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Buel Chandler (Order #27244075)

2 CLASH OF ARMS!

DEDICATION Designer's Preface


To the thousands of airmen from all sides who so desperately The Series: The Fighting Wings series is my third major
and gallantly fought each other in the tumultuous skies of World game system design to be published. Making an accurate but
War Two. May they be remembered for the courage it took to fun WW-II air combat game proved to be a difficult task as stated
fly mission after mission, often in the face of terrible danger, in the design notes for Over the Reich (OTR), the first game in
to fight for the causes they believed in. Their exploits inspired the series. Achtung-Spitfire! (ASP) was the second game in the
generations of following aviators, myself included. series and incorporated a number of refinements that were sug-
gested by players of OTR. Whistling Death (WD), the air-naval
combat and Pacific expansion to the game system, introduced
flight Rules improvements to enhance the "feel" of flying in play
and to plug Rules problems, errata, and loopholes found in the
original system. This third edition set of Rules incorporates er-
rata found since WD was published, introduces cleaner methods
to model defensive gunfire, ground attacks and AAA fire, and
makes additional refinements to the flying Rules.
Third Edition Changes: Here is a partial list of the main
revisions included in the third edition.
(Internal Artwork)
• All WD errata incorporated into Rules and play aids.
• New defensive fire gun tables and play aids.
• Clock system adopted for A/C arc definitions.
• New rocket attack procedures.
• New, revised AAA Rules and options.
• Combat odds tables revised, improved.
• New combat considerations added
(excess firepower, lift-vector mis-match Rules)

Original Design Goals Re-Stated:


1. To provide a game system that replicates the flight char-
acteristics of World War II aircraft better than previous game
designs while still remaining playable.
2. To provide a game system that allows actual World War
To my family and the many great friends this hobby has
Two aircraft tactics to be simulated accurately.
brought me, and to all air combat enthusiasts and gamers who
have patiently awaited this package. This one's for you! 3. To expand the scope of air combat games by allowing
players to fly full blown "missions" so as to have a bigger
3rd Ed. RULES PLAYTESTERS picture and rationale to their play.
Tony Valle, Dan Foxman, Tom Russ, Jeff Weitkamp, Bill Lin- Multiple Scales: The last goal required the use of the three
dow, Greg Boeser, Randy Nonay, Nigel Hickman, John Coley, interacting scales of play. The operational scale provides the
David Bywater, Mike Slater, Ian Wedge, Pete Connor, Bill Burtt, backdrop to a mission and allows players to cruise around looking
Jimmie Purcell, Bart Derks, Alan Krause, Rob Richmond, Matt for their victims, or, with bad luck, to become victims. The tactical
Johnson, Greg Wurster, Ian Wedge, Drew Mercer, Patrice Forno scale defines the role of attacker and defender in a fight since
and many other on-line gamers who have added their inputs. these roles strongly depended on chance and the geometry of
Thanks to all, sorry if I missed naming some of you directly. an initial encounter between opposing sides. The combat scale
is used to play out the actual air battle.
QUESTIONS With all scales in effect, players get a feel for more than
just the results of a single set piece battle. Flying can have a
Questions and suggested errata should be directed to: purpose. A player can enter a combat, get a kill, get shot up
Clash of Arms Games ™ and suddenly realize that he is 200 miles inside enemy territory
1804 Hoffmansville Rd., PO Box 212 with a rough running engine and no ammo.
Sassmansville, PA, 19472-0212
Reality Versus Playability: To a small extent I have accepted
some scale deviations in the FW game design with regards to
SPECIAL ACKNOWLEDGMENTS certain aircraft performance capabilities and the probabilities of
Series Cover Paintings by noted aviation artists Roy Grinnell, certain events. I did this to both enhance the excitement level
Robert Bailey and Darryl Legg. Interior Art and ADC 3-views by of the game and to simplify some play mechanics. In as much
Tony Stanfl & J.D. Webster. All art reprinted or used with permis- as these do not invalidate my basic design goal of allowing real
sion of the artists. All photos used are from public domain. tactics to be replicated, I feel these variations are acceptable.
Have fun with the game. May your kills exceed your parachute
jumps.
Printed in the U.S.A. J.D. Webster

Buel Chandler (Order #27244075)


Fighting Wings 3

PART SEVEN – NIGHT OPERATIONS


“Fighting Wings”
32. Night Fighting Page 68
TACTICAL AIR WARFARE
• Rules Index Page 74
IN WORLD WAR TWO, 1936-1946 • Master Formation Mission Log Sheet Page 76
• Master Simplified Flight Log Sheet Page 77
Game Rules - Third Edition • Master Ship Moves & Damage Log Sheet Page 78
• Master Standard A/C Log Sheet Page 79
© 2018 by J.D. Webster • Unit ID Chart & Terrain Map Key, SOP Page 80
______________________________________________
3rd EDITION CREDITS
Research and Design: J.D. Webster Common abbreviations used in this Rules booklet
Rules Development: Too many to list. Thank you all. AAA = Anti-Aircraft Artillery (Flak)
Playtesting: See page 2 acknowledgments. A/C = Aircraft
Aircraft 3-Views: Tony Stanfl, J.D. Webster Accel = Acceleration Point
Production: The Clash-of-Arms staff. ADC = Aircraft Data Card
AtA = Air-to-Air
TABLE OF CONTENTS AtG = Air-to-Ground
B-Zone = AAA Barrage Zone
PART ONE – INTRODUCTION CAP = Combat Air Patrol
1. Fighting Wings Games Page 4 CRR = Head On Collision Risk Range
Decel = Deceleration Point
PART TWO – AIRCRAFT FLIGHT Def. = Defensive
2. Reading Aircraft Data Cards Page 5 DC = Deck Capacity
3. Basics of Play Page 5 EDC, FDC = Elevator, Flight Deck Capacity
4. Changing Aircraft Speed Page 8 HDC, RDC = Hangar, Restricted Deck Capacity
5. Changing Aircraft Facing Page 12 D5 = Die Roll with results of 1 to 5
6. Changing Aircraft Altitude Page 15 D10 = Die Roll with results of 1 to 10
7. Aerobatics Page 18 Emerg. = Emergency Power
FATT = Flight Attitude Transition Table
PART THREE – AIR-TO-AIR COMBAT FPM = Feet per Minute
FP = Flight Point
8. Combat Scale Play Page 19
FVT = Fractional Values Table
9. Air-to-Air Gun Combat Page 22
GLOC = G induced loss of consciousness
10. Air-to-Air Weapons Page 24
HFP, VFP = Horizontal FP, Vertical FP
11. Aircraft Damage Page 28
LH = Likelihood
12. Aircraft Loads Page 30
LOA = Line of Approach for AtG aiming
13. Crew Quality Page 30
Max = Maximum
PART FOUR – FLYING MISSIONS MC = Mandatory Altitude Change
Mil = Military Power
14. Tactical Scale Play Page 32 M.G., MG = Machine Gun
15. Operational Scale Play Page 37 Min = Minimum
16. Miscellaneous Advanced Rules Page 46 MPH, M.P.H. = Miles per Hour
17. Aircraft Related Special Rules Page 48 NA = Not Applicable

PART FIVE – BLOWING THINGS UP Neg. = Negative
NG, Neg. G = Negative G
18. Air-to-Ground Combat Page 50 No. = Number
19. Strafing and Rocket Attacks Page 51 OC = Optional Altitude Change
20. Bombing Attacks Page 52 OMT = Operational Mission Track
21. Low Level Bombing Page 54 Op-Turn = Operational Scale Game Turn
22. Torpedo Bombing Page 55 Tac-Turn = Tactical Scale Game Turn
23. Ramming Attacks Page 56 ROC = Rate of Climb
24. Anti-Aircraft Artillery (AAA) Page 57 SDC = Ship Data Card
25. Naval AAA Page 59 SOP = Sequence of Play
TMG = Tactical Maneuvering Grid
PART SIX – NAVAL OPERATIONS
TOF, TOI = Time-of-Fall, Time-of-Intercept, resp.
26. Ship Handling Page 60 TOG, LDG = Take-Off Group, Landing Group, resp.
27. Aiming at Ships Page 61 VP, V.P. = Victory Point
28. Damaging Ships Page 62 Wpn. = Weapon
29. Naval Aircraft Operations Page 64 Wx = Weather
30. Naval Op. & Tac-Scale Rules Page 65 >, < = greater than, less than, respectively.
31. Making New Ship Data Cards Page 66 ≥, ≤ = greater, less than or equal to, respectively.

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PART 1 - INTRODUCTION be executed in the order given by the "Sequence of Play". The
actions allowed in each phase depends on the scale in use.

CHAPTER 1 — FIGHTING WINGS GAMES 1.5 — GAME COMPONENTS


Game Counters: The die-cut cardboard counters are the
1.1 — GAME CONCEPT
pieces used to represent aircraft, and ground and naval units.
The "Fighting Wings" (FW) game allows players to control Each counter represents a single aircraft, gun emplacement,
one or more aircraft in tactical scenarios that recreate the types vehicle, platoon of troops, or naval vessel.
of combats faced by airmen of the Second World War. The FW
Combat Map: The map with the hexagonal grid on it is the
game system is designed to do the following:
combat scale playing surface. The hexagons are the spaces in
• Portray all aspects of air combat as it evolved from 1936 which players place and move their counters. One hexagon (hex)
to 1946, a period in which aircraft technology leapt from represents 100 yards of distance.
200 mph biplanes to 600 mph jets. Tactical Maneuvering Grid (TMG): The TMG is used by
• Model aircraft capabilities as accurately as possible attacking A/C to maneuver against enemy A/C until combat
so that actual tactics of the era can be employed. commences or they break off. See Chapter 14.
• Model an entire mission, from take-off to landing, by Operational Mission Track (OMT): The OMT is a time,
using three different, but interacting, scales of play. distance and altitude track on which the progress of a mission
scenario is followed. OMT use is explained in Chapter 15.
1.2 — LEARNING THE GAME SYSTEM
Play Aid Booklet: In each FW game there are numerous
Learn the Basics First: Read the basic Rules of each chap- charts and tables found in a play aid booklet. These distill large
ter first. Skip any advanced Rules and continue reading until amounts of information into easily read tables used to resolve
instructed to play a solitaire Training Scenario. When finished, combat and other events with the aid of die rolls.
return to where you left off and continue until you complete all
training scenarios. Advanced Rules (indicated by underlined Aircraft & Ship Data Cards: Aircraft data cards present the
bold Italics) are optional, increase the level of detail, and may information needed to fly and perform combat. Ship data cards, if
be added as agreed upon by the players. included, present information needed to move ships, and utilize
their anti-air combat capabilities.
Be Patient, Have Fun! Do not expect to learn everything in
a single sitting. Take your time. This is a game, so enjoy yourself Rules and Scenario Books: The Rule book defines how
as you strive to master the techniques and tactics of World War aircraft and other units move and conduct combat. It is not
II aerial combat. Good luck and good hunting! necessary to memorize Rules as various play aids summarize
the key points of important Rules. The scenario book provides
Optionally - Try the FW Quick Start (QS) Rules (available the historical context, background, counter set up and victory
on line - Google them) which are just a few pages long with only conditions needed to play each scenario.
two pages of play aids. The QS Rules address only fighter-to-
fighter combat, are simpler and mirror most concepts of play Log Sheets: Logs are used to track each aircraft's flight
used in the full game system though there are some differences. status during combat scale play. Additional logss are used to
track mission status, ship damage, and defensive / AAA gunfire.
Players may make copies of any logs as needed.
1.3 — GAME SCALES
To portray all aspects of a typical air mission, Fighting Wings 1.6 — RESOLVING EVENTS OF CHANCE
uses three different scales of play.
The Die: Included in the game is one 10 sided die used as
Combat Scale: This depicts the actual three-dimensional a random number generator in conjunction with different game
maneuvering of aircraft in combat for resolving attacks upon charts to resolve events of chance. The die is marked with ten
enemy planes and ground or naval units. One combat game digits: 0 to 9. There are three types of die rolls used in play:
turn equals four seconds of real time.
1. D10 rolls – one 10 sided die (D10) is used to generate
Tactical Scale: This maps out the starting geometry of en- numbers between 1 and 10. A result of "0" is read as ten.
counters between opposing aircraft and the results of actions
taken by each side up to the beginning of a combat. One tactical 2. D5 rolls – One D10 is rolled and the result halved and
turn equals one minute of real time. rounded up (e.g. half of 3 = 2) to generate numbers between
1 and 5. A half D10 roll is termed a "D5" in the Rules text.
Operational Scale: This portrays routine aspects of piloting
aircraft before and after combat and determines if, and when, 3. Percentile rolls – a D10 is rolled twice to generate a
enemy forces are sighted and intercepted. One operational turn number from 00 to 99. The first roll gives the "tens" digit and
equals 10 minutes of real time. the second roll gives the "ones" digit. For percentile die rolls,
the "0" digit is read as a "0" for both parts of the roll.
1.4 — THE GAME TURN
"00" or "100": A percentile roll of "00" may represent either
Each game scenario is played in game turns. Each turn is a true zero or 100, so a D10 must be rolled again with an odd
divided into phases in which players alternate actions such as result indicating that the "00" is a true zero, and an even roll
moving pieces or resolving combat. Each phase in a turn must indicating that "00" is a "100" result.

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Likelihood of Events: Some game tables use a Likelihood group is given a code to identify its type and general location on
(LH) rating for events of chance. To resolve a LH based event the A/C as follows:
proceed as follows:
Fixed Gun Codes:
1. Make a percentile roll and refer to the Base LH Table N = Fixed forward-firing gun in fuselage or nose.
(Combat Tables, page 1) to find the base LH number W-L = Fixed forward-firing gun in left wing.
given by the percentile result. W-R = Fixed forward-firing gun in right wing.
OU = Fixed gun firing obliquely forward & up.
2. Apply appropriate LH modifiers from the table being
OD = Fixed gun firing obliquely forward & down.
used to determine a final LH number.
Defensive Gun Codes:
3. Each table used specifies whether the final LH number
FG = Front manual gun (forward fuselage).
must be greater than, equal to, or less than the LH rat-
DG = Dorsal manual gun (upper fuselage).
ing in question for the defined event to occur.
VG = Ventral manual gun (lower fuselage).
Randomness Checks: To determine which of several pos- TG = Tail mounted manual gun.
sible units or items is affected by events, use this procedure: RG = Right waist manual gun.
LG = Left waist manual gun.
• Assign each an equal number of digits from a D10 or a WG = Wing station manual gun (WT = turret on wing).
percentile roll. Make the roll. The item whose range of FT = Front turret gun (in nose).
digits includes the number rolled is the one affected. If an TT = Top turret gun (upper fuselage).
unassigned digit results, roll again until one does. BT = Belly turret gun (lower fuselage).
RT = Rear turret gun (in tail).
TS = Tail stinger (not aimed rear pointing fixed gun).
PART TWO – AIRCRAFT FLIGHT
Additional weapon information is as follows:
CHAPTER 2 — READING A/C DATA CARDS Synchronized Guns: Gun codes in bold face indicate guns
synchronized to fire through an engine's propeller. If the
To fly an aircraft (A/C) in the game, players must be able to engine is disabled, the guns are disabled.
read its aircraft data card (ADC) and apply the information in it to
the game's flight Rules. Take any ADC in the game and refer to Rechargeable Guns: Underlined weapon groups indicate
it while reading the rest of this chapter. Later Rules amplify how guns that can be unjammed in flight (Rule 10.1).
to use the various sections of the ADC. See Rules Supplement Ammo & Critical Hit Ratings: The ammo number indicates
One for additional ADC use examples. the total shots allowed to that weapons group in a game.
Critical hit ratings indicate how many hits in a single attack
2.1 — A/C DATA CARD FORMAT are needed to inflict critical damage (Rule 11.2).
Each ADC is divided into six sections: Gun Attack Factors: This chart lists each weapon group's
firepower in terms of attack factors at various ranges. These
(A) General Data (upper left): This contains a synopsis of
factors are used to determine combat odds ratios for inflicting
the A/C type, purpose, speed, ceiling and other game data, such
damage (Rule 9.4).
as defense strength, damage ratings and protection modifiers. A
list of available air-to-ground weapons stations and their weight, Weapon Stations Diagram: Under the firepower chart is a
load and stores limits may also be given. front view of the A/C showing the location of any weapon pylons
or bomb bays that may be available (Chapter 12).
(B) Three-View (upper right): This part shows a 3-view of
the A/C, lists its country of manufacture, approximate combat _________________________________________________
service entry date, agility class and victory point values.
(C) Aircraft Performance Chart (center middle): An A/C's
minimum and maximum level speed, maximum safe dive speed, CHAPTER 3 –– BASICS OF PLAY
and minimum maneuver speeds are listed in terms of flight points
for each altitude band. Also listed is an average rate of climb 3.1 –– COUNTER POSITIONS
(ROC) in feet per minute (FPM) for use at the Tactical scale.
Aircraft (A/C), ground and naval units must be legally and
(D) Power versus Speed Chart (middle right): This area clearly positioned on the combat hex map at all times.
lists the maximum acceleration points an A/C’s engine(s) can
produce in each listed speed range and altitude band. The Ground & Naval Unit Position: Ground units are always
number of flight points that must be expended before an angle placed in the center of a hex. For ships, see Chapter 26.
of bank change or side slip maneuver can be completed is also
A/C Position & Orientation: A/C position is defined by
listed by speed ranges immediately under the power chart.
altitude and map location. A/C orientation is defined by Facing,
(E) Notes and Variants (lower right): Additional details ap- bank angle (Chapter 5) and nose attitude (Chapter 6).
plicable to an A/C or its variants are listed here. For defensive
A/C Facing: The nose of the A/C drawing on a game counter
weapon groups, fields of fire are also listed (Chapter 10).
must clearly point to a map hexside or hex juncture at all times
(F) Fire Power Chart (lower left): The upper area lists the to indicate its direction of flight or "facing". Due to the hex grid,
A/C’s armament in groups of similar weapons. Each weapon there are twelve possible facings, each 30° apart. Facing is re-

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6 CLASH OF ARMS!

corded on an A/C's log sheet at the end of each turn using the A/C Performance Varies by Altitude: Each ADC's perfor-
compass codes depicted in Diagram 3.1. The combat hex map mance chart has a distinct line of speed and maneuver limits
has a "North Arrow" printed on it for reference. for each altitude band. For ease of play, the limits shown for the
band the A/C starts a game turn in, are used for the entire turn,
A/C Altitude: Altitude is recorded on an A/C's log sheet even if the A/C climbs or dives to a different band in its move.
each game turn in the following format: "thousands integer, dot,
hundreds integer". Example: "10.7" = 10,700 feet. 3.1.2 — RANGE BETWEEN COUNTERS
A/C Map Location: A/C must always be located in a hex or Various game functions require the range between two hexes
on one of the six hexsides forming a hex. When on a hexside, it or game counters to be determined.
must be faced parallel to the hexside (Diagram 3.1). A hexside
of a hex is a separate location from the hex center. Horizontal Range: This is the number of hexes counted from
a start hex (exclusive) to a destination hex (inclusive) between
3.1.1 –– ALTITUDE STRUCTURE units residing in a hex. If one unit is on a hexside and one in a
hex, count range from the hex, of which the hexside is a part,
Levels & Increments: The following terms are used: that is closest to the other hex in the check. If checking range
between units which are both on hexsides, count the least num-
"Level" = 1,000 feet of altitude.
ber of hexes from one (exclusive) to the other (inclusive). A/C on
"Increment" = 100 feet (1/10 an altitude level).
different hexsides of the same hex are, therefore, always range
Altitude Bands: The game sky is divided into coded "bands" one to each other.
of altitude. There are eight bands defined as follows:
Vertical Range: Each 300 foot difference in altitude between
Band Name Code Levels two units equals one hex of range. At vertical ranges of more
Ultra High UH 43.0 and higher than one, any remaining 200 foot difference = one additional
Extremely High EH 37.0 to 42.9 hex, but a 100 foot difference rounds down to none. An altitude
Very High VH 31.0 to 36.9 difference of less than 300 feet = vertical range of "0".
High HI 25.0 to 30.9
Total Range: This is the sum of the larger range (horizontal
Medium High MH 19.0 to 24.9
or vertical) and half the smaller range (rounded down). For ex-
Medium Low ML 13.0 to 18.9
ample, a target 5 hexes away horizontally and 7 hexes vertically
Low LO 7.0 to 12.9
would be at a total range of nine (7+2.5 = 9.5 => 9).
Very Low VL 0.0 to 6.9

N Diagram 3.1: A/C Position, Stacks and Horizontal Range Examples


NNW NNE
• A/C#1 is facing E and at range 2 from A/C#2 which is facing NNW.
NW NE • The two A/C at location #6 face NNE and are range 3 from the two A/C at location #8.
• If the two A/C at location #6 were at the same exact altitude they would be stacked.
FACING • The range from A/C#5 to A/C#4 is range 0 for all purposes, but they are not stacked.
W E • If the pair of opposing A/C at position #8 were stacked they would risk collision.
COMPASS
• A/C#2 & A/C#7 are both at range 2 from A/C#4 which is facing N & AC#5 facing W.
SW • A/C#4 and the pair at location #8 are legally positioned on hexsides and range 6 apart.
SE
• A/C#3 is illegally positioned on a hexside. To be legal, it would have to face NE or SW.
• A/C#9 is facing SE and at range 7 from A/C#4 and at range 2 from A/C pair #8.
SSW S SSE

