), and all Dad fica ate moved before all Normal a Sahih are moved before all Advantages aiea “Thus, even ough Initive poner whch Player {sto be First and which second, Advantage ad Disadvantaged status play rent pat in deer ‘mining the order of wih arta ae tobe mov a Note that this Sequence of Play is axon men one ofthe Optional Ras Sections 18D through BRO) are used When the Optional Rules ate wed, ‘ne Soquenee outlined in Secon 8 Ofsused. Note "athe Sequence of Ply forane wih he Optoesl Rules simpy the Sequence of Pay aiven bow, wth Some additions nested bythe aon [tthe Optional rules [5.1] SEQUENCE OUTLINE “The activites which ay occur inthe various Phaser ate outed blow. Nore tha the Paget who B eursenly taking am action i termed the A Posiion Determination Phases Both Players amine the relative postions of theatre on the ame map and, acording 1 the rules of Pos tion (Section 0), determine which aren Advan: taged, which so Normal, and whch n Daan 1. Iniative Determination Phases The Players dermine which o them 10 Be the Tt Player, land which the second the upcoming Game Turn, They do so according to the rls oe Is . Mase Launch Phase: Dusng the Missile Gunch Phase, ooh Players attempt To launch Isles and peeform a number of other se ‘ated functions, Payers examine ail of the maith ave already been Taunched, and Serine whether they are sil capable of iraching the target Hit [sdeermined that a mse cant rack are! fand, inthe cate of 2 Heat Seeking mise, cannot Acguite ier’ forge, ii removed (om 2. Misile Launch Sopment: The Players each deermine which of the acral they wish ohne Tauneh miss, how many cach stra il Iauneh, and what the targets of the mses ae bes They rll for mise malunction foreach of the launched iste, and place me counters fn the eumesmap foreach launched mise That {doesnot maluncion 5. Rader Lock-On Serment: The Players may now ‘temp to cba agar look-ons wih craft Sre carrying Radar Homiag Mise, . Disadvanaged Alrera/ Movement Phase: The ist layer moves any one ofr Disadvantaged itera, scoring 10 the following seauense ‘hen, any Heat-Scekne mise tate args agains he alr ast moved, ate moved by he ‘eond Player After this has ben completed, the Player moves anther of hie Dadhantagsd ‘irra and so forth nal tte fs Player's advantaged aioraft and. all Heat Seeking isles targeted for ay of thee alert hve Been moved. Then, the second Paver repeats the First Player’ stony, moving each hx Dead samtaged airaft- Nate: Each acral’, move tment in independent ea Payer completes ove lca’ movement before cominsing ot 0 ex 1, Acclrtion/Deceeration By Power Sexment: The Phasing Player creases odes m0 ing arrats Acceleration Guage 0 reflec a cleration or deseration by power Fh ates the aca That Setting ty ot Setting markers moved accordingly 2. Plgh Atiade Decision Sopments During his Seament, the Phasing Player deeriac the Fight [Atte ofthe ara he moving. assay {his means that he determines the wing poston of the erat andthe ane at whic wll dive or ‘limb (ry evel) He also alters the aera’. [Alincier treet a eae ait hat fir becnve ofa dive or clin, or as rest of 43 Acceleration and Devsleration Sogment: The ‘moving Payer decides wheter hin movie craft Stl dselerate or acclerate by ant mean ott than by power. If 3, he adja the ara Movement Allowance Marker tates tschange inspec. 4. Expenditure of Emery Points Seement the rat in cli or i eve Might and thas Eneras Point acura it mustexpend once ‘ose pains. The Phasing Payer determine hoe hiv moving acraft will expend ite pnt sad Feduces the Energy Point Maker rele spon ‘hire 5. Movement Scament: The Phasing Per now acully mores the moving afra'scoune. ahd Peeters any maneuver ith the era hat Me Sie 6. Accumuloion of Brey Ponts Sexmen! 1 the Aircraft ina dive the Phasing Plaer derives the number of Enerey Points that the arate ulated whe i dive and moves the Ener Point marker the Airatt Consol Chat 10 Fela he accumulation 7. Heat-Seekine Missle Segment: Any Heat Seeing Mises arbre fr he ai. (Salt iat was jst moved ae ow moved, asco ingtothe following sequence: Step @ — Movement Allowance Determination: ‘he owning Player of the missle detcrines sheer oe, climb or fy level, a deter. Inins ts Movement Allowance, Step b— Espenditare of Energy Poin: Soe Phase D, Seament ‘Step ¢— Movement The owning Player proces to move the mise, according o the rules Tor ‘missle movement. Step d — Accumulation of Energy Poin: Soe Phase D, Sepment Step ¢ — Turnsn-Fight Record: The owning Player advances the Turn in-Flight marker fori Imstilcon the Miu Comirol Char by one Bow. I {hemi has pea av nuny Caras in fight as able, it removed fom the rame-map. E. Normal Aircraft Movement Phase: The Players ove al Normal area according othe ‘ame procedure sed for Dsadvantaged Aira F, Advanaped Alrraft Movement Phase: The Plagerenow move al Advaniaged aera, seco

You might also like