1 2 6 9

4 5 8

3 7

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Fighting Wings 7

3.2 — COUNTER STACKING LIMITS • If angle = 0° or 30° each A/C suffers two D10 in hits plus
one hit per 0.5 of speed difference between the A/C.
Ground & Naval Unit Stacking: If not otherwise defined in • One critical hit occurs per 3 hits taken (Chapter 11).
a scenario, up to four ground units may be set up in a hex. After
setup, stacking limits may be exceeded due to movement. Naval Example: An M class bomber and two enemy fighters end a
stacking limits are defined in Chapter 26. Terrain, structure and turn stacked. One collision check is required. The fighter which
other game markers do not count toward stacking limits. entered the stack last does the check. The final percentile result
is "88" indicating a collision. There are two possible victims, the
A/C Stacking: Any number of A/C may be in the same map other fighter or the bomber. The fighter is given digits 1 to 5 on
location if at different altitudes. A/C in the same hex, or on the a D10, the bomber is given digits 6 to 10. The die is rolled and
same hexside, at the same exact altitude are "stacked." A/C a 2 results. The two fighters collide.
agility class (Rule 8.1) and formation type (Rule 8.5) determine
safe stacking limits. These may be exceeded but at the risk of
3.4 –– PITCH ATTITUDES
air-to-air collisions. Stacking limits apply at the end of a turn,
after all movement and combat is complete, and are as follows: There are seven A/C pitch attitudes defined in play. These
are: level flight; shallow climb and dive; steep climb and dive;
• In fixed formation, up to three F or L class, or two M or
and vertical climb and dive. Only one pitch attitude may be used
H class A/C from the same side may stack safely.
each turn by an A/C and there are restrictions on how quickly
• In flexible formation, up to two F or L class A/C from A/C can transition between different attitudes (Chapter 6). Only
the same side may stack safely. M & H may not stack. level flight is addressed in the rest of this chapter.
• If not in formation, two F or L class A/C from the same
side may stack, if facing not more than 60° different. 3.5 –– AIRCRAFT MOVEMENT
• SH class A/C are super-heavies, like the B-29, and may A/C Speed: Speed is expressed in flight points (FPs). One
never stack safely with any A/C. FP equals 50 mph of speed. A half FP equals 25 mph of speed
• A/C from opposing sides may never stack safely. (e.g., "6.5" FPs = 325 mph). Half FPs (0.5 FPs) are the smallest
increment of speed measured in play.
3.3 –– AIRCRAFT COLLISIONS How Speed is Used: A minimum speed, as defined in its
ADC, must be met for an A/C to remain flying. Horizontal turns
Collisions must be checked for in the following situations:
or vertical nose pitch transitions require minimum speeds for
1. A/C end up stacked in excess of a safe stacking limit. each given rate of turn or pitch being used. If not in diving flight,
2. A/C enters a head-on attack "danger zone" (Rule 10.3) a maximum attainable speed exists, based on the A/C's selected
or makes a range "zero" attack (Rule 10.2). power and load status.
3. An A/C ends game turn at range 0 to another A/C that:
A/C Movement: A/C move across the hex map and change
• is destroyed in combat phase due to max hits exceeded.
altitude by expending FPs. Every full FP available to an A/C must
• is destroyed in combat phase due to loss of wing or tail.
be expended during its move each game turn. As only full FPs
• is under random movement Rules or turn stalled.
can be expended in a game turn, unused half FPs are carried
• is co-altitude or above and stalled or spinning.
forward to the next turn as explained below.
Collision Checks: If overstacked, collision checks in an
Half FPs: An unexpended half FP is noted on the A/C log's
amount equal to the excess A/C in the stack are required. The
"0.5 FP" carry line of the next game turn. If an A/C's start speed
player owning the A/C that entered the stack last, or which en-
includes a half FP, and a carried half FP is available, the two
ters a "danger zone", or is out-of-control or was just destroyed
must be added to provide another full FP for use that game turn.
in combat (NA if destroyed by explosion) performs the check. If
If no half value is in the start speed, a carried half FP must be
more than one A/C in a location must do a collision check, do
carried again, until used or lost as a result of some other action.
them in a random order, applying damage results as each check
is resolved and before the next check is made. Speed & Half FPs: The presence of a carried half FP, or
the gaining of an extra full FP due to adding a carried half FP to
Collision Tailing Exception: Tailing (Rule 8.1.1) eliminates
an A/C's speed DOES NOT CHANGE A/C SPEED in any way.
all risk of collision with the tailed A/C. Such tailing must be de-
Speed is used to define maneuver limits, while full FPs define
clared before combat is resolved. If the tailed A/C is shot down
the distance an A/C can move, and various FP proportions that
the tailee must use his regular initiative roll for next game turn
must be used in a game turn when climbing and diving.
(the tailing cannot be switched to another A/C).
Types of FPs: FPs are expended either as Horizontal Flight
Collision Check Procedure: Roll percentile dice and modify Points (HFPs), used to move an A/C across the map, or as Verti-
roll per the game tables. A result ≥ 85 indicates the A/C collides cal Flight Points (VFPs), used to change altitude (Chapter 6).
with the other. If more than one victim possible, randomly deter- Both types of FPs may be used to accomplish maneuvers.
mine which is collided with.

Collision Damage: Use the final deflection angle (9.3) 3.5.1 –– FRACTIONAL VALUES TABLE (FVT)
between shooter and target, or determine a deflection angle
Different flight actions may require the use of defined pro-
between an A/C colliding with another as if the A/C was firing at
portions of an A/C's full FPs, or other values in a certain way.
the other and roll for damage as directed below:
The FVT lists the official game value for 1/4, 1/3, 1/2, or 2/3s of
• If angle = 150° or 180° each A/C suffers four D10 in hits. numbers from 0.5 to 15.0 (Flight Tables, page 3). When a frac-
• If angle = 60° to 120° each A/C suffers three D10 in hits. tion is called for, use the FVT to find the official game value for

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8 CLASH OF ARMS!

that fraction. Full FPs = All playable FPs an A/C has (i.e. an A/C CHAPTER­­4 –– CHANGING A/C SPEED
with a speed of 6.5 and a 0.5 FP carry has 7 full FPs to play).
Speed changes are calculated through the use of accel
3.6 –– LEVEL FLIGHT (acceleration) and decel (deceleration) points.
A/C starting in, and remaining in, level flight during a game
4.1 –– ACCEL POINTS
turn must expend all FPs as HFPs. Each HFP expended moves
the A/C forward into the hex or onto the hexside it is facing. A/C may gain accel from engine power and by diving.

Example of Level Flight Diagram Designer's Note: Engine power falls off as altitude increases
at a rate dependant on the type, or absence, of supercharging
At speed 3.0, an A/C expending three HFPs will move equipment. Propeller thrust falls off as speed increases due to
three hexes or hexsides across the map as shown below. a loss of propeller efficiency. These considerations are reflected
in the A/C's Power versus Speed Chart. Emergency power in-
dicates the use of over-boosting, or injection of water-methanol
or nitrous-oxide into the engine to temporarily increase power.
Engine Power Accel: Available power accel is found in
each ADC's Power versus Speed Chart. Cross index the column
Start Start containing the A/C’s start speed with its starting altitude band.
Position Position A single number, or the number to the left of a slash is the max
1
accel available in military power. The number to the right of any
slash is the emergency power accel. In multi-engine A/C, the
accel listed is per engine. A dash indicates the engines provide
2 1
no accel at that combination of speed and altitude.
Power Settings ("flight log code"): At the start of an A/C's
3 2 move, select either Idle, Cruise, Military or, if available, Emergency
power. Choosing power settings of less than military limits the
accel that can be taken in a game turn to a fraction of the listed
amount as shown below (use the FVT for the actual value). The
3 HFPs effects of each power setting are as follows:
Idle "I": Provides zero accel and immediately reduces an
End End A/C’s start speed by 0.5 before it moves. The new speed is
Position Position the one used for all maneuvering requirements.
Cruise "C": From 0 to 1/3 of the military accel listed may
be taken. Endurance power is a lesser cruise setting used
to conserve fuel (Rule 15.4.1) and always provides 0 accel.
Level Flight Optional Altitude Changes: Any A/C ending a
game turn in level flight may adjust its final altitude up or down Military Power "M": An amount greater than 1/3 up to all
by an amount equal to 1/4 of its total FPs or less (rounded up), available accel listed for military power must be taken.
in terms of 100 foot increments, as defined by the FVT. Emergency "E": All accel listed for emergency power must
be taken (For MW-50 or GM-1 equipped A/C, see Rule 16.7).
Example: For an A/C at speed 6.0, 1/4 is 1.5, rounded to 2.0,
meaning its altitude could be adjusted by 0, 100 or 200 feet. Engine Power Example: See Rules Supplement One.
Inverted Flight Problems: When A/C move they may change Dive Accel: A/C gain dive accel in two ways:
their angle of bank (Chapter 5) to end in an inverted flight attitude.
Dive Attitude Accel: If an A/C's start attitude is a dive of any
Sustained inverted flight may cause the following problems:
type, add the Dive Accel bonus listed in the general informa-
Inverted Flight Decel or Negative-G Effects: A/C starting tion section of its ADC once.
and remaining in inverted level flight for an entire game turn Dive Accel: Take the no. of 100 foot increments the A/C
must either do positive-G turns and suffer one of the "Inverted dove in the game turn and multiply that by the no. given
Level Turn" effects of Rule 5.5, or pay a 3 decel point penalty for the A/C's start speed in the Climb Decel & Dive Accel
and suffer Negative-G effects of Rule 6.5. Table shown below and in the Flight Tables, page 3.
Engine Damage: A/C which incur Negative-G effects for
more than three game turns in a row also suffer an engine 4.2 –– DECEL POINTS
step power loss critical hit per engine due to oil system star-
A/C incur decel points by climbing, turning, performing ma-
vation. This occurs at the end of each consecutive turn of
neuvers, or from the drag due to excessive speed.
being inverted after three such turns in a row.
Climb Decel: A/C incur climb decel in two ways:
Transitions and Level Flight: If an A/C does a transition
(changes pitch), out of, or into level flight, the expenditure of Climb Attitude Decel: If A/C's start attitude is a climb of
some of its FPs as VFPs (vertical flight points) may be required any type, incur the listed ADC Climb att. decel no. once.
by the transition rate used (see Chapter 6).

Buel Chandler (Order #27244075)


Fighting Wings 9

Climb Decel: Take the no. of 100 foot increments the A/C Dive Brake Decel: A/C with dive brakes may use them to
gained in the game turn and multiply that by the no. given incur from 5 to 10 decel per game turn. Dive brake use is declared
for the A/C's current start speed in the Dive Accel & Climb at the start of an A/C's move (instant deployment) and the decel
Decel Table shown below and in Flight Tables, page 3. amount selected is incurred each turn until the dive brakes are
closed (instant retraction), or set to a new decel setting. Some
Designer's Note: Changes A/C have flaps that split and function as either dive brakes or
DIVE ACCEL (4.1) in A/C speed resulting from flaps (e.g. SBD Dauntless). When deployed as flaps follow the
& CLIMB DECEL (4.2) changes in height depend on flap rules and the Dive Brake function is disabled. A jammed flap
the amount of time gravity acts combat result while used as dive brakes = jammed dive brakes.
Current Acc. / Dec. freely on the A/C. In simple
Speed per incr. game terms, if an A/C were Other Decel Types: Slips or skids cause decel as explained
allowed to fall or fly straight in Chapter 5. Snap rolls incur 3 decel per step of roll (Chapter
≥ 9.0 0.5
7). Open bomb bays cause 1 decel per game turn (Chapter 12).
≥ 5.0 1.0 down the entire turn (all FPs
Deployed flaps and landing gear cause decel per Chapter 16.
≥ 3.5 1.5 were VFPs each dropping 3
increments), gravity would pro-
= 3.0 2.0 4.3 –– ACCEL & DECEL EFFECTS ON SPEED
vide around 18 to 20 points of
= 2.5 2.5 acceleration. Since the amount Speed Change Procedure: At the end of an A/C's move,
= 2.0 3.0 of time a single FP represents total all accumulated accel and decel separately (retain fractions).
= 1.5 4.0 during movement varies de- Subtract decel from accel. If the remainder is positive, the A/C
≤ 1.0 6.0 pending on speed (e.g., one FP will speed up, if negative, it will slow down as follows:
at speed 3.0 is twice the time as
• Add listed amount per incr. For each net 5 points, positive or negative, increase or de-
one at speed 6.0), the chart at
gained / lost during move. crease, respectively, A/C speed by 0.5 for the next turn. If 4.5 or
left apportions accel or decel
• + ADC climb decel if start less points remain after taking all possible 0.5 speed changes,
for each increment dropped in
attitude is climb, + ADC dive log them next turn's "accel" or "decel" carry (if allowed).
an amount appropriate to the
accel if start attitude is dive. interval of time an FP equals. Hint: A quick way to figure speed changes is to take the net
accel or decel & shift the decimal one to the left, then change
Turn Rate Decel: On the Performance Chart of each ADC speed as much as possible in 0.5 steps. Carry remainder nor-
there are four columns labeled TT, HT, BT, and ET. These are mally. A/C with a net of 17.5 decel incurs a "1.75" loss of speed
column labels are turn rate codes (see Chapter 5), and the num- which becomes a 1.5 speed loss with 2.5 decel carried.
bers listed under them are the minimum A/C speeds required to
use those rates in the corresponding altitude bands. 4.3.1 –– LIMITS ON SPEED & POWER
The number in "( )" next to the turn rate column labels is the Non-Fuel Injected Engines: A/C are deemed to have posi-
decel incurred for initiating the use of that turn rate (e.g., starting tive pressure fuel injected engines unless "No F.I." appears in
a horizontal turn). The EZ turn rate does not have its own listed the engine description of their ADC. "No F.I." A/C will be forced
column, because it is allowed anytime the A/C is at or above to use idle power in the following situations:
its minimum speed (not stalled). EZ rate use always incurs half
1. Inverted Flight Forced Idle: "No F.I." A/C that spend an
the listed TT rate decel (as defined by the FVT). Turn rate decel
entire game turn in an inverted attitude, and which do not
is incurred for each 30° of actual facing change, even if an A/C
also use either a pull transition or do positive-G turning,
can change facing by 60° or 90° with a single FP.
must use idle power on the following game turn.
Turn Rate Decel Example: See Rules Supplement One. 2. Negative-G (NG) Forced Idle: "No F.I." A/C that do NG
transitions (rule 6.5), start NG turns (rule 5.9), or carry NG
Transition Decel: When A/C change from one pitch attitude
turning forward must use idle on the following game turn.
to another (see Chapter 6), they incur decel as if changing fac-
ing at the turn rate used for the transition, for each step of pitch Jet Engine Limits: WW-II jet powered A/C can only change
attitude change accomplished. power to the next adjacent setting per turn (e.g., they cannot go
directly from idle to emergency). Cruise and Endurance are the
Designer's Note: As A/C speed increases so does drag and
same setting for this rule. Jet A/C do not immediately reduce
this is factored into the ADC's Power vs. Speed Chart. However,
speed by 0.5 when selecting idle power (no propeller drag).
this is only valid up to an A/C's max attainable speed (Rule 4.3.1).
Above that, additional drag must be factored in. Limits on Available Power: A/C with heavy loads or severe
damage, or whose engines have suffered step losses in power
Excess Speed Decel: An A/C's throttle setting determines
are limited to taking a certain fraction of their available power
its max attainable LEVEL speed. If an A/C's start speed is > its
(Chapters 11 & 12). In all cases, adjustments to accel are done
max attainable level speed, subtract the max attainable level
via the Fractional Values Table (FVT).
speed from the start speed and multiply the diff. by two. This is
the amount of excess speed (overspeed) decel the A/C incurs. Max Listed Speed: The max speed shown for each altitude
band in the Aircraft Performance Chart is the max speed A/C
Example: An A/C in military power, in the MH band has a
can attain via engine power while in level or climbing flight. This
max attainable level speed of 6.0. If its start speed is 8.5 it would
limit can be exceeded if starting or ending in diving flight.
incur 5.0 points of excess speed decel ((8.5 – 6.0 = 2.5) x 2).
Max Attainable Speed: The max attainable level speed will
Note: Max attainable speed also varies with changes in load
be less than max listed level speed in the following conditions:
or damage status (see Chapter 12, and Flight Tables, Page 1).

Buel Chandler (Order #27244075)


10 CLASH OF ARMS!

A/C Condition Attainable Speed • HFP/ VFP split is per the Standard Altitude Change Table
• Loaded Max listed –0.5 using the final attitude reached after nose adjustment.
• Over loaded Max listed –1.0 • Climb VFPs cannot occur. Dive VFPs must be the max
• Severely damaged Max listed –1.0 allowed by the Standard Altitude Change Table.
• Engine power losses (see 11.3) Max listed –0.5 ea.
• F, MF class at cruise power Max –1.0 if HI+ band • Bank angle may change. Roll D10: If 6 or less, wings roll
• F, MF class at cruise power Max –1.5 if MH- band to LV if upright, or IV if inverted. If roll 7 or more, wings
• other classes at cruise power = lesser of Max –1.0 or change bank one step left if odd, one step right if even.
laden state max attainable –0.5 in any altitude band. • Forfeit all turning, rolling, maneuver or half FP carries.
• Endurance power = 1/2 of laden state max Attainable. Keep any carried accel or decel.
• Idle power (–0.5 speed) 1/2 of Max Listed. Add dive & engine accel, and climb decel normally.

Min. Adjusted Speeds: An A/C's listed minimum level and Stall Recovery: When A/C's start speed is at or above its
turning speeds must be increased as indicated if it is: adjusted minimum, it exits the stall and may fly normally. Until
• Loaded Min. listed +0.5 then, it remains stalled and must check for spins each turn.
• Severely Damaged Min. listed +0.5
• Over-loaded Min. listed +1.0 4.5.2 – SPIN PROCEDURE
Note: All items that reduce max attainable level speed or • Flight attitude is "spin". Speed = 0.0 until A/C recovers.
increase minimum speed are cumulative in a load, damage, The A/C has no FPs. MC and OC are not applicable. Lose
power effect order (i.e., a loaded, severely damaged A/C's max Altitude in increments = game turns in spin (1 for first turn of
attain. speed = max listed –1.5.). This chart is reproduced in the spin) x A/C's listed min. speed (rounded up) + D5.
play aids. Though A/C can exceed max attainable level speeds • Randomly change facing: Roll D10, odd = spin left, even =
if diving, an A/C's max attainable LEVEL speed is always used spin right. Roll D10 again, result = no. of 30° facings in
to calculate excess speed decel. direction of spin. On subsequent turns of continued spin-
ning, roll only for facing changes using previous direction.
4.4 –– MAX & MIN SPEED EFFECTS Angle of bank becomes upright bank in direction of spin.
Upon spin recovery, bank becomes upright level.
Max Attainable Speed Effects: If an A/C's START speed is
greater than its max attainable level speed, its available engine • Accel and decel from all sources is ignored (becomes 0).
accel = 0. In this case, throttle settings only determine what max Forfeit all accel, decel, half FPs, turn, roll, or maneuver
attainable speed excess speed decel is calculated from. FPs carried into spin. Power may be changed and may
If an A/C's END speed is equal to or more than max attain- affect spin recovery roll (see below).
able, it may not accelerate further, or carry any left over accel Spin Recovery: At the start of a spinning A/C's move select
forward, unless its start or ending flight attitude is a dive (this is power, then roll percentile dice using all stall modifiers except
known as the "dive acceleration exception"). those for just having faced or for carrying turns. A result ≤ 50 =
Minimum Speed Effects: If an A/C's start speed is less than recovery, else spin continues. Upon recovery, speed = adjusted
its min adjusted speed, it stalls. If an A/C initiates a turn or pitch minimum +0.5 (or adj. min. if idle used). Select either a vertical or
transition with insufficient speed, or starts a game turn with a steep dive as the A/C's flight attitude (this is its no cost transition
speed less than that required for a carried turn rate, it suffers a out of spin). MC is based on selected attitude. Fly normally from
turn stall (4.6). A/C making a gun attack with an end speed less there using standard diving flight FP proportions (Rule 6.2).
than minimum adjusted speed have a +15 LH shot modifier. Deliberate Spins: Regular, veteran or any gifted pilots
(Chapter 13) may roll to force a spin, instead of to avoid one.
4.5 –– STALLS & SPINS Declare intent, change negative pilot modifiers to positive ones
A/C with a start speed less than min adjusted are stalled and and add +20 to the roll. Spin recovery is via normal Rules.
must check to see if they enter a spin. After choosing power, roll Combat Effects: Spinning A/C defend with a "x3" deflection
percentile dice and modify result per the Aircraft Stalls & Spin modifier. Critical hit area modifiers and collision angle modifiers
Table (Flight Tables - page 2). A result ≥ 60 indicates the A/C are NA. They cannot be tailed or tracked. Combined speed mods.
spins, otherwise it just stalls. Use the appropriate procedure uses 90 degree angle. LVMM and 0 defl. shot mods. are NA.
below until the A/C recovers from the stall or spin.
Stall / Spin Restrictions: A/C in stalled or spinning flight 4.6 –– TURNING STALLS
may not make any attacks, fire defensive guns, or tail others. Turn stalls occur in the following situations:

4.5.1 –– STALLED FLIGHT PROCEDURE • When A/C inadvertently try to turn (Ch. 5) or transition
(Ch. 6) with insufficient speed for the rate selected.
• MC altitude change is per pre-nose adjustment attitude un- • When A/C carry a turn forward (Ch. 5) and then have
less start speed is < 1.0, then MC = –0.3. Climb OC is not a start speed insufficient for the carried turn rate.
allowed. Level or diving OC must be maximum possible
downward amount allowed (Chapter 6). "Oops" Protocols: Once a player finishes a move and the
next player starts to move, or if the game turn enters the combat
• Adjust the A/C's nose attitude toward VD or IVD by 3 steps
phase, an A/C move may not be corrected to avoid a turn stall.
(no decel cost). Use pull direction if inverted, or push direc-
When an illegal move is discovered the offending A/C must use
tion if upright. Stop upon reaching a vertical dive attitude.
the penalty procedure given below.

Buel Chandler (Order #27244075)


Fighting Wings 11

Penalty Procedures: There are four different cases: If an A/C is fast enough to do ET turns, it won't be able to do
(1) If caught in Movement Phase of current turn, back A/C up deliberate turn stalls.
to where first illegal FP was actually expended. The FP is spent Turn Stall (TS) Confusion: Recruit pilots (Chapter 13) upon
but the action is disallowed. Retain the first rate or maneuver completing a TS procedure, must fly the next turn as if in random
decel incurred and any GLOC or overstress checks caused by flight (Rule 5.7) due to momentary confusion unless also stalled,
illegal FP. With remaining FPs, perform Turn Stall Procedure. in which case the Stall / Spin Rules take precedence.
(2) If caught in next turn's Movement Phase, return A/C to its
start position (no FPs used) and perform the Turn Stall Procedure 4.7 –– DANGEROUS DIVES & COMPRESSIBILITY
from there using previous turn's power setting.
Designer's Notes: In early A/C designs dive speeds were
(3) If caught in Combat Phase of the same or a following turn, limited by structural weakness where excess speed could cause
all damage caused by A/C since illegal move is annulled. Ammo the wings or tail to rip off, or by engine gear speed limits, which,
or weapon expenditures still apply. Perform Turn Stall Procedure if exceeded by the propeller spinning up, resulted in a runaway
at start of next turn using current turn's power setting. engine and explosion. In later, stronger, designs sonic shock
(4) If caught more than two turns after the act, the offending waves and compressibility were the major concerns. Shock
A/C must do two complete Turn Stall Procedures in a row, the waves could batter an A/C leading to structural failure, or they
second starting with the first FP after the first is completed and, could blank out its control surfaces forcing it to continue diving.
any damage inflicted since illegal move is annulled as above. Safe Diving Speeds: The max dive speed listed on each
ADC is that A/C's normal maximum SAFE dive speed. Max safe
4.6.1 – TURN STALL PROCEDURE dive speeds can be reduced by loads, damage or critical hits
Designer's Notes: This procedure replicates the actions of and this becomes an A/C's adjusted safe dive speed.
an out-of-control A/C following a turn stall event. Dangerous Dives: If, after power selection, an A/C has a
a. Determine duration of Turn Stall (TS) in FPs by rolling D5 start speed greater than its adjusted safe dive speed, it must roll
and adding pilot quality number below. Turn Stall duration may percentile dice at the start of its move to see if it suffers structural
never exceed twice A/C's current speed in FPs: failure. Add any required dangerous dive modifiers (Flight Tables,
page 2). A final result ≥ 95 indicates the A/C is destroyed.
Veteran = 1+D5 Regular = 2+D5 Green = 3+D5
Recruit = 6+D5 Gifted = –1 to above mods. Compressibility: If, after power selection, an A/C has both
Note: Turn Stalls may require more than one game turn to a start speed in the transonic speed range (see A/C Turn Chart)
execute depending on where in an A/C's move they occurred. and is above its max listed level speed, it must roll percentile dice
for "compressibility loss-of-control". Add any required modifiers
b. Determine bank angle change (no decel cost). Roll D10, odd (Flight Tables, page 2). A result ≥ 60 indicates compressibility.
= Left roll, even = right roll. Roll D5, result = FPs of stall-rolling
in direction determined, immediately credited to A/C (use snap Compressibility Loss-of-Control: Shock waves have ren-
roll rate even if snap roll not normally allowed). Stall-roll FPs dered the A/C's controls useless. On the first turn of compressibility
may not exceed TS duration FPs in quantity. Do carry stall-roll the A/C remains in its current attitude. On each subsequent turn
FPs for uncompleted rolls. The A/C is deemed to be doing this of compressibility it must transition one step toward a vertical
uncontrolled stall-rolling during the Turn Stall FPs. If the A/C is dive at the EZ rate. On the second turn of vertical diving, it will
in vertical flight, stall rolls also act as vertical rolls each for 90 enter a pure vertical dive (all FPs = VFPs, optional HFP is NA).
degree facing and bank angle changes required to be taken. There is no decel cost for these transitions. The A/C must
expend the max allowed number of FPs as VFPs for each flight
c. Execute Turn Stall as follows:
attitude and must lose the max allowed OC. While control is lost
• If at beginning of game turn - No transitions allowed.
it cannot roll, turn or do any maneuvers. A/C are allowed to se-
• No turns, maneuvers, or rolls allowed with Turn Stall FPs.
lect idle power, use speed brakes or dive brakes to offset accel
• VFPs allowed are per standard climbs & dives (Rule 6.2).
from the dive, and to use dive flaps to help in the avoidance of,
• If climbing, no new VFPs allowed if minimum VFPs for
or recovery from, compressibility.
standard attitude already met when Turn Stall occurred.
(This is zero for shallow climb, 1 for steep climb, etc.) Loss-of-Control Duration: A/C remain in compressibility until
• If diving, do VFPs first until max VFP limit is met. a recovery roll is made or their start speed is below transonic.
• MC is per start attitude. Climbing OC is not allowed. Check for recovery at start of each turn after the one the A/C
• In level or dive attitudes, take max OC as altitude loss. lost control in. Make a percentile roll adding applicable modifiers
• Incur 5 decel, +1 decel per FP of stall-rolling done. (Flight Tables, Page 2). A result ≤ 50 indicates recovery. On the
• At end of first game turn in which TS starts - lower nose one turn of recovery, do not check for loss-of-control, however, on
pitch attitude toward earth (not past VD. If from a VC, use subsequent turns the A/C can reenter compressibility.
push direction, if from an inverted VC use pull direction).
Note: Compressibility and dangerous dives can occur at the
This is a no decel cost pitch adjustment.
same time requiring separate die rolls.
Note: Once Turn Stall FPs are spent, normal flight allowed
with remaining FPs. OC limits apply if still in TS at end of move. Dive Flaps: Some A/C have special dive flaps to lessen the
effects of compressibility and may instantly deploy them to get a
Deliberate Turn Stalls: A pilot of any quality (Chapter 13) modifier to the compressibility and recovery rolls. These cannot
may deliberately invoke a turn stall. The intent must be declared be damaged by speed, and provide no other benefits. If used,
at the start of the A/C's move. The turn stall may be executed one decel is added for that game turn. Retraction is instant (no
at any point in the move by simply starting an illegal turn rate. decel) when declared at the start of any following turn.

Buel Chandler (Order #27244075)


12 CLASH OF ARMS!

CHAPTER 5 –– CHANGING A/C FACING 5.2 –– HORIZONTAL TURNS & FACING CHANGES

A/C change direction on the game map by turning. To start a Turning Procedure: Once in a turning angle-of-bank A/C
turn, A/C must first roll their wings to establish a turning angle-of- must expend sufficient FPs in flight to match the "Turning FP"
bank. Once the bank has been established they must then apply requirement shown on the A/C Turn Rate Chart (Flight Tables,
a specific "Turn Rate" (G force) for a predetermined distance page 3) for the turn rate in use. This represents the time and
(Rule 5.2) as specified by the A/C Turn Rate Chart, after which distance traveled while changing facing from one direction to the
they may adjust their facing on the map. next. If an A/C is on a hexside at the instant it changes facing,
shift it into the hex on the side of the hexside toward which it is
Time = Distance: Rolling and turning are both actions that turning. There are five defined rates of turn. They are:
require time and distance to accomplish. This is measured in • Easy Turn (EZ) < 2 G.
play by the expenditure of FPs in flight (Note - these FPs still • Tight Turn (TT) 2 to 3 G.
drive the A/C forward if HFPs or change its altitude if VFPs). • Hard Turn (HT) 3 to 4 G.
• Break Turn (BT) 4 to 6 G.
5.1 –– ANGLES-OF-BANK • Emergency Turn (ET) > 6 to 9 G.
There are six defined angles-of-bank. A/C change bank by A/C may use the EZ rate any time they are not stalled or in
rolling their wings from one angle-of-bank step to an adjacent a spin. A/C may use the TT through ET turn rates if their start
angle-of-bank step. The defined bank angles are: speed is ≥ the listed minimum turn speed for that turn rate.
1) Upright Level (LV) Turns NA. Using the A/C Turn Chart: Cross reference the A/C’s start
2) Upright Right Bank (RB) Right turns allowed. speed with the G rate in use. A "60" or "90" indicates a change of
3) Inverted Right Bank (IR) Right turns allowed. facing, in the direction of the turn, of up to 60° or 90°, respectively,
4) Inverted Level (IV) Turns NA. is allowed for each FP expended. All other numbers indicate the
5) Inverted Left Bank (IL) Left turns allowed. FP requirement for a single 30° facing change. "NA" means the
6) Upright Left Bank (LB) Left turns allowed. listed turn rate may not be used at that speed.
Two numbers separated by a dash indicate a Split FP turn
Roll Procedure: Declare requirement. The larger portion of the split may be used one or
direction of roll, as left or more times followed by one use of the smaller portion, after which
LV right. Expend sufficient FPs the cycle resets. For example, a "3-2" split FP requirement could
in flight to match the "Bank- be played as a "3-3-3-2" cycle, or a continuous "3-2-3-2" cycle.
LB RB
ing FP" requirement listed A split FP cycle may be carried forward to the next game turn.
under the appropriate speed
column of the ADC's Power Carrying Turns: Turns may be started in one game turn and
IL IR versus Speed chart. The new continued to the next. Note this in the "Turn Carry" line of the
A/C's log. Turn carry is added to continued turning in the new
IV bank angle is considered
game turn. The log code for turn carry is: FPs expended, turn
established once the time
requirement is met. rate and direction. For example: "2HTL" = A/C spent 2 FPs in a
Hard Turn to the left. A carried turn not resulting in a facing on
Example: The diagram above depicts the six bank angles as the game turn its FP requirements are finally met is forfeit. If a
they appear from the rear of an A/C. An A/C beginning a right roll carried turn is abandoned or restarted, its prior turn carry is lost.
from an RB angle-of-bank would roll toward the IR angle-of-bank
Stopping Turns: An A/C may abandon a turn before it is
step next, and one rolling left, would go toward LV.
completed by simply declaring it (the turn does not have to be
Rolling While Turning: If rolling between LB and IL, or RB undone). A/C may only abandon one declared or carried turn
and IR, FPs expended for rolling may also be used for turning per game turn. Decel is still incurred for abandoned turns.
in the direction of the bank. In all other cases roll FPs may NOT
Changing Turn Rates before Facing: Once started, a turn
be counted toward turning.
rate cannot be changed. A facing change can be delayed by
Roll Carry: Rolling can be accomplished over several game expending more FPs than the minimum required for the turn in
turns if required. If so, note any roll FP expenditure being carried progress (turn decel is unchanged). A lesser turn rate must be
in the Turn Carry line of the A/C log sheet. Roll FP carry must abandoned or completed before a higher turn rate can be used.
marry up with continued rolling or the roll is considered aban-
Changing Speed while Turning: If an A/C's speed changes
doned. Once started, a roll must be completed or abandoned.
before a turn requirement is met and the new speed has a dif-
Abandoning Rolls: A/C may abandon a roll at any point ferent FP requirement for that turn rate, the new requirement
before it is completed. Partial rolling that was carried forward or applies. If, as a result of the change, the A/C has met the new
in effect when a roll is abandoned must be undone before an requirement already, it must still expend at least one FP in its
opposite direction roll can commence. Partial rolling is considered current move before doing the facing change.
undone when FPs = to the partial roll amount have been spent
ET Rate Restrictions: A/C using an ET turn (or transition)
doing some action other than rolling, or spent in rolling back
rate may not fire guns or release any air-to-ground weapons or
to the start bank position. If partial rolling was toward LV or IV
stores in that game turn after the ET rate is commenced. They
banks, this must be undone before turning can be resumed.
must also check for overstress (5.6) and GLOC (5.7).
Load & Damage Effects: Critical damage and load status Turning Flight Examples: See Rules Supplement One.
can impact roll FP requirements (Chapters 11 & 12).

Buel Chandler (Order #27244075)


Fighting Wings 13

5.3 –– VERTICAL FLIGHT & VERTICAL ROLLS ate speed column to find the FP requirement. After expending at
least this many FPs (HFPs or VFPs okay) continuously in flight,
Turning Restrictions: A/C opting for "Pure Vertical Flight" the A/C may be displaced one hex with the next available HFP
(all FPs are VFPs - Chapter 6) may not do turning. They can as depicted in diagram 5.4 below. If the bank is LV, the displace-
only use vertical rolls to change facing. An A/C in regular vertical ment may be left or right, otherwise, the displacement must be
flight, or which transitions to vertical flight, may use both turning in the direction of bank and the A/C may lose one increment of
and vertical rolling to affect facing changes. In this case, the two altitude upon executing the slip (gain normal dive accel for this).
methods of making facing changes cannot be combined (FPs
for one, cannot be used for the other). When A/C transition out Skids: Skids are executed like slips but, without the optional
of a vertical attitude, only turning can be used. altitude loss, and may only be done if in an LB or RB attitude.
A/C displacement is in the direction opposite the angle-of-bank.
Vertical Rolls (VR) and Facing: A/C in vertical flight (Chapter The A/C may opt to change facing by 30° in the direction of the
6) may change facing when they roll to a new bank angle. In bank upon displacing to the new hex, but only if the higher BT
vertical climbs the facing change is in the direction opposite the decel was taken at the start of the skid.
roll (i.e., roll left = change facing clockwise). In vertical dives it
is in the same direction as the roll. The facing change allowed Slip / Skid VFP-HFP Swap Provision: If a pitch or normal
with the completion of a vertical roll is as follows: flight attitude transition FP restriction (Rule 6.1.1) is such that
a VFP would be played at a point in a move when a slip / skid
• If the VR banking requirement is met entirely with the
displacement HFP is needed, that VFP may, instead, be played
expenditure of HFPs, the facing change is only 30°.
where the HFP just prior to executing the slip / skid was to be
• If the VR banking requirement was met with both HFPs
played and then, that HFP may be used to execute the maneu-
and VFPs, the facing change may be up to 60°.
ver on time. In other words, A/C need not delay executing a
• If the VR banking requirement was met entirely with
maneuver due to waiting for an available HFP.
VFPs, the facing change may be up to 90°.
Decel Cost & FP Carry: Slips or normal skids incur HT turn
Hexside Option: A/C on a hexside that expend sufficient
decel. If a skid with a facing change is planned, BT turn decel is
FPs to VR twice in a row to make a 180° facing change, may, at
incurred whether the facing change is used or not. If no HT or BT
the player's option, remain on that hexside instead of shifting to
decel is listed on the ADC, use highest turn decel available +1.
an adjacent hex after the first facing change.
Decel is incurred upon starting the maneuver. The FP require-
Bank Angle Options: A/C may freely return to their starting ment may be met over more than one turn. Note any slip or skid
bank angle, or keep the new bank angle after each VR. This carry on the Turn Carry line of the log sheet. Once started the
must be decided immediately upon executing each VR. maneuver must be finished or abandoned. If abandoned, other
actions may commence immediately without delay (the maneuver
VR Restrictions: A/C which transition to a vertical attitude at
does not have to be undone).
Free or EZ rates, or by using two or more steps of transition may
not use FPs in the first half of their move (rounded up) for VRs. Slip and Skid Limits: FPs expended to do a slip or skid may
Normal roll carry cannot be used for VRs but VR carry converts not be counted toward turning or rolling. Slips and skids are not
to normal roll carry if vertical flight exited. allowed if a Negative-G transition (Chap. 6) is performed.
Load and Damage Effects: Critical damage and load status
5.4 –– SIDE SLIPS AND SKIDS can impact slip & skid FP requirements (Chapters 11 & 12).
Side Slips: Slips displace an A/C left or right on the map
Slip & Skid Combat Effects: If in a slip or skid (FPs car-
without changing facing. Slips may be performed while in any
ried), or if the last FP before firing was used to execute either,
pitch attitude but only if the A/C's bank is upright (either LV, LB or
or if firing after doing a skid at any point in the same game turn,
RB). To perform a slip, cross reference the "Side Slip FPs" line
LH modifiers apply to the shot. The gunfire arc for an A/C in a
of the Power Versus Speed Chart on the ADC with the appropri-

Diagram 5.4 – Slip/Skid Displacements: The depict-


ed A/C needs 3 FPs to set up the maneuver and a 4th
FP to execute it, displacing on the map as shown. Slip or Skid

Slip or Skid
Slip or Skid

Skid + Facing change


Start
4 3 2 1
Start

Skid + Facing change Skid + Facing change Start

Buel Chandler (Order #27244075)


14 CLASH OF ARMS!

slip or skid is the non-turning one, unless the last FP expended 5.6 –– OVERSTRESSING AIRCRAFT
before firing was used to skid and change facing, then the turning
gunfire arc is used (Combat Tables, page 3). Severely damaged A/C using ET or negative-G-BT rates are
automatically destroyed. A/C doing turns or transitions in the
following situations must roll percentile dice after all A/C finish
5.5 –– SPECIAL TURN CONSIDERATIONS moving and before combat is resolved to check for "over-stress":
Turns in Steep & Vertical Attitudes: A/C which start and • Any A/C using the ET or Negative-G BT turn rate.
stay in steep and vertical attitudes the entire game turn (meaning • A/C with severe damage, tail structure or wing spar
- no transitions from or to shallow or level attitudes) may reduce hits using BT, ET, negative-G HT or BT turn rates.
their turn FP requirement on the A/C Turn Chart by using the FP
requirement that would apply if their start speed was 1.0 less than If, after adding required modifiers (Flight Tables, page 2) the
it actually is. Exception: The FP requirement for a start speed final result is ≥ 95 the A/C suffers damage. Roll a D10; ≤ 7 wing
of 1.0 to 1.5 is never reduced by this Rule. Design Note – This spar hit, ≥ 8 = tail structure hit. Apply a +2 modifier for each prior
models geometry effects on turn circles for tilted flight paths. tail structure hit, and a –2 for each prior wing spar hit.
Inverted Turns with Gravity: An inverted A/C doing a "pull"
5.7 –– TURNS AND LOSS-OF-CONSCIOUSNESS
transition (Chapter 6) of at least two steps from any inverted
flight attitude to another inverted attitude will turn quicker due to Designer's Notes: "Black-out", or "G-induced loss-of con-
help from gravity and may reduce its turn FP requirement as if sciousness" (GLOC), occurs when blood cannot reach the brain
turning in steep & vertical attitudes (i.e., a transition from inverted due to high G forces. "Red-out" occurs when too much reaches
steep climb to inverted level qualifies for this bonus). Such A/C the brain due to negative–Gs, inhibiting proper circulation.
must start and end all turning FPs with the wings in an inverted
bank. An A/C may roll toward an upright bank while using the Black Outs: All crew members of A/C that used ET rates,
inverted turn bonus, but must complete the facing change before and wounded or recruit quality crew members of A/C using BT
expending the FP that completes the roll to an upright bank. rates, must roll percentile dice to check for GLOC after all A/C
finish moving and before combat is resolved. If, after adding any
Inverted Level Turning: If an A/C starts and stays in level required modifiers (Flight Tables, page 2), the result is ≥ 95 that
flight (no transition used) and ALL positive G turn FPs resulting crewman suffers GLOC.
in at least one completed or carried facing change STARTED in
an inverted bank, climbing optional alt. changes are not allowed Effects of GLOC: Pilots cannot control their A/C (which must
(Chapter 6), and its end attitude must either be adjusted to a fly randomly), or perform any combat actions. Other crewmen
shallow dive (no cost) at the end of its move, or it must lose 100 may not perform their functions. GLOC lasts for 1 + D5 game
feet per 30° of inverted facing started, not to exceed 1/3 of its turns. Thus, GLOC will last from 2 to 6 game turns.
total FPs (rounded up) in increments (gain normal dive accel). Anti-G suits: Late in the war G-suits were introduced on
American aircraft that helped pilots avoid GLOC. See ADCs for
5.5.1 –– HIGH SPEEDS & TURN RATE DECEL availability of G-suits which provide modifiers to GLOC rolls.
Designer’s Note: At high speeds the wing's angle-of-attack Red Outs: All crew members of A/C that turn or transition
required to produce a specific G-rate is much smaller than at at the negative-G BT rate must roll percentile dice as for GLOC
lower speeds. This means less induced drag is incurred when above to check for "red out". The effects for "red out" follow the
turning at high speeds. This is a beneficial trait for high-speed normal GLOC Rules with the following two exceptions:
aircraft such as jets or late war fast fighters. Therefore:
1. Red out always lasts only two game turns.
• If start speed ≥ 5.0, reduce rate decel to = next lower rate.* 2. G-suit equipment does not help against red outs.
• If start speed ≥ 8.0, reduce rate decel to = two rates lower.*
• If start speed ≥ 10.0, reduce rate decel to = 3 rates lower.* 5.7.1 –– RANDOM A/C FLIGHT
Another way to remember is to use the Power versus Speed If an A/C is uncontrolled because its pilot is dead, missing,
Chart on each A/C’s data card, which has four speed bands. For GLOC'd, or disoriented, refer to the Random Flight Table (Flight
EACH speed band higher than the "0.0 - 4.5" band an A/C is in, Tables, page 2) and roll a D10 as directed to determine if any
use the decel for one rate lower than the actual rate being used random flight attitude changes, rolling, or turning occurs. Use
(* but never to less than EZ rate). See chart below. the indicated results to perform the A/C's flight for the game turn.
Example: A jet at speed 10.0 is in the speed band three higher The following also applies to A/C flying randomly:
than the "0.0-4.5" band. It could use BT rates while incurring only
• The A/C moves before all others in its class.
EZ decel for each facing or transition change at the BT rate.
• If all pilots are disabled, power setting cannot be changed.

Actual Speed Band Reduced Rate Decel
Rate 0.0 - 4.5 5.0 - 7.5 8.0 - 9.5 10.0+ 5.8 –– SLATTED WING EFFECTS
EZ = EZ EZ EZ EZ Slats are wing leading-edge devices that help A/C remain
TT = TT EZ EZ EZ controllable at high angles-of-attack. A/C with slatted wings (see
HT = HT TT EZ EZ ADC notes) gain the following benefits:
BT = BT HT TT >> EZ <<
ET = ET BT HT TT Stall & Spin Die Rolls: Slatted-wing A/C give a –15 percentile
modifier to all stall-into-spin and spin recovery rolls.
Note – This Rule only mandates a reduction in rate decel.
The minimum speed required to perform a rate never changes.

Buel Chandler (Order #27244075)


Fighting Wings 15

Minimum Level Speeds: Veteran pilots, and gifted pilots CHAPTER 6 –– CHANGING A/C ALTITUDE
of any quality (13.0), may fly slatted-wing A/C at speeds 0.5 <
adjusted min speed, but must add 1 to EZ rate decel for each A/C change altitude by transitioning into a climbing or div-
30° of facing or pull transition step and incur a +15 LH mod. ing flight attitude. Depending on the attitude, certain amounts
for any shots taken. An extra D5 of decel for "wallowing" at low of altitude change will be mandated or allowed and additional
speeds also occurs unless pilot is vet. and gifted. If landing flaps changes in altitude may be possible via the use of VFPs.
deployed, the landing flap benefits take precedence (16.3.1).
Flight Attitudes: There are twelve flight attitudes defined.
Minimum Turn Rate Speeds: Regular and veteran pilots A looping A/C would pass through each as depicted below:
may do positive-G "slat-assisted" HT or higher rate turns or pull
transitions at speeds 0.5 < the required min. adjusted turn rate
speed, and Gifted pilots (Rule 13.3) may do "slat assisted" TT
or higher rate turns or pull transitions at speeds 0.5 < minimum 7
adjusted turn rate speed, by paying 1 extra decel per 30° of fac-
ing change or pull transition step and incurring the "slats used" 6 8
+15 LH modifier for any shots taken.
1. Upright Level
5.8.1 –– WING FLAP EFFECTS 5 2. Shallow Climb 9
3. Steep Climb
A/C with wing flaps may deploy them to the maneuver or 4. Vertical Climb
landing flap setting to reduce min. required turn rate speeds by 5. Inverted Steep Climb
0.5. If so, add 1 to the decel for each 30° of facing or transition 6. Inverted Shallow Climb
step taken. Also decel for deployed flaps will apply (see 16.3.1).
4 7. Inverted Level
10
8. Inverted Shallow Dive
Combined Use of Flaps & Slats: A slatted-wing A/C with 9. Inverted Steep Dive
flaps deployed cannot reduce the minimum level or turn rate 10. Vertical Dive
speeds more than 0.5. Instead, the combined effect of using both 3 11. Steep Dive 11
slats and flaps is to cancel the "slats used" +15 LH shot modifier 12. Shallow Dive
when claiming reduced turn rate speeds.
2 12
5.9 –– NEGATIVE-G TURNING
Negative–G (NG) Turns: F, L, and M class fighters with 1
regular or veteran pilots may change facing in the direction op-
posite their bank angle by using NG turns. NG turns of up to BT
rate are allowed. The minimum speed required for an NG turn is The twelve 30° flight attitudes (up or down) equate to the
that for a one-step-higher turn rate (i.e., an NG TT turn requires twelve 30° facings (left or right) that A/C can have. An A/C's
a min speed ≥ that listed for an HT turn). The decel for an NG flight attitude is recorded on its log sheet using the codes below.
turn is that of the actual turn rate. NG turns do not benefit in any "( )" denotes inverted attitudes:
way from flaps or slatted wings (Rule 5.8) or gifted pilots.
Flight Attitude If upright If inverted
NG Turning Limits: FPs used for NG turns may not be used
for rolls, slips or skids. If a pull transition is done, NG Turning Level Flight = LVL (INV)
is not allowed. NG turning is allowed with any push transition. Shallow climb, dive = SHC, SHD (SHC), (SHD)
Any positive G turn carry and any maneuver carry is lost upon Steep climb, dive = STC, STD (STC), (STD)
commencing an NG turn or transition (using an NG rate). Vertical climb, dive = VTC, VTD (VTC), (VTD)
NG Turn Forced Transition or Altitude Loss: Completing
6.1 –– A/C Transitions & MOVEMENT
NG turns from an UPRIGHT bank requires the A/C to either lose
100 feet per 30° of NG facing change completed (normal dive At the start of its move an A/C can "transition" to a new attitude.
accel), not to exceed 1/3 the A/C's total FPs in increments, or The number of steps of attitude change allowed in a transition
to adjust the A/C's end flight attitude one step in a nose down depends on the turn rate used. Limits may exist on how FPs can
direction, free of cost, at the end of its move, before combat. be expended. These are found in the Flight Attitude Transition
These requirements don't apply if the NG turn is completed from Tables (FATTs, Flight Tables, page 2).
an inverted bank angle.
FATT Description and Use: There are two FATTs, one for
NG Turns and Combat: Aiming for ground attacks (Rule "Pull" transitions & one for "Push" transitions. A pull transition
18.1), tracking shots, long bursts and defensive fire (Chapter raises the aircraft's nose and a push transition lowers the nose
10) are not allowed if NG rates involved in any manner during relative to the pilot's view (not the earth's).
a game turn (this includes having NG turn carry). Air-to-ground
weapons may not be dropped, jettisoned or fired in a game turn Both FATTs have a circular diagram depicting an A/C in each
if NG rates used. Fixed guns always use the non-turning arc and of the 12 possible flight attitudes. Beside each A/C position is
suffer a +30 LH modifier to attacks if NG rates used. a list of available transition turn rates that can be selected.
Depending on whether the transition is assisted or resisted by
gravity, and whether the transition is a pull or push, there may be
more or fewer options available than with other positions on the
STOP! PLAY TRAINING SCENARIO 1

Buel Chandler (Order #27244075)


16 CLASH OF ARMS!

diagram. When an A/C ends in a vertical climb or dive, the A/C or ranged entry. Once the first requirement is met, all
will be either upright or inverted as defined by its ending bank remaining HFPs or VFPs may be mixed in any order.
angle. There are different FATT code options out of vertical flight
for the upright and inverted banks (use the correct set). HFP Swap Exception: If complying with a two-part entry
would otherwise prevent a displacement maneuver (e.g. slip or
Basic A/C Flight Procedure: skid) from being completed with the minimum FPs allowed, the
last available HFP may be swapped with a following VFP so as
1. Select a throttle setting. If no flight attitude transition is
to allow the maneuver to occur in the normal minimum time.
desired, proceed to step 6 below.
2. If a transition is desired, refer to appropriate FATT. 6.1.2 –– FRACTIONAL VALUES TABLE
3. Find A/C's start attitude on the FATT. From the list of Fractional Values Table & FP Proportions: The Fractional
entries next to that position, select a turn rate to transi- Values Table (Rule 3.5.1) is used to determine the minimum
tion with (A/C must have sufficient speed for the rate). number of FPs that meet the proportions defined in the FATT
codes. Take the A/C's total FPs and look up each proportion. As
4. The number to the right of each transition rate is the
only full FPs can be expended, Fractional Values Table entries
amount of 30° steps of attitude change the A/C must
with 0.5 values are rounded as follows:
take. Count around the FATT circle, in the direction the
A/C icons point, that many steps to find the ending •  If starting from level or shallow flight, round down the
attitude and note this on the A/C log sheet. VFP proportion and round up the HFP proportion.
5. Determine what restrictions, if any, exist on FP use for •  If starting from steep or vertical flight, round up the VFP
the transition chosen, as indicated by the coded entries proportion and round down the HFP proportion.
to the right of the colon of the selected rate at the A/C's
start position. Rule 6.1.1 explains the codes. 6.1.3 –– ALTITUDE CHANGE BASICS
6. Execute the A/C's move as follows: Some altitude change may be mandated by an A/C's starting
• Apply any Mandatory Altitude Change (MC, 6.1.3). attitude and total FPs available. Each VFP expended causes a
• Move the A/C by expending all full FPs while comply- 300 foot (three increment) change in altitude. At the end of a
ing with restrictions indicated by the FATT codes. move an optional altitude change is allowed based on an A/C's
• Once the A/C is finished moving, take any Optional ending attitude and total FPs available.
Altitude Change (OC, 6.1.3) desired.
Mandatory Changes (MC): Whether using a transition or not,
7. Calculate changes in A/C speed per Chapter 4. Make A/C starting a game turn in a climb or dive will have an altitude
appropriate entries on A/C log sheet. change imposed on them in an amount set by their total available
Special Actions: Some transitions require A/C to execute FPs, except when in pure vertical flight (see 6.2).
facing reversals, or incur NG effects (Rules 6.4 and 6.5). The Designer's Note: This is a mechanic used to make Pythago-
letters "RV" or "NG" in the FATT codes signify these cases. rean theorem distances occur while still allowing players to define
Speed vs. Full FPs Note: An A/C's speed defines eligibility three-dimensional moves using simple expenditures of FPs.
for turn and transition rates, power availability, climb decel and Refer to the Altitude Change Table. Cross index A/C's start
dive accel, and turn radius per the A/C turn chart. For all move- attitude with MC column. A dash, "1/3+" or "1/2+" will be found.
ment involving altitude change proportions, all available full FPs Dashes indicate no MC occurs. Fractions indicate MC amounts
to play in a game turn are used to determine HFP / VFP splits, in increments equal to that portion of an A/C's total FPs rounded
and MC, VFP and OC amounts (i.e., an A/C at speed 4.5 with a up. The MC may be applied all at once at the start of an A/C's
0.5 FP carry, at speed 5.0 with or without a half FP carry, or at move, or continuously, at a rate of 1 or 2 increments per FP,
speed 5.5 with no carry would calculate flight proportions based starting with the first FP expended.
on having five full FPs to play (using the 5.0 line)).
VFP Changes: VFPs count as normal FPs for all purposes
6.1.1 –– FATT ENTRY CODES except horizontal movement. Instead of displacing an A/C on the
map, VFPs cause three increments (300 feet) of altitude change
There are three kinds of FATT codes: in the direction of the A/C's ending pitch attitude (up if climbing,
down if diving). VFPs in a direction opposite an MC may not be
1. Bold Faced Entry: These show the exact proportion of
expended until the MC is accounted for in movement.
FPs that must be expended as VFPs or HFPs (indicated
If a transition is used, the FATT will define the allowed por-
by a V or H). Remaining FPs must be of the other type.
tions of FPs that may be VFPs and, in some cases, which type
2. Ranged Entry: If two proportions for VFPs or HFPs are of VFP (climbing or diving). If no transition is done, the Standard
shown with the word "to" in between them, this shows Altitude Change Table (Flight Tables, Page 3) defines the portion
an allowed range, inclusive, of that type of FP the player of total FPs that may be VFPs.
may use with rest being the other type of FPs.
Optional Changes (OC): Refer to the Standard Altitude
3. Two–Part Entry: When two entries appear separated Change Table. Cross index the A/C's ending pitch attitude with
by a comma, the first half indicates how many HFPs or the OC column. The phrase "± up to 1/4+", "up to 1/3–", or "up
VFPs must be expended before any of the other kind of to 1/2–" will be found. Fractions indicate an OC in altitude in-
FPs, or opposite direction VFPs, can be used. The sec- crements of from zero to the indicated portion of the A/C's total
ond half is read normally and may also be a bold faced FPs rounded up (+), or rounded down (–), may be taken at the

Buel Chandler (Order #27244075)


Fighting Wings 17

end of the A/C's move. For level and pure vertical flight, the OC is allowed to take a free HFP in the direction faced at the end
may be plus or minus, otherwise, it must be in the direction of of its move. The free HFP is not from the A/C's speed, so it
the ending pitch attitude (up if climbing, down if diving). cannot be used for any maneuvering purpose. Any optional
reverse taken must occur after the use of the free HFP. The
6.1.4 –– FATT SPECIAL CONSIDERATIONS free HFP is not available to stalled or out-of-control aircraft.
Clarification Symbols: "V" codes with + or – symbols indicate
6.3 –– ADDITIONAL CLIMB & DIVE RULES
climbing VFPs and diving VFPs respectively.
A/C Ceilings: The three ceilings listed on an ADC represent
Illegal Transitions: A/C that transition through more steps
service ceilings for non-loaded, loaded, and over-loaded A/C
than allowed or which initiate a transition with insufficient speed
(Rule 12). A/C that begin a game turn above their allowed ceil-
for the rate used suffer a "Turn Stall" (Rule 4.6).
ing have all available power halved and any decel incurred for
Transition VFP Exception: A/C that transition from any at- climbs, turns, or maneuvering is doubled.
titude to a less steep attitude need not expend more VFPs than
Flight Attitude Clarification: For all game purposes A/C are
they did on the prior game turn. If the transition code mandates
in the flight attitude they transition to, or remain in, at the start of
more, a player may use from the number of VFPs expended the
a turn. All Rules applicable to that attitude go into effect upon
prior game turn up to the amount shown in the transition code.
declaring a transition and before the A/C moves.
VFP Exception Limits: If a prior turn's transition included a
Altitude Band Clarification: For ease-of-play, A/C are
mandatory reverse, stemmed from a stall, spin recovery, or an
considered to be in the band they start a game turn in, for all
NG turn or inverted level turn nose adjustment, then the excep-
maneuvering purposes and limits, even if altitude changes take
tion is not allowed, and transition codes must be used as given.
them to another band in mid-move. The new band only goes into
Transition Decel Notes: Turn rate decel is incurred for each effect at the start of the next turn.
30° of attitude changed in a transition at the selected rate. Nor-
mal turning effects are incurred from transitions as if they were 6.4 –– REVERSAL OF A/C FACINGS
horizontal turns. Pilot quality, slats and flaps affect transitions
A/C may be required to, or have the option to, reverse their
as if they were horizontal turns. The term "Free" indicates there
facings by up to 180° on the map during movement as indicated
is no decel incurred for that transition and for all other purposes
below. Any facing reversal automatically inverts an A/C's bank
"Free" is treated the same as an EZ turn.
angle as well (e.g., LB becomes ILB).
Transition Turn Decel Credit: If a "pull" transition is used,
Mandatory Reversals: If the code "RV" appears in the se-
half the decel paid for transitions MAY be counted toward decel
lected transition code line, a facing reversal is required during
incurred for normal turning in that game turn. If a "push" transi-
the A/C's move. The reversal timing restrictions are given by
tion is used, half the decel paid for the transition MAY be counted
the words "At Start", "By", "From" or "After", followed by a given
toward decel incurred for NG turning in that game turn.
fraction of the A/C's total FPs.
Turn Limits from Transitions: If using a "Pull" transition,
Reversal Timing: "At start" means the reversal occurs
NG turning (Rule 5.9) is not allowed in the same game turn. If
before the A/C expends its first FP. "By" means it may occur
using an "NG" transition, positive G turning is not allowed in the
after the expenditure of any FP up to the FP represented by the
same game turn.
listed fraction (inclusive). "From" means the reversal may occur
MF, M & H Class (Rule 8.1) Restrictions: MF class fighters on or after the expenditure of the FP represented by the listed
may use inverted banks, but may not transition into or through fraction (inclusive)."After" means the reversal must occur after
vertical attitudes unless flown by a "gifted" pilot (Chapter 13). the expenditure of any FP following the FP represented by the
M and H class A/C may not voluntarily enter inverted attitudes listed fraction (exclusive). A plus or minus sign with a listed FP
or transition into or through vertical climbs or dives (Exception: fraction indicates the Fractional Values Table amount should be
MD A/C may use vertical dives). rounded up or down respectively.
Example: A/C at speed 4.5 with a 0.5 half FP carry has five
6.2 –– STANDARD CLIMBING & DIVING FLIGHT FPs to expend. It changes attitude and the FATT code contains
If A/C do not transition in a game turn, the amount of VFPs a mandatory reverse note of "RV after 1/2+" . This means the
allowed is found in the Altitude Change Table (Flight Tables, reverse must occur after the fourth of fifth FP is expended as
page 3) and repeated below: 1/2 of 5 FPs is 2.5 which due to the + sign is rounded up to 3.

Shallow Climbs & Dives: None, or up to 1/4 of the A/C's Optional Vertical Reversal: If an A/C remains in, or transi-
available full FPs may be used as VFPs. tions to, a vertical attitude, and no mandatory reversal is called
for, the A/C may opt to reverse its facing at the end of its move
Steep Climbs & Dives: At least one, and up to half (1/2) the so long as the VFPs expended during its move exceeded the
A/C's available full FPs may be spent as VFPs. HFPs expended. In other words, vertical distance in FPs must
Vertical Climbs & Dives: More than 1/2 the A/C's available exceed the horizontal distance to do an optional reverse. Stalled
full FPs must be, and up to all may be VFPs. If all FPs are or out-of-control A/C may not do optional reversals.
used as VFPs, this is "pure vertical flight". In pure vertical
flight no MC occurs. 6.4.1 –– REVERSAL LIMITS & EFFECTS
Pure Vertical Free HFP: If the A/C's speed is 3.0 or more, it Reversal Limits: When a reversal of any type is executed,
the facing changes allowed or required are as follows:

Buel Chandler (Order #27244075)


18 CLASH OF ARMS!

From a LV or IV bank, 180° is required. The A/C may rotate CHAPTER 7 –– AEROBATICS
either way shifting into the adjacent hex from a hexside or re-
maining on a hexside if it started on one. Loops: Loops are 360° turns inscribed in the vertical and may
be simulated using the "pull" FATT and the regular climbing and
From all other bank angles, from 120° to 150° is allowed
diving Rules. The size and diameter of a loop can be varied by
(4-5 facings). A/C rotation for the facing change is always in the
using different power settings and transition rates.
direction of bank if a pull transition used, or opposite the direction
of bank if a push transition used. Split-S: This is a maneuver in which an A/C rolls to an INV
bank angle and pulls through the bottom half of a loop in an arc
Reversal Effects on Roll Carry & Bank Angle: Roll carry
resembling the bottom half of the letter "S" (hence its name).
is maintained in its original direction (an A/C with 2 FPs of right
roll carry, will still have that same carry after the reversal). Bank Immelmann: This is performed exactly as the first half of a
angle direction is maintained after a reversal, only the upright loop with the A/C stopping at the INV position at the top to remain
and inverted relationship changes (Example: LB becomes IL, in level flight and roll to an upright bank angle.
and IL becomes LB after a reversal).
Hammerhead (HH): The A/C goes into a vertical climb and
rudder is used at the point of stall to flip it sideways to reverse
6.5 –– NEGATIVE-G TRANSITION EFFECTS
direction from a vertical climb to a vertical dive. This maneuver
NG Transitions and Turns: If an NG transition is used, nor- is declared at the end of the A/C's move, and executed at the
mal, positive-G turning is not allowed. All positive-G turn carry start of the A/C's next move. For initiative, A/C attempting HHs
is lost. NG turns and rolling are still allowed. are "U" class. Executing an HH counts as the A/C's transition.

NG and Non-Fuel Injected Engines: See Rule 4.3.1. Hammerhead Procedure:

NG Transitions and Speed: The min speed for an NG 1. End the A/C's move in a vertical climb at the A/C's
transition rate is that for a one-step higher turn rate, or if none, adjusted minimum speed ± 0.5. Declare hammerhead.
the highest listed rate +1.0. Decel for NG transitions is that of 2. At start of next move, select power, roll percentile dice
the actual rate used. NG transitions do not benefit in any way and add the Stall / Spin pilot & power setting modifiers.
from flaps or slatted wings (Rule 5.8).
3. A result ≤ 60 = success, change facing 180°, and flight
NG Transitions and Combat: Defensive guns may not be attitude to a vertical dive. Bank angle is set to player's
used, fixed guns suffer a +30 LH modifier to attacks and stores choice. Start speed = A/C's adjusted min speed.
may not be dropped, jettisoned, or fired. Tracking shots and long Fly the A/C normally from there (MC = 0).
bursts are not allowed.
4. A result > 60 = failure, the A/C does not reverse facing
NG Transitions and Aiming: Aiming for air-to-ground at- or pitch, speed becomes its adjusted min –0.5, and the
tacks (Rule 18.1) is not allowed if an NG transition used. Stall / Spin procedure is used for the game turn.

6.6 –– FREE TRANSITION INDUCED FACINGS Hammerhead Limits: A/C may not fire or drop weapons or
stores on the turn of declaration. All half FP, turn, roll or maneuver
A/C that begin a game turn in a left or right bank angle, and carries for the following turn are forfeited. Accel or decel carry is
which remain banked to that same side for the entire game turn, also forfeited. A/C may not perform HHs if their rudder is knocked
(rolling between inverted and upright status is okay, even if a out, or if at an altitude that is the boundary or interior of a cloud
reversal was used, but rolling toward LV or IV is not allowed) deck or layer (you can't do this maneuver on instruments).
may take a free facing change if:
Snap Rolls: A snap roll is done with large aileron and rud-
• They transitioned two or more steps, into, through, or
der deflections to roll an A/C as quickly as possible. Declaring a
out of steep or vertical flight attitudes.
snap roll allows an A/C to reduce its banking FP requirement by
Free Facing Limits: The free facing change may only be 1 but never to < 1. For each bank angle change accomplished
taken after the expenditure of any FP that exists entirely in the by snap rolls, 3 decel are incurred.
second half of the A/C's move. Stated differently, it may not be
Snap Roll Restrictions:
taken after an FP which is part of the first half of the move, or
•  Turning FPs may not be combined with snap rolling FPs.
which is a midpoint FP for an odd number (use the FVT value
• M & H class A/C may not snap roll. Exceptions: MF okay,
rounded up to determine how many FPs constitute the first half
and M class may snap roll if a "gifted" pilot is flying.
of a move. For example, if the total FPs available are 5.0, the
• Snap rolls, once started, cannot be abandoned. A snap
FVT gives 2.5 as the half value, which is rounded up to 3.0. Thus
roll is in effect until a new bank angle is reached.
the free facing change may not occur until after the expenditure
• If "Rudder knocked out", snap rolling is not allowed.
of the 4th or 5th FP.). Rolling toward LV or IV is not allowed.
Wing-over: This is a combination of turns with climbs and
Direction of Free Facing Change: For a "pull" transition, dives to minimize horizontal turn radius.
the facing change must be in the direction of the angle-of-bank.
For a "push" transition, the facing change is opposite the angle- • Wing-over Example: See Rules Supplement One.
of-bank. The facing change is free (due to flight path geometry)
and may be combined with facing changes from normal turning.
STOP! PLAY TRAINING SCENARIO 2
• Climb & Dive Examples: See Rules Supplement One.

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Fighting Wings 19

PART THREE – AIR-TO-AIR COMBAT F & L class: This is a combined class for fighters and light
bombers. "F" or "L" class, are always moved in order of load
CHAPTER 8 –– COMBAT SCALE PLAY status (Ch. 12) as given below, and then by initiative number
within the same load status group:
Sequence of Play (SOP): Each game turn consists of an a. Overloaded "F" & overloaded "L" A/C move first.
Initiative, Movement and Combat phase. b. Loaded "L" A/C move next.
c. Normal "L" & normal or loaded "F" A/C move last.
8.1 –– INITIATIVE PHASE
Mixed Formation Loads & Initiative: If A/C in an F or L
Determine A/C order of movement by first comparing agility
class formation have different load states, the entire formation
class and then initiative numbers. A/C of a lesser agility class
moves with the same load status as the most loaded A/C in it.
move before A/C of a higher class each turn (tailing can modify
For an A/C in such a formation to move using its own lighter load
this). If both sides have A/C in the same agility class they move
status, it must detach from the formation (it may rejoin later).
in order of initiative number, starting with the lowest number first.
Unsighted A/C: Unsighted A/C (Rule 8.1.2), except those
Initiative Rolls: For each A/C or side requiring an initiative
in fixed formation, move last regardless of initiative numbers or
number, roll a D10. For individual F and L class A/C rolls, add ap-
agility class. If both sides have unsighted A/C, each side rolls an
plicable modifiers from the Initiative Modifiers Table (see Combat
unmodified D10 with the lowest roll moving all such A/C first.
Scale Sequence-of-Play). Record the final initiative number on
the A/C's log sheet. A/C (friendly or enemy) with the same final Initiative Example: Side A has three F class fighters with
initiative must roll unmodified D10s to break the tie. Tie-breaker initiative numbers 4, 8, and 9. Side B has two with initiative nos.
rolls are not done until it is that A/C initiative number's time to 7 and 8. 4A moves first, followed by 7B. Then 8A and 8B roll
move. Roll as often as required to break a tie. to break the tie. After they move, 9A moves. Note that 7B must
move without knowing whether a friend or foe will move next.
Kill Bonus: If one or more enemy A/C in a turn are shot
down or crash due to damage last inflicted by air-to-air combat
(not AAA fire or collisions), add +2 to all friendly initiative rolls
8.1.1 –– TAILING FRIENDLY OR ENEMY AIRCRAFT
for the next two turns due to enemy dismay. The effect is not Tailing can be declared at the end of the Movement Phase,
cumulative. Destroying more A/C on a following turn does not or, at the start of next turn's Initiative Phase, before rolling dice.
increase the bonus size but does extend the time it lasts. Tailing A/C do not roll for initiative. They take the initiative no.
of the tailed A/C and move after it, in formation rank order, as
Agility Class: An A/C's agility class is noted in the lower
if they were its wingman (Rule 8.5). There are two tests used
left corner of the 3-view section of its ADC. If the class indica-
to establish tailing, the simple and the deflection test. If the
tor includes a "D", "T" or "N" the A/C is also a specialized dive
simple test does not suffice, the deflection test may be tried. If
bomber, torpedo bomber, or night equipped A/C, respectively.
applicable, "Same Hex / Hexside Tailing," and "Vertical Tailing
Below are the five agility classes from least agile to most agile.
& Flight" requirements must also be met in order to tail.
• U = Uncontrolled A/C (stalled, spinning A/C etc.).
Simple Tailing Test (all criteria must be met):
• X = Any A/C in fixed formations (Rule 8.5.1).
• Tailer in tailed A/C's rear deflection arc or on the clock lines
• H = Heavy A/C (large multi-engine A/C types).
defining the rear arc (05 to 07), Combat Tables, page 3.
• M = Medium A/C (regular 2 to 3 engine A/C).
• Tailed A/C in tailer's front arc or on the clock lines defining
• L & F = Light A/C (single engine bombers, scouts (L)
the front arc (11 to 01), Combat Tables, page 3.
and single or twin-engine fighters (F)).
• Tailer is within "8" hexes of total range to tailed A/C.
Notes: Tailing enemy A/C may change the movement order. Deflection Test (all criteria must be met):
M and H class have certain flight restrictions (see Rule 6.1.4). • Tailed A/C is in tailer's front arc or on the clock lines that
U class: Uncontrolled A/C move before any others in their define the arc (11 to 01, Combat Tables, page 3).
class. If both sides have "U" of the same class, each side rolls • Tailer is within "8" hexes of total range to enemy.
an unmodified D10 with the lowest roll moving all A/C first. • Tailer is above enemy if diving, or below, if climbing.
• Tailer can show a final deflection angle of ≤ 30° with tailed
X class: A/C in a fixed formation move as a group before any A/C, using Fixed Gunfire Deflection Determination play
A/C not in fixed formations. If both sides have "X" class, each aid using relative flight attitudes, or tailer can show a final
rolls an unmodified D10 with the side having the lowest result deflection angle of ≤ 60° with tailed A/C if vertical range
moving all of its fixed formations first. between them is > horizontal range by at least 100 feet.
H (& SH) class: SH (super heavy) A/C are a subset of H class • If tailer in level flight, horizontal range between them must
(B-29 is one example). H class A/C are moved, all at once, in be greater than vertical range by at least 100 feet.
any order. If both sides have H class, each rolls an unmodified
Vertical Tailing Limits: If the vertical range is > horizontal
D10 with the lowest roll moving his all of his H (or SH) A/C first.
range by 100 feet (1 hex = 300 feet) or more, A/C in a VC may
M class: Medium A/C are moved, all at once, in any order not tail lower A/C & A/C in a VD may not tail higher ones.
desired. If both sides have "M" class, each rolls an unmodified
Vertical Flight & Front Arcs: The front arc for A/C in VC
D10 with the lowest roll moving all his M class A/C first. Excep-
or VD attitudes includes their hex and any hexside of that hex,
tion: if both have "MF" class A/C, generate individual initiative
or, if on a hexside, the same hexside and any position directly
nos. for each. "MF" class are "M" class A/C used as fighters, and
adjacent to that hexside. All of these positions are deemed "same
unless tailing an enemy, must move with other "M" class A/C.
hex / hexside positions" for purposes of tailing test checks.

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20 CLASH OF ARMS!

Same Hex / Hexside Tailing: At any vertical range, a tailed Vertical Flight & Blind Arcs: A/C with "Rear" blind arcs in
A/C must be below a tailer in a VD and above one in a VC. If the VC or VD attitudes are not blind to A/C above or below them,
vertical range is > 1, the tailer must be in a VC or VD to tail. respectively, if vertical range is > horizontal range by 100' or
At vertical ranges of one or less, tailer must have entered more, regardless of the deflection arc those A/C are in.
the hex or hexside after the enemy in the current turn and must
have a speed ≤ to the tailed enemy. 8.2 –– MOVEMENT PHASE
Tailing Limits: A/C that end a game turn in fixed formation Ground & Naval Units: Ground or naval units always move
may not tail. Pilot quality may limit tailing A/C (Rule 13.1). M and before any A/C move. If both sides have such units in play, each
H class A/C may not tail A/C of a more agile class (MF may). F side rolls an unmodified D10 with the lowest roll moving all of
and L class may not tail friendly F and L A/C with a lighter load their units first. Ground unit movement, if allowed, is denoted in
status unless the tailed A/C adopts the tailing A/C's higher load each scenario. Naval movement is explained in Chapter 26.
status for movement order (tailing enemy F and L class which A/C Flight: A/C move in the order determined by agility and
have a lighter load status is okay). initiative. The procedure for flying A/C is listed in Chapter 6.
Tailing and Collisions: Tailing declared prior to combat Movement Limits: A/C move only once per game turn. Every
eliminates the chance of range "0" collisions with tailed A/C. available full FP must be expended during the move. After all
Tailing, Formations & Wingmen: Wingmen in formation A/C have moved, the combat phase begins.
parameters whose leader is tailing an enemy may use the same Who's in Front?: If two A/C end moves in the same map
initiative number the leader assumed from the enemy A/C, but position, the one that entered the position last is deemed to be
move in "rank" order on their own leader (Rule 8.5.2). targeting the other for purposes of shooting and tailing.

8.1.2 –– SIGHTING & BLIND ARCS Combat During Movement: Some A/C combat actions may
occur during movement. If declared before the A/C's last FP,
Sighting & Initiative: Enemy A/C are sighted unless they resolve action immediately, before the next A/C moves. If de-
are in the blind arcs of all friendly A/C simultaneously. A/C blind clared on the last FP, actions are resolved in the Combat Phase
arcs are listed in section one of their ADC. There are four blind in normal order. Possible Movement Phase A/C actions:
arcs defined: six-line-low, rear, rear-low and none (A/C on clock
lines defining a rear arc are in that arc). a. Deliberate Air-to-Air ramming (23.1). Check for collision.
b. Entering head-on danger zone (10.3). Check for collision.
• 6-Line Low = A/C blind down their 06:00 clock line c. Kamikaze reaches surface target prior to last FP (23.1).
against targets at a lower altitude. d. Defensive fire vs. head-on attack prior to last FP (10.3).
• Rear = A/C blind into own rear arc (clock lines 05 to 07). e. Head on attacks initiated prior to last FP (10.3).
• Rear Low = A/C blind into rear arc (05 to 07) against f. Reactive AAA for attacks declared prior to last FP (24)
targets at lower altitudes (unless inverted, then they are g. Strafing & weapon releases initiated prior to last FP (19).
blind against targets at higher altitudes).
• None = No blind arcs due to having rear gunners. If 8.3 –– COMBAT PHASE ACTION STEPS
rearmost crewman is killed, blind arc reverts to "rear"
except into arcs covered by other defensive guns. In the Combat Phase ground defenses fire at A/C, then A/C
fire or launch weapons at their targets, then end-of-turn items
Sighting & Combat: A/C may not attack enemy A/C that such as bail outs are checked for. Bombs can only attack after
started a turn unsighted or hidden in clouds (Chapter 16). completing their time-of-fall (TOF) requirement. When all steps
"If a Line, Only One Blind": If an A/C is in the blind arc of in this phase are complete, the game turn is over.
one or more A/C having 6-Line Low blind arcs, only one of them See: Collisions (Chapter 3), AtA combat (Chapters 9 to 11),
can be blind to it (randomly choose which, with "none" as a pos- AtG combat (Chapters 18 to 22), Kamikazes (Chapter 23), AAA
sible random choice, at the start of the Combat Phase). (Chapters 24 and 25), and searchlight Rules (Chapter 32).

Cockpit View Effects: A/C with a "Rear" blind arc but with Combat Phase actions are resolved in this order of steps:
"fair" or "good" cockpit views can see A/C on the clock lines (05 1. Attacks by bombs whose TOF expired the previous turn.
& 07) which define the borders of the arc. A/C with "poor" views 2. Searchlight actions, then all antiaircraft (AAA) fire.
cannot see A/C on the border lines of their rear arc. 3. Defensive fire from any X, H, M class.
Vertical Flight & Rear-Low Blind Spots: A/C with "6-Line 4. Defensive fire from any L, F class.
Low", or "Rear-Low" blind arcs in VC and VD attitudes are only 5. Air-to-air fixed gun and rocket attacks.
blind to targets in their rear which are below or above them, 6. Launch weapons, jettison stores
respectively, as defined below, based on being in upright or 7. Resolve Air-to-ground attacks - in following order:
inverted bank angles: Strafes, Rockets, TOF expiring bombs, Torpedoes.
8. Check for explosion or blast zone damage.
Attitude "– Low" Target is unsighted 9. Check for prior turn fire, oil or coolant leak progression.
Blind A/C is in: If following is True: 10. Check for air-to-air collisions, then pilot disorientations.
11. Check for forced landing and ditching results.
Vertical climb, upright Vertical > horizontal range. 12. Roll for aircrew bail out attempts, crew survival.
Vertical climb, inverted Horizontal > vertical range.
Vertical dive, upright Horizontal > vertical range. Note: All actions within each step are considered to occur
Vertical dive, inverted Vertical > horizontal range. simultaneously and no combat results are applied until all attacks

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Fighting Wings 21

from that step are resolved. Damage results from each step are Note 3 – An A/C whose break-off was nullified at the end of
applied before the next step of actions are resolved. one turn, may start a new break-off on the very next turn.
8.4 –– BREAKING OFF FROM AIR COMBAT
8.5 –– AIRCRAFT FORMATIONS
Aircraft exit combat scale play by destroying all opponents or
Air Units: The following are typical formation sizes used in
by breaking off. Scenarios may specify that combat ends after a
play. Leaders have rank based on the size of the formation they
certain number of game turns.
lead. A squadron leader out-ranks a flight leader and so on.
Automatic Break Off: A break offs always succeed if all
Group: Two to four squadrons operating together.
enemy A/C are destroyed, break off first, or if either of the fol-
Squadron: Two to four flights operating together.
lowing two conditions apply:
Flight: Three to four A/C operating together (a leader and
1. All remaining enemy A/C are of a lesser agility class two wingmen, or four A/C in two elements of two). If the latter,
and total range between the nearest enemy and the the 2nd element lead is also a wingman to the first leader.
A/C breaking off is ≥ 20 hexes. For this Rule, L class is Element: Two A/C, a leader and his wingman.
a lesser agility than F class.
Flight Leaders and Rank: L, M & H class planes typically
2. Regardless of agility, if the total range between the operate in flights of three, F class in flights of three or four. The
nearest enemy A/C and the A/C breaking off is ≥ 10 scenarios may designate otherwise for certain periods of the
hexes, and the A/C breaking off has that A/C in its rear war. If not otherwise designated, the order in which planes are
arc (Rule 9.3), and has both a higher current speed, listed in a scenario, determines their position. The first plane is
and a higher max attainable level speed. a flight leader, the next one, or two, its wingmen, etc. The rank
Earned Break Off: If an auto break off is not possible, a of squadron, flight and element leads and their wingmen is also
break off attempt may be declared at the beginning of an A/C's based on this order of appearance.
move and will be successful if: Squadron Leaders: If more than one flight is in play, the first
1. Allowed by the enemy players (no pursuit is planned). flight leader is the squadron leader. If he becomes a casualty,
the next flight lead in line assumes that position and so on. Only
2. Declared after the 5th turn of play, and: A/C ends each of full flight leads can lead a squadron (not element leaders).
its next 5 moves further away, in range, from the nearest
moved or yet to move enemy A/C as exists at the start of Group Leaders: If more than one squadron is in play, the
each of the fleeing A/C's moves, and no air-to-air attacks leader of the first squadron is the group leader. If he becomes
or nullifying pursuits are declared (see below). a casualty, the leader of the next squadron assumes that role,
and so on, until no original squadron leaders are left. Other flight
A/C that succeed in breaking off are immediately removed leads may not lead groups. Only the starting squadron leaders
from the combat map and are out of combat scale play. are deemed to have the experience to lead larger formations.
Break Off Limits: A/C breaking off may not make attacks of Casualties: When setting up, the senior leader must be the
any kind (defensive fire and jettisoning stores is allowed). foremost A/C. During battle, that role may pass to other leaders
• A/C may start a break off and, on a later turn, announce at due to losses. A/C forward of those leaders are out of formation
start of its move that it is ending break off to return to combat. until they drop back into a legal position on the new leaders. If
On an even later turn, it may start a new break off attempt. no eligible leaders remain to replace a fallen squadron or group
• All A/C of a fixed formation, and H or M class A/C starting leader, that role no longer exists for initiative benefit purposes.
a game turn in a flexible formation must break off together A wingman whose original leader is lost may attach himself
as a unit, otherwise breaking off is not allowed. to another available element or flight leader in his squadron or
flight by attaining formation parameters on him. A new attach-
Break Off Nullification: An air-to-air attack on the A/C at- ment is permanent until the new leader is also lost, and then the
tempting to break-off nullifies the attempt. A pursuing A/C with wingman may seek another leader to attach himself to.
the fleeing A/C in its front arc and within nullifying pursuit range
at the end of a turn also nullifies the break-off. Formation Types: Two formation types are allowed, "Fixed"
and "Flexible." At the start of tactical or combat scale play, a
Nullifying Pursuit Range = The longest range of any air-to- formation is designated as being either fixed or flexible. Fixed
air gun group having ammo; +10 if the fleeing A/C is of a lesser formations allow massed bombing, and concentrated defensive
agility class, or +5 if of equal or higher class; plus or minus twice fire. Flexible formations allow for more maneuvering.
the pursuer's current end speed advantage or disadvantage; plus A/C not meeting the appropriate parameters for their forma-
twice its max attainable speed advantage, if any (use 0 if none). tion type are "out-of-formation" until they end a turn back within
Note 1 – A loaded or overloaded L class is a lesser agility parameters. Out-of-formation A/C may ignore any restrictions
class than F class. An unloaded L class is equal to F class. of their designated formation but do not receive the benefits of
being in that formation. The leader of a formation is never out of
Note 2 – For max attainable speed advantage checks use an parameters of his own formation type.
A/C's max attainable level speed if it is in level or climbing flight
and use max attainable safe dive speed if it is in diving flight. 8.5.1 –– FIXED FORMATIONS
Exception - if the pursuer is diving and below a fleeing A/C which
is not diving, the pursuer must use its max attainable level speed Fixed Parameters: Wingmen must be stacked with their
for comparison with the fleeing A/C's speed. leader if in the same hex: or, if not, they must be on or behind
their lead's 3:00 or 9:00 line (Rule 9.3), within two horizontal

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22 CLASH OF ARMS!

hexes of range, 100 feet of altitude, and 30° of their leader's Rank Order Movement & Tailing Effects: When another
facing (2-1-3 is a memory aid). A/C's initiative number is taken for any reason, movement is by
formation rank. The leader whose number was adopted (1), fol-
Squadron Fixed Formations: Lower seniority flight leads
lowed by his wingmen (2), then next ranking leader (3), and his
must be stacked with or within 3 hexes of a more senior flight
wingmen (4), etc. An A/C tailing another is in the same rank as
lead, and clearly behind that leader's 3:00 or 9:00 line, within 300
the tailed A/C's wingmen, and must break initiative ties with any
feet of altitude (but not > 100 feet away, vertically, per hex away),
wingmen or other tailers in that same rank. Other A/C with the
and within 30° of his facing (3-3-3 is a memory aid). A chain of
same initiative number but which did not adopt it, move normally
such links may lead to the squadron leader. For instance, the
based on regular tie breaker rolls.
third flight leader can be up to 6 hexes from and 600 feet higher
than the squadron leader, as long as he is within the 3-3-3 limits No Radios & Initiative: Wingmen in flexible formation, without
to the second flight lead who is 3-3-3 from the Squadron leader. radios, must meet the 3-3-3 parameters of a fixed formation flight
lead to use their leader's initiative number, or they may tail him
Group Fixed Formations: Lower seniority squadron leaders
if in parameters. See scenario booklets for Special Formation
must meet the same 3-3-3 parameters given above, to any flight
Rules Exceptions. A/C with no radios have a tougher time with
leader in the group leader's squadron.
situational awareness. If using own initiative and > half (rounded
Fixed Formation Resilience: As long as a leader in a fixed up) of enemy A/C (not counting bombers on AtG missions) are in
formation does not exceed formation flight limits, his own flight the no radio A/C's blind spot, a –2 init. modifier applies, unless
and any flights linked to him remain in fixed formation. If a junior the pilot is a veteran, ace or hero, then it is only -1.
leader falls out-of-formation with a senior leader, his fixed forma-
tion and any flights linked to it merely become a separate fixed 8.5.3 –– FORMATION DEFENSIVE FIRE BENEFITS
formation. However, if any leader exceeds the formation flight
limits below, his particular flight's formation degrades to flexible A/C in formation may combine fire against a target as follows:
and cannot return to fixed during the current combat. • Up to three A/C in the same flexible formation may
combine defensive fire against a single enemy A/C.
Flight Limits: Fixed formation A/C may: • Up to six A/C in the same fixed formation may combine
• Only use slips, and not skids or any other maneuvers. defensive fire against a single enemy A/C.
• Only use EZ rate if H or M, TT or less if MF, F, or L class. • If not in formation, no more than two A/C of any type
• Only use upright level or shallow flight attitudes. may combine defensive fire against a single enemy A/C.
• Not use "dash" speed at Tac or Op-Scales (Ch. 14 & 15).
If any limits are exceeded, involved A/C are out-of-formation 8.6 –– PILOT QUALITY & FORMATIONS
for the current combat phase and the entire next game turn. If
Pilot quality Rules are in Chapter 13. Only a regular or veteran
exceeded by a leader, his particular flight permanently degrades
pilot may be a group or squadron leader. A green or better pilot
to a flexible formation. If exceeded by a wingman, he can regain
may be a flight or element leader. A "hero" leading a formation
the fixed formation by ending a following turn in proper 2-1-3
gives his wingmen and all junior ranking leaders, if in formation
parameters without exceeding the above limits.
parameters, +1 to their initiative rolls.
Combat Limits: Fixed guns may not be fired air-to-air in a _________________________________________________
game turn in which the A/C started the turn in fixed formation.
CHAPTER 9 –– AIR-TO-AIR GUN COMBAT
8.5.2 –– FLEXIBLE FORMATIONS
Flexible Parameters: Wingmen must be on or behind their Designer's Note: Successful air-to-air gunnery requires:
leader's 3:00 or 9:00 line (Rule 9.3) within six hexes, 600 feet, Good Firepower – The odds of damaging or destroying a
and 60 degrees of facing (6-6-6 is memory aid). Exception, if in target depend on the type and quantity of projectiles striking
the same hex or hexside as the leader, then wingmen must be it. A weapon group's attack strengths on an ADC reflect those
within 300 feet and 30 degrees (0-3-3 is a memory aid). weapons' damage potential based on rate-of-fire, projectile size,
Lesser Rank Leader Parameters: A lesser rank flight velocity, explosiveness, and expected hits per hex of range and
leader may not be in the same hex or on the same hexside as are used to generate combat odds in play.
his squadron leader. He may be anywhere else on or behind the Accurate Aiming – Aiming is simulated by requiring the
squadron leader's 3:00 or 9:00 line, within 9 hexes, 900 feet, target to be within a specific field-of-fire relative to the shooter
and 90 degrees of his facing (9–9–9 is memory aid). Flexible (Rule 9.2) when the shot occurs. A shooter must compensate
formations cannot daisy chain to a squadron leader as with fixed for the relative motion of a target during the time-of-flight of his
formations. Each junior leader must meet the 9-9-9 parameters weapon's projectile. This leading of the target is termed deflec-
to be eligible for initiative benefits from the squadron leader. tion shooting and was difficult to do with the unsophisticated
Initiative Benefits: Wingmen in flexible formation may use sights available in WW II. The difficulty of deflection shooting is
the higher of their own or their flight or element leader's initia- modeled by adjusting the combat odds as the deflection angle
tive number. Once per game turn, per side, a radio-transmitter increases or decreases, making it harder or easier to obtain hits.
equipped leader may confer his initiative number, if higher, to one Luck – Sometimes an A/C had to be chopped to pieces
radio receiver equipped next lower ranked flight leader within his by gunfire to render it unflyable, while at other times a single
unit (group, squadron, flight, etc.) and within the 9-9-9 formation projectile would strike a vital component that instantly disabled
parameters. Wingmen of a leader receiving an initiative number it. This is represented by the use of die rolls, the Combat Odds
by radio may choose to assume it as well. Table, and the Critical Hit Tables.

Buel Chandler (Order #27244075)


Fighting Wings 23

9.1 –– A/C FIREPOWER (GUN ATTACK FACTORS) faced is the 12:00 line. Other lines emanate every 30 degrees,
and using a right hand sweep, they are named in the same man-
Any to all weapon groups listed on the ADC within range ef- ner as the hour marks on a clock. Thus the 06:00 line is directly
fective range of the target may be fired. The maximum range of to the rear of the A/C. The oft-heard phrases, "check-six" and
a weapon group is the last listed range in the Firepower Chart's "twelve-o'clock high" stem from these clock codes. In play, clock-
Gun Attack Factor table not having a dash ("–"). The total fire- hour lines define important game arcs and lines as follows (see
power used to resolve the attack is the sum of the attack factors Combat Tables, page 3 for a diagram):
(at the given range) of all weapon groups fired.
• Twelve line Clock line 12 (directly ahead)
9.2 –– FIXED GUN FIELDS-OF-FIRE • Front Arc Clock lines 11 to 01 inclusive,
• Three-Nine line Clock lines 03 & 09 (each beam)
To be attacked, a target must be located within the shooter's • Rear Arc Clock lines 05 to 07 inclusive
field-of-fire. The field-of-fire for fixed forward firing guns is defined • Six line Clock line 06 (directly to the rear)
both horizontally and vertically by the Rules below. The fields-
of-fire for defensive guns are explained in Rule 10.5. Deflection Shooting: The increasing difficulty of obtaining
hits on a moving target at higher deflection angles is modeled
Gunfire Arcs: The Fixed Forward Firing Gunfire Arcs Dia- by multiplying the target's defense strength by a deflection factor
gram (Combat Tables, page 3) depict the horizontal field-of-fire derived from the Fixed Gunfire Deflection Determination Play Aid
for fixed guns on A/C facing hexsides, hex junctures, and those (Combat Tables, page 4) or the Defensive Fire Strength Modifiers
situated on hexsides, both for A/C turning and not turning (Turning Diagram (Combat Tables, page 5) as appropriate. The instruc-
= last FP expended before firing was counted toward a turning tions for using each are printed on the play aids themselves.
FP requirement or last FP caused the A/C to change facing).
Use the appropriate diagram for the situation. The diagrams
9.4 –– RESOLVING AIR-TO-AIR ATTACKS
may be extrapolated out for ranges > 7 hexes if necessary. If
the target lies in the shaded area between the borders of a Air-to-air shots are resolved in the Combat Phase (exception,
gunfire arc, or on the borderlines of that arc, it is in the shooter's see Rule 10.3). A/C with fixed guns may fire them once per turn
horizontal field-of-fire. and only at a single target. A/C with defensive guns may use
these singly or in groups, to make defensive attacks per Rule
Vertical Field-of-Fire Limits: A shooter's flight attitude will
10.5. Resolve air-to-air gun attacks as follows:
define the altitude spread, above or below the shooter, that the
target must be within, to be in the shooter's vertical field-of-fire. 1. Determine Firepower: For fixed gun shots, sum the
Refer to the Flight Attitude Fixed Gun Field-of-Fire Limits chart attack factors of all weapon groups fired at the target.
at the bottom of the Fixed Gunfire Deflection Determination Play For defensive shots, sum the deflection modified attack
Aid (Combat Tables, page 4). Use the chart as follows: strengths from each aircraft's defensive guns.
• If Target in Same Hex or Hexside as Shooter: Cross 2. Determine Target Defense Strength: For fixed gun
index the "Same Hex Attack" line of the "Shot Limits" shots multiply target's defense strength by the deflec-
column with shooter's attitude. The result is the no. of tion factor derived from the play aids to get a final
increments above or below a climbing or diving shooter, defense strength. For defensive gun shots, use only the
respectively, the target can be and still be shot. target's basic defense strength.
• If Target in Different Hex: Cross index the "Further" & 3. Determine Combat Odds & Roll for LH: Divide total
"Nearer" limits with shooter's attitude. The results will attack strength by the final defense strength to get a
define a range of altitude increments the target must be combat odds ratio. Roll percentile dice for a base like-
within, in terms of increments per horizontal hex of lihood (LH) number and add applicable modifiers to find
range to the target, to get shot. If the shooter is climb- a final LH number. Cross index the final LH number with
ing, the further and nearer limits are the maximum and the correct column of the Combat Odds Table to find the
minimum no. of increments above the shooter the target number of damaging hits obtained.
can be at to get shot. If shooter is diving, the further and
nearer limits are the maximum and minimum no. of Odds Rounding: When determining odds, round fractions
increments below the shooter the target must be. down to the next lower ratio found on the table (e.g. an attack
strength of 37 to a defense strength of 10 = 3-to-1 odds (written
Example: A shooter is in a steep climb and the target is three as "3-1"). An attack strength of 40 is needed for 4-1 odds.
hexes away. The further limit is 18 increments (6x3) above the
shooter and the nearer limit is 6 above (2x3). If the target is Excess Firepower: Whenever A/C are attacked by guns
outside of these parameters, it cannot be shot. (Chapter 10) or surface targets are strafed (Chapter 19) and the
shot odds are 1-to-1 or better, any gun attack factors in excess of
Turning Gun Arcs & Vertical Flight: A/C in vertical flight those needed to attain the current combat odds provide excess
use the "A/C Turning" gunfire arc only if they ended their move firepower shot modifiers as given below.
with a facing change (by any means). The turning arc used is Excess Firepower Modifier: Compare the final defense
the one in the direction of the facing change, regardless of the strength of the target to the excess gun factors. If the excess
shooter's ending bank angle. factors are ≥ 1/3, 1/2, or 2/3rds of the defense strength, a –5,
–10, or –15 LH modifier is applied to the shot, respectively.
9.3 –– DEFLECTION ARCS AND SHOOTING
Combat Resolution / Deflection Example: See Rules
Clock Codes: Aviators use clock codes to define areas about supplement One, for an example of combat resolution.
an A/C. The imaginary line extending in the direction an A/C is 

Buel Chandler (Order #27244075)


24 CLASH OF ARMS!

CHAPTER 10 –– AIR-TO-AIR WEAPONS ing other MK-108s or 7.62mm ShKAS). First determine which
of the vulnerable guns is jammed, then determine which of the
10.1 –– SHOT TYPES, AMMO & GUN JAMS remaining guns jams due to a normal jamming result.
Fixed Gun Shots: There are two types of fixed gun shots
- snap shots and tracking shots. A snap shot occurs whenever 10.2 –– SPECIAL GUN COMBAT RULES
tracking shot parameters cannot be met. Range "0" Attacks: A range "0" attack can occur in the fol-
Tracking Shots: Tracking shots are only allowed against A/C lowing three situations:
which moved before the shooter in a game turn. To qualify for • Shooter is stacked in same hex, or hexside, with target.
tracking, each of the shooter's FPs in the LAST 2/3's (rounded • Shooter is in same hex, or hexside as target and within
up) or more of its move must end with the target in its horizontal 200 feet of the target's altitude.
field-of-fire, and the final deflection angle must be 60° or less. • Target on a hexside and shooter in adjacent hex on either
The horizontal field-of-fire is checked after each FP is expended side of the hexside within 200 feet of the target's altitude.
during the shooter's move. The vertical field-of-fire must only be
Range "0" Attack Restrictions: The shooter must have
met for the actual shot. If a tracking shot is accomplished, the
entered the range "0" position after the target did during the game
combat odds are shifted one column right to the next higher odds
turn. The shooter must meet the "same hex" vertical field-of-fire
(e.g., odds of 4-1 increase to 5-1).
limits for his flight attitude, and, if not in the exact same location
Ammo Use: A normal snap or tracking shot is a two second as the target, the horizontal field-of-fire must also be met.
burst which uses 1 point of ammo from each weapon group fired.
Same Hex / Hexside Arc Checks: Deflection is based on
Players may also opt to use half or long bursts. This must be
relative facings per the play aid notes. To determine which de-
announced before resolving an attack.
fensive guns may engage an attacker, or to see if an attacker
If some weapon groups have only a half point of ammo left,
can tail, use the deflection arc that would apply if the attacker
but, ≥ half the actual guns firing still have one point of ammo,
were moved back one hex or hexside based on its final facing.
a normal shot is allowed, but with a combat odds shift of one
column left (Exception: Crack shot pilots suffer no column shift). Range "0" Collisions: A/C making a range "0" attack must
If more than half the actual guns used have only a half point of check for collision unless they tail their target, or it is destroyed by
ammo left, the shot is treated as a half burst. an explosion. If a collision occurs, it will be between the attacker
and his target unless other A/C are stacked with the target, then
Half Bursts: A half burst saves ammo, but shifts the combat
it is a random check as for being stacked with an enemy.
odds two columns left (e.g. from 3-1 to 1-1; Exception - crack
shot pilots only suffer a one column left shift). Half bursts expend Wing Gun Harmony: If A/C are firing wing mounted guns,
a half (0.5) point of ammo. wing harmony shot modifiers apply, as given below:
Long Bursts: A long burst shifts the combat odds one col- Designer's Note: A/C with fixed wing guns usually had them
umn right. To use a long burst, all firing weapons must have ≥ boresighted so that their bullet dispersion patterns were har-
2.0 points of ammo left. To qualify for the shift, the target must monized to converge at a range of 2 or 3 hexes. Between 200
have moved before the shooter and must be in the shooter's and 300 yards, the boresight harmony helps concentrate hits.
horizontal field-of-fire (checked after each FP is expended) dur- Beyond 300 yards, the bullet patterns diverge resulting in fewer
ing the expenditure of any of the shooter's FPs totaling 2/3's or hits. The wing gun harmony shot modifiers below reflect this.
more of the available FPs. For ease and speed of play the vertical
field-of-fire must only be met by the time the shot is executed. • If ≥ half an A/C's guns used in an attack (actual guns,
not weapons groups) are wing-mounted, a LH modifier
Gun Jams: If the percentile roll used to determine shot LH of –15 at range 2, and –10 at range 3 applies. For each
is ≥ 85 for a long burst, or ≥ 98 for other burst lengths or defen- hex of range beyond three, a +10 to the LH roll applies.
sive fire, one of the involved weapon groups jams. Randomly
determine which. A jamming doesn't affect the attack, but the • If some but < half of the guns fired are wing-mounted, a
weapon group is lost immediately after and can only be restored LH modifier of –5 applies at ranges 2 and 3 and only +5
when the A/C lands and rearms or, if the gun is rechargeable in for each hex of range beyond range 3.
flight and it is successfully recharged. Unbalanced Wing Guns: If the range 0 firepower of the
Rechargeable Guns: All defensive guns are rechargeable. guns used from one wing is ≥ twice that of the other wing, the
Rechargeable fixed guns are indicated by an underlined Type unbalanced recoil will cause a +15 LH modifier to shots.
Weapon listing in an ADC's firepower chart. A pilot or gunner is Exception: A/C with an imbalance in wing guns by design
limited to recharging one fixed or defensive weapon group per (ADC comes that way), do not suffer the unbalanced guns modi-
turn. A roll of ≤ 7 on a D10 at the end of any turn in which the fier until guns are subsequently lost from either wing to meet the
A/C used ≤ HT turn rates, avoided NG, snap-rolls and vertical or firepower criteria above.
inverted flight successfully recharges a group. Only one attempt
to recharge a weapon group is allowed. If the attempt fails, the Concentrated Guns Bonus: A/C firing four or more fixed
group is jammed until the A/C lands to be rearmed. nose guns inflict one extra point of damage per four actual guns
fired for any damage results in excess of 1 point (a miss is still
German 30mm MK-108 and Soviet ShKAS Gun Jams: a miss, and 1 remains 1 hit). To be counted, the gun must be
These guns were unreliable. If the percentile roll used to determine within effective range (have a firepower number).
LH is ≥ 85 when firing a burst of any length, one participating
gun group of these types will jam, in addition to any gun groups Wing Guns as Nose Guns: A/C with wing guns synchronized
randomly jammed per the normal jamming rule above (includ- to fire through a fuselage propeller treat those guns as "nose"

Buel Chandler (Order #27244075)


Fighting Wings 25

guns for purposes of gun harmony and concentrated fire Rules, combined speed > 6.0 between target and shooter. Determine
(e.g., the inner wing guns of the German Fw 190 fighters), but combined speeds per the following procedures:
still count as wing guns for purposes of taking damage. Also, A/C 1. If in a head-on attack, or the final deflection angle is
with guns mounted in wings but on the A/C center-line (such as 150° or 180°, sum the shooter & target end of turn
the F-82 twin Mustang) qualify for these considerations. speeds (or start speeds if firing during movement).
Oblique Mounted Fixed Guns: Some night fighters had 2. If the final deflection is 120°, use faster A/C's speed
fixed guns mounted to fire forward and obliquely upward (OU) plus half the slower A/C's speed.
or, rarely, obliquely downward (OD). Such guns use the normal 3. If 90°, use only the faster of both A/C speeds.
horizontal field-of-fire. OU guns use vertical field-of-fire limits listed 4. If 60°, use faster A/C's speed minus half the
for an A/C two flight attitudes steeper than actual. OD guns use slower A/C's speed
the vertical limits for an A/C one flight attitude shallower. For 5. If the final deflection is 30° or less, subtract the
example, a fighter with both OU and OD guns in a shallow climb shooter's speed from the target's speed.
uses the vertical limits shown for vertical climb for the OU guns
and for level for the OD guns. 10.2.1 –– M.G. SIGHTING BURSTS FOR CANNONS
Oblique Gun Limits: Oblique guns may only fire if the Designer's Note: Fighters with limited cannon ammo, but
shooter used TT rates or less, is not in an inverted bank angle, having fixed nose mounted machine-guns (M.G.s) often used
has same facing as target's, has end speed within 1.0 of target's these to fire continuous short bursts at an enemy A/C, adding
and shooter is in level or shallow flight attitudes. in cannons when hits were observed or letting off the cannon
trigger if not. This avoided wasting precious cannon ammo.
Gyro Gun Sights: If A/C equipped with lead computing gyro
sights do a tracking shot, reduce the target's deflection factor by Sighting Bursts Prerequisite: The firing A/C must have
1 (e.g. "x3" becomes "x2"), but not to less than "x1". nose mounted machine guns (M.G.s) with at least 2 shots left.
Near Zero Deflection Shots: Attacks in which the shooter's Procedure: Declare using sighting bursts when the attack is
12:00 line is superimposed over the target's 6:00 line, and final made. Resolve the shot normally. Regardless of the burst length
deflection angle is 30° or less, get a –20 LH modifier. declared, two points of M.G. ammo are used. Sighting bursts may
Attacks in which the shooter's 12:00 line superimposes the be used out to range seven, even if the M.G.s are not normally
target's 12:00 line and the final deflection angle is 150° or 180° effective at that range (they add no firepower). Sighting M.G.s
reduce the deflection factor by 1, but not to less than "x1". are subject to jams based on the cannon burst length declared.
Lift-Vector Mis-Match (LVMM): The best aerial gunnery Sighting Bursts Effects: If at least one hit is attained, can-
occurs when the shooter is in the same geometric plane of non ammo is expended normally. If no damage is done, then a
maneuver as the target, meaning their lift-vectors, as defined half or normal burst expends only 0.5 points of cannon ammo,
by bank angle, are closely matched. If not, for each bank-angle and a long burst expends only 1 point of cannon ammo. Big guns
difference, and each A/C (shooter or target) using ≥ HT rates, (size ≥ 37mm) never benefit from this Rule.
apply a +05 modifier to the shot's LH number. The max possible
bank-angle difference is three steps (i.e. directly opposite; IL is 10.3 –– HEAD-ON ATTACKS
3 steps from RB (IL>LB>LV>RB)), so the max possible modifier
is +30. There are three lift vector match situations. Head-On Criteria: A head-on attack is defined as one in
which fixed guns are used and any of the following apply:
• If final deflection ≤ 60°, a lift-vector match occurs if the
shooter and target have the exact same bank angle. 1. The final deflection angle between shooter and target
is 150° or 180° and the firer is in the target's front arc.
• If final deflection = 90°, a match occurs if shooter and tar- 2. Shooter and target firing at each other with fixed guns.
get are banked in the same direction (left or right), or both 3. It is a same hex / hexside attack and firer is in a VC or
are LV or both IV (e.g., IL and LB are matching). VD and the target is in the opposite vertical attitude.
• If final deflection ≥ 120°, a match occurs if both are upright
or both are inverted, and banked in opposite directions; or Head-Ons at Range "0": Range "0" head-on attacks are
one is upright and one inverted, and both are banked in not allowed as they would result in an immediate collision. Pilots
same direction AND can turn toward each other; or both are automatically abort and avoid such attacks.
upright with LV banks; or both are inverted with IV banks. Head-Ons During Movement: As long as FPs ≥ 1/2 the
Example: Deflection is 60°, target is in LB and shooter in RB. shooter's speed have been spent since its last shot, a head-on
Both the target and shooter used HT+ rates. Lift vectors are not attack may be executed immediately after the expenditure of any
matched. Their bank angles are two steps apart (LB>LV>RB). FP in the attacker's move except its last. Use the start speed of
The shot mod = +05 x 2 steps x 2 A/C = +20. the shooter for determining combined speed in this case. After
the head-on attack is resolved the attacker must finish its move.
Beam Attacks: Attacks from a target's 3:00 or 9:00 line in
which the final deflection angle is 90° are "beam" attacks. If Response to Head On Attacks: Target A/C may return fire
so, shift the odds one column left since the target transits the with defensive and fixed guns if their field-of-fire limits are met.
shooter's cone of fire quickly. If hits result, the cockpit armor If the target is in a formation, other A/C may add in defensive
critical hit modifier is reduced by 1, but not to less than "+0". guns within the formation's limits. Defensive fire is resolved first.

Combined Speeds: Shooting with rapid closure or cross- Head-On Limits: Head-Ons may only be initiated against
ing speeds causes a +5 LH shot modifier for each 1.0 or less of an A/C which has already moved. A/C that attack or respond to
head-ons in the Movement Phase may not fire the same guns in

Buel Chandler (Order #27244075)


26 CLASH OF ARMS!

the Combat Phase. When A/C with fixed guns fire at each other 10.5 –– DEFENSIVE GUNFIRE
in a head-on attack, the worst final deflection angle either has
to contend with is applied to both. A defensive gun may fire only once per turn using normal
burst lengths (half and long bursts NA). Defensive fire may occur
Designer's Note: Aiming for a head-on is the same as aiming during the Movement Phase in response to a head-on attack or
for a mid-air collision. Two 400 mph fighters are closing at 1175 in the Combat Phase.
feet per second. If they exchange fire at range three (900 feet)
they are only three-quarters of a second from impact! Therefore, Defensive Gun Fields-of-Fire: The horizontal field-of-fire for
a certain determination is required to do a head-on attack. each defensive gun is listed on its A/C's ADC in terms of clock-
code lines. A target inside the arc defined by, or on the clock lines
Pilot Determination Rolls: When a head-on is declared, themselves, is in that gun's horizontal field-of-fire. Exception: if
determine the Collision Risk Range (CRR) as described below. the clock-code is in ( ), a target on that clock code line is not in
Roll percentile dice for each involved pilot to check his determi- the defensive gun's field-of-fire.
nation. If the roll is successful, the pilot may fire, if not, the pilot
aborts the shot to take evasive action. The required roll varies A gun's vertical field-of-fire is indicated by a pair of numbers,
with the distance inside the CRR the shooter is at the time of the each followed by a + or – symbol. These are upper and lower
attack. See Head-on Attack Table (Flight Tables, page 1). limits in terms of increments per hex away in range. A "+" symbol
indicates the limit is above the firer's altitude and a "–" symbol
Collision Risk Range: CRR size = 1/3 (rounded up) of the indicates the limit is below. A "U" means the altitude difference
combined speed, in hexes of range. If a head-on attack is declared is unlimited. An "A/C" means the limit is the A/C's altitude (+ or
from within the CRR, a "Danger–Zone" (DZ) equal to one hex – specific additional increments at all ranges). At range = 0, the
of range horizontally, and + or – 300 feet vertically around both distances extend from the A/C's altitude to the amount shown in
A/C becomes active. The DZ is in effect until they pass each the vertical field-of-fire code summary (Combat Tables, page 5).
other's 3:00 or 9:00 lines in the current or next game turn. To Other field-of-fire notes may appear in the various ADC notes.
determine how far inside the CRR an A/C is for shot or collision
modifiers, use the following formula: Def. Fire Procedure: Determine which A/C and guns will
fire. Take the total firepower of all guns with the same critical
Distance Inside CRR = (CRR range+1) – firing range. rating from each A/C individually and modify it by the deflection
Example: If CRR is five, & shot range is two, the shooter is fraction shown in the arc diagram of the Defensive Gunfire Play
4 hexes inside the CRR (Distance in = (5+1) – 2 = 6 – 2 = 4). Aid (Combat Tables, page 5). Add the modified firepowers of all

A/C firing, into a single value and resolve the attack normally.
Range to Target = 0 1 2 3 4 5 6 7
Dist. inside CRR = NA 5 4 3 2 1 out out Note: Each A/C's defensive firepower is modified by its own
deflection angle relative to the target. The defensive value of the
Danger Zones (DZ): If either A/C enters the DZ of the other
target is not changed by deflection. The deflection Rules and
during post-attack movement, a collision check is made per Rule
play aid for fixed gun firing do not apply to defensive fire.
3.3. Collision modifiers depend on the number of hexes into the
CRR the attacker was when the head-on shot was declared (the Prime Shooter: The A/C contributing the strongest defensive
closer they were, the less time to avoid a collision). See Head- firepower in a combined attack becomes the "prime shooter". If
On Attack Table (Flight Tables, page 1). more than one A/C have the same strongest firepower, the clos-
est to the target is the prime shooter. If equally close, the player
If a collision does not occur, or if the DZ range is avoided
controlling the firing A/C chooses which is the prime shooter.
entirely, the DZ goes away.
Formations & Combined Fire (Rule 8.5.3): Up to two A/C
10.4 –– OTHER AIR COMBAT CONSIDERATIONS not in the same formation may combine defensive fire against a
single target. Up to three A/C in a flexible formation (Rule 8.5.2)
Bombers as Fighters: H, M, or MF class with fixed guns may combine defensive fire against a single target. Up to six
use the same Rules as other A/C except the modifiers for TT, A/C in a fixed formation (Rule 8.5.1) may combine defensive
HT, and BT rates are the larger ones listed in the Air-to-Air Gun fire against a single target. See range restriction below.
Combat Modifiers Table (Combat Tables, Page 1).
Combined Fire Range Restriction: Defensive guns may only
F & L Class with Turrets: Some light bombers and fighters participate in combined fire attacks if their range to the enemy
were actually designed with turrets as their means of offense is NOT greater than the shortest range from that enemy to any
(e.g., the B.P. Defiant). In all cases, their turrets have the same member of the formation +1. This prevents unrealistic shooting
limits and restrictions as defensive turrets on bombers. from across a formation at targets that are very close to other
Big Guns (37mm to 55mm): A/C with 37mm or larger air-to- members of the formation. Exception: The defensive guns of an
air cannons must fire them separately from smaller guns. They A/C under attack may always fire at the attacker regardless of the
may fire in the same game turn as smaller guns but use their range between the attacker and any other formation members.
firepower only in conjunction with similar large cannons and roll Defensive Gunfire Rules Summary:
separately from the smaller guns to determine damage.
1. The firepower of all guns with the same critical rating
Mixed Firing with Big Guns: When both regular guns and shooting the same target is totaled into a single attack.
big guns are fired in the same turn, resolve the smaller guns'
2. A target may not be attacked more than once per turn
shots first. If they score hits, apply a –05 LH modifier to the big
by defensive fire of the same critical hit rating unless
guns' shot roll for each hit the smaller guns scored. Sighting with
doing a head-on attack during movement or if targeted
MG's does not save big gun ammo if a miss occurs.
by a tail stinger. If doing a movement phase head-on, the

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Fighting Wings 27

target may be fired on in response to the head-on and Rule. Conversely, an enemy A/C benefiting from this rule, may
again in the Combat Phase by different guns. not use its own defensive guns against the gunner's A/C.
3. When defensive guns from different A/C combine fire, Mistaken Identity Fatricide: Bombers in battle with A/C
only the A/C related and crew quality modifiers that similar in type to friendly escorts (e.g. both are single engine
apply to the Prime Shooter are used. fighters) may mistakenly fire defensive guns on friendly A/C
4. Modifiers that apply to defensive guns are: appearing to threaten them. A bomber is "threatened" if enemy
a. Relative speed and crew quality. fighters are within range 10 and a friendly fighter at range six or
b. Turn / Transition rates, in or did slips or skids. less has it in its front arc and the bomber is within the fighter's
c. Target uses tracking shot against Prime Shooter. vertical fixed field-of-fire parameters. If so, do a fratricide check.
d. A Prime shooter using 4-gun turrets inflicts bonus
Fratricide Check: At the start of the combat phase, before
damage as if having concentrated nose gun fire.
resolving defensive fire, each friendly fighter threatening friendly
Turret Armed Fighter Exceptions: A/C whose only arma- bombers rolls a D10. If the result minus 3 is > its range to the
ment is a turret (e.g., Defiants) may combine their fire per normal nearest threatened bomber, the enemy player may pick one of
formation Rules, or fire individually at a target, if desired. They the threatened bombers and use any one of its defensive guns
are exempt from defensive fire Rules 1 and 2 above. that can fire on the fighter to make a fratricide attack. If there
is an enemy A/C actually firing at the bomber which is closer in
Defensive Fire Limited Blind Spots: Anytime a gun has a range than the friendly A/C, in the arc of the gun chosen for the
field-of-fire listing for a specific clock line (usually the 6:00 line) fratricide attack, roll a D10. An Odd result cancels the fratricide
which is different from other areas it can fire into, this indicates attack allowing the gun to be used on the actual enemy. Guns not
a blind spot due to airframe interference (e.g., tall rudder fins). fired in a fratricide attack may still be used for normal defensive
Since this blind spot represents only a few degrees of blocked fire. Exceptions: A/C having VERY distinctive features ignore
fire, and A/C headings can actually be up to 15 degrees different this Rule. The following types qualify: P-38, F4U Corsair, P-82,
than depicted by the hex grid, the following applies: Ju 87 Stuka, Me 262, Me 163 and He 162.
"If on a Line, Only One is Blind": If an A/C is on the same Tail Stinger (TS) Guns: Tail stingers are fixed self protection
clock-line limited blind spot of one or more enemy A/C, only the guns that may only be used against attackers declaring a shot at
nearest enemy to it will be blind. If several are equally near, then the defender from its 6:00 line and only if the stinger's target is
the one the A/C is targeting is blind. If none are targeted, then in the fixed gun vertical field-of-fire opposite the bomber's pitch
randomly determine which will be blind, with "none" as a possible attitude. Declare the attempt, expend one shot of ammo and
random result. The other AC may fire defensive guns as if the roll a D10. If the roll = 1, a shot is resolved against the attacker
blind spot did not exist using their regular field-of-fire limits. using the TS gun's firepower modified by deflection. As the gun
is essentially unaimed add +10 to the LH result for each hex
Defensive Fire Restrictions: Turret or manual guns may
of range beyond 1 to the target. No other modifiers apply. The
not fire if their A/C experienced NG, did snap rolls, was inverted
TS shot is in addition to normal defensive fire. In some aircraft,
at any time, or ended in vertical attitudes. Manual guns may not
stinger guns were actually located in places other than the tail,
fire if their A/C used > TT turns, or > EZ turns for H+ class A/C.
but the same Rule is used in these cases.
Turret guns may not fire if their A/C used > HT turns.
Exception: All F, MF and dive bomber (D class) gunners 10.6 –– RELOADING A/C GUNS
may fire even if their A/C use HT rates or vertical attitudes.
Guns with ammo listed in a "(D x N)" format (Drums (or
Relative Speed Modifier: If the relative speed between the boxes) of N shots) can be reloaded. Once the first drum empties,
prime shooter and the target is < 2.0, a –10 LH modifier applies. the gun must be reloaded before it can fire again. Reloading
If the relative speed is ≥ 2.0, a + modifier = (Relative speed –2) takes a D5 of combat turns to accomplish. As long as the A/C
x 2, applies. Determine relative speeds as follows: avoids all parameters that prohibit manual defensive fire, and
the loader is not firing other weapons, reloading is in progress.
1. If final deflection 180° or 150°, add speeds of both A/C.
After a consecutive number of game turns, equal to the D5 roll
2. If 120° add 1/2 slower plus speed of faster A/C.
is spent reloading, the gun may return to action on the turn after
3. If 90°, use only speed of fastest A/C.
reloading is completed. If interrupted, reloading must start over
4. If 60° subtract 1/2 speed of slower A/C from the faster.
with a new D5 roll. A loader may only reload one gun at a time.
5. If 30° or less, subtract def. shooter from target's speed.
Tracking Shots: If "tracking shot" used and target is the 10.7 –– AIR-TO-AIR ROCKETS
prime shooter, a –10 LH modifier applies to defensive fire.
Air-to-air rockets are fired in a volley. As the rockets fly out
Acquisition Time Restriction: Defensive gunners in A/C to their maximum range, they create a danger zone. All aircraft
that have already moved in a turn may not fire on enemy A/C in the Rocket Danger Zone are eligible to be damaged.
which subsequently move and use more HFPs than VFPs while
transiting from any of the gunner's A/C's 60° wide deflection arcs Air-to-Air Rocketry Table: This table lists each rocket's
to the opposite arc (e.g. from the front arc (clock lines 11 to 01) country, minimum & maximum ranges, minimum no. of rockets
to the rear arc (clock lines 05 to 07), or left front arc (clock lines that must be fired in an attack (a "multiple"), LH modifier per hex
09 to 11) to right rear arc (clock lines 03 to 05) (the gunners of range, damage caused from a hit and its critical hit rating.
cannot exchange target information and guns cannot traverse Firing Parameters: The firer must end its move in level or
quick enough to effectively engage such a target). Treat the shallow flight, and in an upright bank, having done no maneuvers
border lines between arcs as being part of either arc for this except slips and used only TT or less rates. The selected target

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28 CLASH OF ARMS!

must be within the firer's non-turning horizontal fixed gun field- 11.1 –– CUMULATIVE DAMAGE EFFECTS
of-fire and within the appropriate vertical field-of-fire. As distance
increases, widen the horizontal field-of-fire as follows: Damage Factors: Each A/C has two damage factors sepa-
rated by a slash. The lower number is the maximum no. of hits
• If horizontal range 0 to 6, use field-of-fire as illustrated. it can absorb before reaching severe damage level. The higher
• If 7 to 12, widen field-of-fire by half a hex on either side. number is the maximum amount of hits it can absorb and still
Attack Procedure: Designate one A/C to be the rocket tar- fly. An A/C is destroyed when hits EXCEED the higher factor.
get. Use all applicable Air-to-Air Rocketry Table (Combat Tables, Severe Damage Level: An A/C is severely damaged when
page 6) modifiers based on the range and deflection relationship hits exceed its first damage factor. Severely damaged A/C suffer
between the target and shooter. Announce the number of rocket maneuver and power limits. See Flight Tables, page 1 for details.
multiples being fired. Roll for LH. A final LH of ≤ –20 results in
one hit, and each –20 under that scores another hit. Each hit
11.2 –– CRITICAL HITS
consumes one rocket multiple. Total hits achieved cannot exceed
the number of rocket multiples fired in the attack. Critical Hit Ratings: Each weapon group has a critical hit
rating. If all weapon groups used have the same rating, one
Rocket Danger Zone (RDZ) Targets: All A/C, friendly or
critical hit is inflicted on the target for each full multiple of hits
enemy, in the volley's field-of-fire, within 30 degrees of the named
achieved in an attack equal to the critical hit rating.
target's heading, within 2.0 of its speed, and having the same
distance to altitude ratio are eligible targets. Mixed Critical Hit Ratings: If weapon groups used in an
Memory Aid: RDZ = 3-2-AR (30°, 2 speed, altitude ratio) attack have different critical hit ratings, take the hits scored and
assign them to the weapon groups used in the shot, in quantities
Hit Distribution: The first hit achieved is applied against equal to each group's critical hit rating starting with the lowest
the designated target and any others are randomly distributed rating, then the next lowest and so on until all hits are assigned.
between the target and other eligible A/C in the Rocket Danger After all groups have been credited at least once for a critical
Zone. An A/C may be hit more than once in a single attack. hit, continue from the beginning again if hits remain. Each time
a group is assigned hits equal to its rating, a critical hit roll is
Rocket Altitude Ratio: Determine distance to altitude ratio
allowed against the target.
between firer and target in 100 foot increments and reduce this
to a ratio similar to combat odds. Example: Two Bf 109Ks, each with a 30mm nose gun (rat-
Example: Target is 5 hexes away (one hex=300 feet) and ing 1.5), and two 13mm nose guns (rating 3) attack a bomber.
400 feet higher. = 1500 feet / 400 feet = 15 to 4 = 3 to 1. One gets 4 hits and the other 11 hits. Damage is assigned to the
weapon groups as follows:
Attack Restrictions: Targets from range 0 to a rocket's
109K #1 (4) 109K #2 (11)
maximum range may be fired at. If rockets hit at < min. range
30mm gun* (1.5) 1.5 1.5 + 1.5
they are unarmed and only roll once at 1-1 odds for damage with
13mm gun (3) 2.5 3.0 + 2.0
a critical rating of 3. A/C firing rockets may not fire fixed guns in
13mm gun (3) ––– 3.0
the same game turn (defensive guns may be fired normally).
A/C #1's 4 hits qualify it for 1 critical roll. A/C #2's 11 hits
Combined Attacks: Stacked A/C having identical rockets,
qualify it for 4 critical hits. Note that the final hit assignments in
altitudes, facings and flight attitudes which fire on the same
each case failed to qualify for critical hits and that one of 109K
target may combine their rocket multiples into a single attack. If
#2's 30mm critical hits will be a double critical (see below).
the stacked A/C are of the same formation, use the lead pilot's
modifiers. If not, use the worst pilot's modifiers. Critical Hit Area: For each critical hit obtained the attacker
rolls a D10 and refers to the A/C Critical Hit Area Table. The
Air Burst Attacks: German WGr.21 rockets were fused to
result defines the area of the target A/C affected by the critical
explode after traveling 800 to 1,200 yards if they didn't hit any-
damage. The defender then checks for type of critical damage.
thing first. All rockets launched in a single attack have the same
range, which is 7+D5 hexes (determined after the rockets are Note: For fixed guns, the front and rear attack modifiers to
launched). Remaining rockets that reach the last hex, after all the area roll apply if the final deflection is 150° to 180°, or 0° to
contact attacks are resolved, explode, forming an AAA B-zone 30°, respectively. For def. fire, they apply if the prime shooter's
per Chapter 24. Each rocket counts as one heavy gun and has fire enters from the target's front or rear arcs or their borders.
a fire power value = 15. One critical hit is inflicted per 2 hits on
any targets by this heavy AAA attack. Critical Damage Type: For each critical hit, the defender
rolls a D10 using the appropriate area Critical Effects Table
_________________________________________________ adding any protection or other listed modifiers to determine the
effect of the critical hit. Most results are self explanatory. Some
CHAPTER 11 –– AIRCRAFT DAMAGE are elaborated on below. Some critical hit effects are cumulative
(e.g. two aileron hits increase banking requirements by two) and
Designer's Note: The Combat Odds Table indicates how some are one-time events (e.g., landing gear jammed). Critical
many damaging hits are achieved by an attack. Hits reflect the damage rolled which does not apply to an A/C or which repeat
weakening of an A/C's structure due to holes, rips, and tears in one-time events become "no effect" criticals instead. "No effect"
its skin and load-bearing parts. The number of hits an A/C can critical hits are still counted as critical hits for victory points.
absorb is a function of size, structure and strength. ADC dam-
age factors and defense strength consider this. Many A/C were Resolve All Critical Hits: Resolve all critical hits resulting
lost to a critical component being hit (like the pilot) rather than from the full number of hits taken, even if the A/C cannot absorb
accumulated damage. The critical hit Rules reflect this. that many, or even if an earlier critical destroys the A/C.

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Fighting Wings 29

30mm to 35mm Cannon Critical Hits: Every other critical Multi-Engine Throttle Choice & Speed Effects: If engines
hit caused by 30mm to 35mm guns are double criticals. If the raw are using different throttle settings, treat an engine at idle as a
percentile roll for the shot was even, this cycle begins with the 4-step power loss, and one in cruise as a 2-step loss.
first hit caused by the cannon. If odd, it begins with the second
Power Loss Climb Reductions: A/C losing ≥ 1/3 or ≥ 1/2
hit caused. A double critical means roll twice for effects in the
(rounded down) of total available power steps (5 per engine)
area hit and treat it as two critical hits for victory points.
have their climb rates and ceilings reduced, as if their load status
Big Gun (37mm+) Damage and Critical Hits: 37mm to (Chap. 12) were one or two steps > actual. If this makes load
45mm guns do double damage and double critical hits. 50mm and status > overloaded, overload climb rate & ceiling are halved.
larger guns do triple damage and triple critical hits. This means
Multi-Engine A/C Unbalanced Power Effects: Unless accel
that for each hit given by the Combat Odds Table, 2 or 3 points
taken from each wing's engines is equalized by adjusting throttles,
of damage and 2 or 3 critical hits actually occur, respectively.
A/C with more wing-mounted engines running on one wing than
Only roll once to determine the area affected by each double or
the other must use more rudder to compensate for unbalanced
triple critical hit, then roll that many times for effects.
thrust. For the rudder to be effective, minimum speeds increase
as given below. Failure to maintain minimum speed in this situ-
11.3 –– SPECIAL DAMAGE CONSIDERATIONS ation invokes a Turn Stall instead of a normal stall (Rule 4.6):
Engine Power Loss Order: When A/C suffer reductions to
• If a wing has one more running engine than the other,
engine power due to critical hits, it is done in steps equal to the
increase all min. speeds by 0.5.
columns of the Fractional Values Tables. Thus, there are five
• If a wing has two or more running engines than the other
steps of power loss: 2/3, 1/2, 1/3, 1/4 and "disabled". Reduce
wing, or the rudder is knocked out by critical hits increase
power in the following order: power step losses, severe damage,
all min. speeds by 1.0 (cumulative if both apply).
and load status. If multiple engines are in use, sum all available
power after step losses, before reducing power for other factors. Speed Loss Clarification: Reductions to an A/C's max
level speed and limits to accel carry (Rule 4.4) always refer to
Emergency Power & Engine Loss: Engines losing more
the A/C's max "attainable" speed. A/C faster than max attainable
than one step of power lose all emergency and boost capability.
level speed suffer excess speed decel (Rule 4.2).
A "seized engine" critical hit result, or five cumulative power step
losses on an engine disable that engine. Throttle Hits: For multi-engine A/C, one engine is affected
as directed; and roll D10 again. If odd, another engine suffers
Engine Shut Offs: An A/C can attempt one engine shut off
same effect and roll again. If even, no further engines affected.
per combat turn. The shut off succeeds on a D10 roll ≤ 7. The
attempt may be repeated on following turns. The shut off is Crew Losses: In multi-crew A/C randomly determine which,
deemed complete at the start of the game turn after the turn of surviving crew, are wounded or killed in action (WIA or KIA). WIA
the successful roll. On the turn of a shut off attempt, A/C still gain non-pilot crew cannot function. WIA pilots add "wounded" modi-
engine power and are still at risk from engine fires, if applicable. fiers to their actions. WIA recruit pilots may not make attacks of
Shut off engines may never be restarted. any kind. In A/C with no pilots left, a bombardier or navigator
may take-over and fly the A/C as if a WIA recruit if they make a
Feathering Props: Unless "feathered", a knocked out or
one-time percentile roll of ≤ 40. Two wounds kill a crewman and
shut off engine's propeller windmills (spins in the wind) causing
disable pilots. A third wound kills a pilot.
2 decel per turn per windmilling prop. Only multi-engine A/C
with constant speed (CS) propellers can "feather" them (turn Designer's Notes: Non-pilot crew are assumed to ignore minor
the prop blades knife-edge into wind to reduce drag). CS props wounds, so a WIA result on them equals a disabling wound. The
are standard unless an ADC is noted as having fixed, 2-pitch or first WIA result to a pilot is a distracting, but not disabling wound.
non-feathering props. Only one feather attempt is allowed per
Disabled Pilots: A second WIA result disables a pilot. Roll
engine, and an A/C can only feather one prop per game turn.
a D10. If roll ≥ 6 = pilot killed, else the result x 2 is the no. of
On a D10 roll ≤ 7 feathering succeeds, if not, windmilling is
combat turns he can function before becoming disabled. Until
permanent. Feathering is complete at the start of the turn after
then, double all WIA modifiers for applicable events to this pilot.
that of the successful roll. Windmill decel still applies on the turn
Once disabled, a pilot can perform no actions except bail out.
of feathering. If seized, an engine's prop cannot be feathered.
Wound Mortality: For each disabled pilot / WIA crew, roll
Power Loss Max Attainable Speed Reductions: If all
a D10, and multiply by 3. The result is the number of Op-turns
engines are out of operation, or at idle, use the idle power max
they can survive without medical help. If not parachuted to the
attainable speed limit and effects. If at least one engine is at
ground, or landed by the end of the last Op-turn, they die.
above idle power, each step of power loss in a single engine A/C
and each two steps of loss (spread over any engines) on twin- Oxygen Loss: There is no effect for first 15 game turns.
engine A/C, reduces max attainable speed by 0.5. For A/C with Reduce this by 5 turns per altitude band above ML the A/C is at
more than two engines, each "2 to N" steps of power loss (N = when oxygen lost. Note - If A/C descends to a lower band, shift
no. of engines) reduces max attainable speed by 0.5. A disabled to new band's limits. If A/C still in ML or higher band after time
or shut off engine = five steps lost. limit expires, roll a D5 and D10 at end of each turn. Add 1 to D5
roll for each band above ML A/C's current band is. If modified D5
Example: A tri-motor A/C has one engine out and three steps
roll > D10 roll, difference is no. of active crew randomly tested
of power loss spread over the other two for a total of 8 steps of
for unconsciousness. Roll a D10 for each. Odd = unconscious.
power loss. Its max attainable speed is reduced by 1.5 (0.5 for
Once A/C starts a turn below the ML band, unconscious crew
the first 3 steps, 0.5 for the next 3, and 0.5 for the last 2 steps
recover after a no. of turns determined as for GLOC (Rule 5.7).
since each 2 to 3 steps count).

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30 CLASH OF ARMS!

Back Up O2: H or larger class A/C can sustain one "Oxygen carried and 0.5 points for each 250 lbs. or less left over. Weapons
knocked out" critical with no effect due to back up systems. The carried in a bay may not be dropped unless the bay doors are
second such hit invokes the above effects. open at the start of a turn. The act of opening or closing the doors
requires a full turn to accomplish and is declared at the start of
Radio Loss: The A/C must be in fixed formation parameters
an A/C's move and considered complete at the start of the next
(but not necessarily in fixed formation) to use its leader's initiative.
turn. On any turn bays are opening, open, or closing, the A/C
If bounced by the enemy see Rule 14.6. Ground radar intercept
incurs 1 decel. Unless F or D class, A/C with bombs in bays may
modifiers or GCI control for encounters is lost. Apply "No Radio"
not deliberately use inverted banks or select NG transitions.
formation join up modifiers (Chapter 15).
Snap-Open Bay Doors Exception - Spring held snap-open
Navigation Instruments Lost: If not in formation with a
bay doors do not have to be opened or closed and no decel is
navigation equipped A/C, Roll D10 each Op-turn. A roll ≤ 3 =
incurred on the turns when bombs are released through the doors.
Major nav. Error (stay in place one Op-turn). If ≤ 6 = Nav. error
Examples of A/C with snap open doors include the Blenheim and
(lose D5 end., spend 2 Op-MP in place). If 7 to 10 = no effect.
Battle bombers, and the IL-2 Shturmovik.
Flight Instruments Lost - See Rules 16.2 and 32.3.2. Jettison or Release of Loads: At the tactical or operational
Explosions: Exploding A/C may damage nearby A/C. A/C scale, tanks, bombs, etc. may be jettisoned from A/C by declaring
at range "0" to an explosion suffer a 1-1 odds attack and A/C the act at the end of their movement each turn. At the combat
at range "1" suffer a 1-4 attack (1 critical per 2 hits). If explosion scale, the act of jettisoning, firing or dropping stores is normally
was due to detonation of carried weapons, that A/C's crew is declared and accomplished in the Combat phase. A/C may not
KIA, and 10% (round up) of the soft attack strength of all the release free fall weapons if they end a game turn in an inverted
weapons is a minus LH modifier to attacks against nearby A/C. attitude or incur negative-Gs. Jettisoned weapons, being unaimed,
are deemed to fall far enough from any targets to do no harm.
Gear / Flap Systems Loss: A/C's retractable landing gear
trails down unless jammed up by a previous result (see Rule Drop Tanks: When drop tanks are jettisoned in operational
16.3.1 for drag effects), flaps are jammed in place. A/C with fixed or tactical play, make a LH roll on the Attrition Table (Operational
gear, snow skis, or seaplanes with floats or boat hulls, have these Tables, Page 4) substituting the number of tanks dropped for
items damaged and suffer landing gear damaged effects. the "Total A/C" entry. The Number of Aircraft Affected result is
the number of drop tanks that stick. Randomly determine which
Fuel Fed Fires: Treat as a major fire and major fuel leak. If A/C have stuck tanks. An A/C is eligible for the random choosing
it reduces to a minor fire, treat as steady fuel leak. until it has stuck tanks equal to the tanks it carries. When drop
Elevator Damage: The A/C is restricted to TT or less turns tanks are jettisoned in combat scale play, roll a D10 for each. A
and transitions. A second elevator hit = tail structure hit. result ≥ 10 indicates a stuck tank. Add +1 to jettison roll if A/C is
above its max listed level speed.
STOP! PLAY TRAINING SCENARIO 3 Stuck Tanks: A/C having stuck tanks may re-attempt to jet-
tison them on a later turn. Roll a D10 per stuck tank. A result ≥
CHAPTER 12 –– AIRCRAFT LOADS 7 means the tank is permanently stuck, otherwise, it drops. Add
+1 to jettison roll if A/C is above its max listed level speed.
The A/C Stores Table included with each game details the
types of stores which can be carried and the time frame they –––––––––––––––––––––––––––––––––––––––––––––––––
become available. Each ADC provides information about the CHAPTER 13 –– CREW QUALITY
number of pylons or bomb bays A/C have to carry stores.
Die roll modifiers for different pilot qualities apply to initiative
Station Limits: Each station or bomb bay has a listed weight
rolls and other events on various tables. Four levels of pilot and
limit. Stores in excess of that limit may not be loaded on that
A/C crew skills are defined:
station or bay. A/C are limited in the total weight they can carry,
regardless of where the stores are loaded. 1. Recruits – minimal flight and combat training.
2. Green – full training, inexperienced in actual combat.
Load Limits & Penalties: A/C have two load point numbers ` 3. Regular – well trained, and/or combat experienced.
listed (e.g., "3–7"). Each store has a load point rating (see A/C 4. Veteran – Ample combat experience.
Stores Table). When the total load carried is ≥ the first number,
the A/C is "loaded". When the load is ≥ the second number the Squadron or group leads must be regular or veteran. Flight
A/C is "overloaded". Such A/C suffer the flight penalties detailed or element leads may be green. Some pilots may also be aces,
in the Flight Tables, page 1. Penalties for being loaded or over- heroes, crack shots, or have keen eyesight (Rule 13.3).
loaded are cumulative with those for severe damage.
13.1 — INEXPERIENCED PILOT LIMITS
Load Effect on Ceiling: Each A/C has three altitude ceilings
listed. They are for normal, loaded and overloaded conditions, Recruit Pilots:
respectively. A/C starting above their allowed ceilings double all • May not snap roll, use ET rates, NG turns, or do vertical
climb, turn and maneuver decel, and available power is halved. rolls. May not tail enemy A/C at all.
If > 3,000 feet above an allowed ceiling, engine power = zero. • Always fire long bursts even if it doesn't help.
• May not attack if wounded. Risk GLOC if using BT rates.
Internal Bomb Bays: Do not use the load points given on
the Weapons Tables for bombs carried in bays. Those take into Green Pilots:
account aerodynamic drag which does not apply. Instead, the • May not "Tail" enemy unless, in addition to normal crit-
load for weapons in bays is 1 point for each full 500 lbs. of weight eria, their 12:00 line superimposes tailed A/C's 6:00 line.

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Fighting Wings 31

• May not deliberately use half bursts or NG turns. • Use TT or higher rates in slatted winged A/C at speeds 0.5
Note: NG transitions may be used by greens & recruits. < normal with decel and shot penalties as above. If flaps are
deployed, ignore the extra decel for turns and transitions
and the +15 shot penalty. Still pay the deployed flap decel.
13.2 –– PILOT & CREW GENERATION TABLES
Crew V.P.s: For each pilot lost in play (KIA, MIA or POW), the
If directed by scenarios to, or if players choose to randomly
V.P. value below is awarded to the other side. If a pilot or crew-
generate pilots and crews for A/C, use the tables below.
man's fate is rescued or escapes (Rule 13.5), V.P.s are given to
Generation Table Directions: Roll a D10 for each A/C in their own side to reflect the increase in morale provided.
play. Cross index the result with the national training standard Crew Quality If Lost If Returned
to obtain crew quality. Pilots and their entire crew receive the • Each veteran pilot 5 10
same general quality. Copilots on multi-pilot A/C will be of one • Each regular pilot 3 5
quality level less than the Pilot (but not < recruit). • Each green pilot 1 2
The national training standard for each side is listed in the • Each recruit pilot 0 1
general scenarios section of the scenario booklet. For pilots • If ace or hero (each) 2 5
only, roll a D10 for each characteristic. A result in the listed range • If crack-shot, or gifted (each) 1 0
awards the characteristic. Ace and Crack Shot characteristics • Each non-pilot crewman 0 1
do not apply to M or H pilots, only to F, L, and MF pilots.
National Training Standard (Roll a D10) 13.4 –– CAMPAIGNS & PILOT IMPROVEMENT
Quality Excellent Good Average Limited Poor If playing a campaign in which the combat careers of pilots
Recruit NA 1 1 1 - 2 1-3 are tracked from game to game, improvements in pilot quality
Green 1 - 2 2 - 3 2 - 4 3 - 6 4-6 can occur after participating in a number of combat missions, or
Regular 3 - 8 4 - 8 5 - 9 7 - 9 7 - 10 scoring kills, as a pilot of the indicated quality. A/C crews improve
Veteran 9 - 10 9 - 10 10 10 NA when their pilot does. At the end of a mission in which the indicated
mission count is met, or an air-to-air kill is earned, roll a D10.
Pilot Characteristics (Roll D10)
A result ≤ to the number in ( ) means the pilot improves. If not,
Quality Keen Eyes Ace Hero Crack Shot Gifted he may roll again after each following mission until he does. A
Recruit 1 NA NA NA NA “combat” mission means the pilot attacked enemy ground targets
Green 1 NA NA 1 NA or was in an air battle.
Regular 1 - 2 1 1 1 1
• Recruit–to–Green (8): 3 missions, one or more kills.
Veteran 1 - 2 1 - 3 1 - 2 1 - 2 1-2
• Green–to–Regular (6): 5 missions, one or more kills.
Prior Kills: A pilot rolled as an ace gets to roll for the crack • Regular–to–Veteran (4): 5 missions, one or more kills.
shot characteristic twice. The number of kills an ace starts play • Ace (Automatic at 5 kills): Roll once for crack shot after
with is 4 + D5. For each non-ace veteran or regular, roll a D10 each set of 5 kills until crack shot is gained.
– 6. This will give them from zero to four kills max. Double the • Hero (4): Roll after any game in which players feel the
number of prior kills rolled for veteran aces, and for Luftwaffe pilot performed in such a manner as to be deserving of a
and Japanese aces whether veteran or not. major medal (vague I know, but it was in real life also).
Examples: 3+ kills in 1 mission, solo sinking of warship.
13.3 –– PILOT ONLY CHARACTERISTICS • Gifted (1): Roll once upon becoming a regular or veteran.

Keen Eyes – Helpful modifiers to intercept & first sight rolls. 13.5 — BAILOUTS
Ace – Helpful modifiers to initiative & combat. Any ace with Bail Outs & Exits (rule of thumb): Single seat A/C have
20+ kills also becomes a hero. If shot down, –1 initiative to side. one exit. Two seat A/C have separate exits for each crewman.
Single engine A/C with more than two crew have one exit for
Hero – Has reputation for bravery, thus providing the following the pilot and a second for the rest of the crew. Multi-engine A/C
initiative benefit: If a formation leader is a hero, any wingmen or with three or more crew have normal exits equal to the number
junior leads in proper formation parameters receive +1 to their of engines on the plane, up to a maximum of three, all usable
own initiative rolls. If shot down, –1 initiative to side. by anyone. H and SH class A/C may open fuselage bomb bays
Crack Shot – Allows beneficial modifiers for gun attacks to create another exit. A jammed exit critical hit causes a +30
and may influence the location of critical hits at ranges ≤ 2. If modifier to the bail out roll for anyone using that exit (NA if the
range ≤ 1, they may pick a specific engine or defensive gun to exit is an already open canopy or an "open style" no canopy
be affected, if called for, rather than using random selection. cockpit. Each exit can accomodate one crewman per bail out
attempt (random who on multi-crew aircraft).
Gifted Flyer – Exceptional pilots are capable of wringing
extra performance out of A/C. As such they: One bail out attempt is allowed per exit per 3,000 feet or less
• May use vertical flight attitudes in MF class fighters. of altitude the A/C had at the time of its destruction (roughly two
• Receive flight related modifiers per the game tables. attempts per band per exit). One attempt is allowed per exit per
• May use HT, BT or ET rates in unslatted A/C at speeds 0.5 game turn to an A/C still in flight (not to exceed the above limit
< normal for 1 extra decel penalty per 30° of facing or tran- if A/C has severed cables or is in an unrecoverable spin). An-
sition and a +15 shot modifier for "< minimum speed". If nounce the intent at the beginning of the A/C's move. If the last
flaps also deployed they discard the 1 extra decel per 30° pilot is one of those bailing out (thus, not at the controls), the
of facing or transition, but still pay the deployed flap decel. A/C moves by random flight (Rule 5.7) on the turn of bail out.

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32 CLASH OF ARMS!

Procedure: In the Combat Phase (step 12), roll percentile PART FOUR – FLYING MISSIONS
dice for each crew member bailing out and consult the Bailout
Table (Operational Tables, page 3). If, after adding modifiers,
the result is in the required range, the bailout is successful. CHAPTER 14 –– TACTICAL SCALE PLAY

Limits: The first bailout attempt automatically fails if the Designer's Note: Opposing formations often sighted each
A/C used BT+ rates in their final move or had a speed ≥ 10.0. other long before either was in attack range. Sometimes, when
Bailouts are not allowed from a destroyed A/C if it was at ≤ 300 a sighting occurred, one side would have a distinct position ad-
feet above the ground when destroyed. vantage and the opposing side would seek to nullify that, or flee,
before combat was joined. Occasionally, one side would surprise,
Free-Falling: If bailing out above the VL band, aircrew are or "bounce" the other. The Tac-Scale covers these situations.
assumed to fall clear of a battle before opening chutes and are
removed from play. When a crewman bails out in the VL band, he "General" and "Mission" scenarios use tactical scale play
may open his chute immediately, falling 100 feet while it opens, and the Tactical Maneuvering Grid (TMG) to set up combat scale
or free-fall one or more turns at the end of which the parachute encounters between opposing forces.

may be opened. Each turn of free-fall results in an altitude loss Relative Time: One tactical turn (Tac-turn) is one minute of
of 3+ a D5 in increments, but never less than the preceding turn time. 15 combat turns equal one Tac-turn.
of free-fall. Impacting the ground before parachute opening is
fatal. If opening a parachute without free-falling roll a D10, on Tactical Maneuvering Grid: The TMG is the play area on
a "1" they perish (the parachute entangles on A/C, or crewman which attacking A/C maneuver against enemy A/C until combat
strikes airframe). Place a parachute marker in the bailout hex. commences or they break off. The TMG position the attackers
It descends 100' per turn. hold when combat commences determines where they set up
relative to the defender for combat play.
Shooting Parachutists: Parachuting crew may be attacked The TMG is composed of four rings, termed "range bands,"
with A/C guns or AAA. A parachute has a defense factor of 20 labeled "A" to "D" surrounding the center "X" box. Each range
(it's mostly hollow) and can take 5 hits without being destroyed. band is an abstract distance from the defender and no specific
No deflection modifiers apply. If hits are achieved, roll a D10, on scale is set for them. The "A" band represents a distance of a few
a "1" the parachutist is killed. Non-Japanese attackers must roll hundred yards while the "D" band represents the max distance
a D10 once for a result ≥ 7 to go through with the first attack on for effective maneuvering against the defender which could be
a hapless parachutist (a fail = no further attempts). several thousand yards. Range bands are further divided into
Post Bailout Fate: The fate of surviving crew must be de- 12 sectors each corresponding to "deflection arcs and certain
termined in order to see if they can be returned to combat later clock lines" around the defender's A/C.
in a campaign. If aircrew successfully bail out or crash land, roll Setting up for Tactical Play: First, determine the relative
percentile dice at the end of the game to see what their fate is altitudes of the opposing sides (Rule 14.1). If needed, determine
on the Aircrew Bailout / Crash Fate Table (Operational Tables, which side obtains "first sight" (Rule 14.2) to become the attacker.
page 3). The four possible results are: Once the roles of attacker and defender are defined, tactical
1. MIA (Missing in Action): The crewman is lost forever scale play may begin.
(drowned at sea, died on the ground, or died in prison). Sequence-of-Play: Each Tac-turn has these phases:
2. POW (Prisoner of War): A POW will be repatriated 1. Aircraft Placement Phase (Rule 14.3)
after the war ends but is out of the campaign game. 2. Attacker's Movement Phase (Rule 14.4)
3. E & E (Escaping & Evading): Not captured, but not 3. Defender's Intercept Phase (Rule 14.5)
rescued either, hiding out with friendly underground 4. Defender's Sighting Phase (Rule 14.6)
agents. An E & E crewman rolls three D10s. The sum 5. Defender's Response Phase (Rule 14.6.1)
is the no. of weeks he is out of campaign play.
4. Rescued: Rescued aircrew may re-enter campaigns. 14.1 –– RELATIVE ALTITUDES
Roll two D10s, the sum of the results is the number of Relative altitudes determine who is higher or lower for first
days that the aircrew will miss due to injury or rescue sight modifiers. The defender starts at the base altitude and the
delays. After missing the required days, the aircrew can attacker uses his relative altitude as set per the Rules below.
be put back on the roster and resume flying missions.
For General Scenarios: Players pick one side to be at a
mutually agreed to base altitude in levels, or they may roll two
YOU MAY NOW PLAY ALL or more D10 and sum them to randomly generate one in levels.
After the base altitude is set, determine relative altitudes.
AIR COMBAT SCENARIOS
For Mission Scenarios: Per Chapter 15, A/C may have ran-
dom, unintentional, or deliberate encounters with enemy forces
during mission scale movement (Rules 15.5.2 to 15.7). Relative
altitudes for each type of intercept is handled as follows:
• Random Encounter (15.5.2): The base altitude is that of
the leader of the side having the encounter. The randomly
appearing A/C determine relative altitude as given below.

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Fighting Wings 33

• Unintentional Encounter (15.6): If encounter is due to OMT combat, otherwise they fight with first sight resolved normally.
horizontal movement, use altitude each side's leader had
Escorts and First Sight: If the side having first sight has
when encounter occurred and relative altitude is not deter-
close escorts, none, some or all escorts may attack the other
mined. If encounter is due to OMT vertical altitude shifts, the
side. If none attack, that side becomes the TMG defender. If any
leader's altitude of the non-moving side is the base altitude.
escorts attack, the escorted A/C can be left out of play.
The moving side determines relative altitude as given below.
Note: If a side is dragged to a new OMT position as part of 14.3 –– AIRCRAFT PLACEMENT PHASE
its intercept or unintentional encounter, relative altitudes are
determined as if in a deliberate encounter below. Use this phase when setting up Tac-turn one and when new
aircraft enter the tac-scale engagement per Rule 15.9.
• Deliberate Encounter (15.7): The intercepted leader's
altitude is the base altitude. The interceptors may, if within Defender Placement: All defending A/C are in the center-box
5,000 feet of the other side, use their current altitude as a of the TMG (no marker required). Escorted A/C declare forma-
start altitude or they may determine relative altitude as tion type (fixed or flexible). Escorts use flexible formation and
given below. If further than 5,000 apart, the interceptors declare their altitude relative to the escorted A/C during combat
may shift to exactly 5,000 feet from the intercepted A/C or scale set up. They may be 1,000 below to 3,000 feet above.
determine relative altitudes as given below. Attacker Placement: Attackers always start in a flexible
Relative Altitude Procedure: Each side rolls a D10 and formation and determine their start position as follows:
halves the result retaining fractions. Subtract the low roll from Roll a D10. Add applicable TMG Start Position modifiers. Place
high roll. In general scenarios or random encounters the result a numbered formation marker (representing the attacker's A/C)
is the difference in thousands of feet the other side is from the on the outskirts of the deflection arc or clock line sector equal to
base altitude. If the other side's roll was higher, it will be above the modified result. Next, roll another D10. Add applicable Start
the base altitude. If lower, it will be below the base altitude. Range modifiers. Shift the attacker's marker to the resulting range
In all other mission scenario situations, the higher or lower band of its previously determined deflection arc or clock line.
force is established by the altitude they held relative to the other
when the encounter occurred. Note: Some Start Position modifiers may be + or – at the
attacker's option. If so, decide if + or – before rolling the die,
Note 1: If the defending force includes close escorts (Rule and how much after rolling the die.
15.5.1), the attacker may set his relative altitude in reference to
either the escort or the escorted A/C altitudes (Rule 14.3). TMG Start Altitude, Attitude and Speed: Start altitudes are
per Rule 14.1. For general scenarios and random, or unintentional
Note 2: The relative altitude procedure cannot place A/C to a mission encounters, both sides start in level flight at combat
higher altitude than they started with if intercepting lower targets, cruise speed, or at the highest value allowed by the speed used
or to a lower altitude than they started with if intercepting higher for their Op-scale movement (Rule 15.4.1).
targets. In this case, use the original start altitude.
In deliberate mission scale intercepts the defenders start in
Relative Altitude Example: An Allied formation is at 17,500 level flight at their Op-scale speed. Attackers start in level flight at
feet when they have a random enemy encounter (Rule 15.5.2). up to max attainable speed if using an unchanged start altitude.
They roll a 7 which becomes a 3.5. The enemy rolls a 2 which If using relative altitude or shifts to within 5,000 feet, they may
becomes a 1. The difference is 2.5 meaning the enemy will start start in a SHD (between max level & half way to max dive speed)
TMG play 2,500 feet below the Allies (at 15,000 feet). or a STD attitude at any dive speed if intercepting from above,
or in a SHC or level flight at combat cruise if from below.
14.2 –– FIRST SIGHT DETERMINATION
Altitude Exception: If initiating a follow-on TMG combat
The side gaining first sight is the "TMG Attacker" and the other from an Op-scale "engaged" status (Rule 14.9) the attackers
side is the defender. In mission scenarios the side successfully are placed, as a group, in the C band space of their choice at
initiating a deliberate encounter (Rule 15.7) automatically wins any altitude within 3,000 feet of the defender's base altitude.
first sight. For random or unintentional encounters in mission
scenarios, or for general scenarios, first sight is resolved normally. 14.4 –– ATTACKER'S MOVEMENT PHASE
First Sight Roll: Both sides roll percentile dice. Add the modi- New attackers just placed on the TMG do not get to move
fiers from the Sighting Modifiers Table (Tactical Scale Tables). or act in this phase. Their placement constitutes their drift and
The side with the higher result gains first sight. move on their turn of appearance. A/C or formations already on
Tied First Sight: In a tie, both sides sight each other at the the TMG move and act per the following steps:
same instant and must roll another D10 with no modifiers. The a. If multiple attackers exist, determine initiative order.
high roll is the TMG attacker. Roll as needed to break ties. After b. Commit to combat if allowed and desired.
determining relative start positions as indicated below, skip to c. Adjust all attacker positions due to relative flight path drift.
the Defender's Response Phase since the attacker is already d. Move attackers one by one in initiative order.
sighted and from there continue Tac-scale play.
(a) Initiative: Roll a D10 for each formation or solo A/C on the
Unescorted Formations: If a side consists of unescorted M TMG (break ties per Rule 8.1). Add +1 each if formation leader
or H class A/C not on air-to-air missions, first sight is awarded to or pilot is a veteran, ace or hero, -2 if green and -4 if a recruit.
the other side unless its A/C are also not on an air-to-air mission. The highest rolls act or move first in the following phases.
In this case, the encounter may be ignored if both sides decline

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34 CLASH OF ARMS!

(b) Commit to Combat: An attacker in the A or B band and speed up to the lesser of listed max level –1.0 in
within 3,000 feet of any defender's altitude may initiate combat any band or max attainable speed –0.5.
before any drifts or moves are applied. • Dash Speeds (all classes): Anything > cruise speeds.
• Climb Speeds (all classes): The higher of listed mini-
(c) Relative Flight Path Drift: The defender's flight path
mum speed +1.5, or adjusted minimum speed.
causes attackers to drift one or more spaces per turn toward the
defender's rear arc. Drift is from one band to the next, or along
the same band, to the defender's rear arc and eventually off the
14.4.1 –– MULTIPLE TMG ATTACKER LIMITS
TMG (to imaginary bands beyond the D band equal to the rate Multiple attackers can be on the TMG if or when:
of drift) as indicated by arrows on the TMG. If an attacker drifts
a). New attackers join the engagement because their Time-
off the TMG and does not or cannot reenter during its move, it is
of-Intercept (TOI, Rule 15.9) has been reached, or...
removed from play (disengages). Re-entry must be to the same
space from which A/C drifted off. If any attacker ENDs this phase b). An attacking formation splits into smaller formations or
in the defender's box within 1,500 feet of any defender, combat individual A/C, each moving separately.
is automatically initiated before attacker's movement begins. Limits: A formation may split up once per Tac-turn at the start
(d) Attacker's Movement: Attackers may move forward, of its move into two parts of any size. When splitting, formation
backward or sideways into adjacent TMG spaces in any combina- integrity must be kept, meaning, each part must have its own
tion of moves up to their allowed limit, but not diagonally. If the leader. Exception: veteran pilots may split off as individuals as
defender's box is entered during movement while within 1,500 long as their wingmen can be placed with another leader.
feet of any defender, combat is automatically initiated. If an at-
14.4.2 –– A/C SPEED DIFFERENCES
tacker deliberately exits the TMG, it disengages. After movement,
declare and record the attacker's ending flight attitude, speed Extra spaces of movement on the TMG may be allowed or
and altitude. Below is a list of allowed moves: required due to speed differences as follows:
Fly Level: Move up to two spaces while staying level, gaining up • For each 2.0 points of speed the defender is faster, the
to 200 feet, or descending up to 400 feet. Speed is set between attacker suffers one extra space of relative drift.
combat cruise and maximum attainable level speed, inclusive. • For each 2.0 points of speed the attacker is faster, the
Flight attitude may be level, shallow climb or shallow dive. attacker may move an extra space.
Dives: Move up to two spaces, or three if in second or subse-
quent turn of continuous diving. The attacker must lose from 14.5 –– DEFENDER'S INTERCEPT PHASE
500 to 5,000 feet of altitude. Speed may be set at any speed When new formations from the defender's side enter the
≥ max attainable up to max dive speed with at least 500 feet Tac-Scale engagement per Rule 15.9, use this procedure:
dived for each 0.5 of speed above max attainable chosen. Com-
pressibility is automatic if A/C attain transonic speeds. Flight • Each new formation entering play selects one of the
attitude may be any dive attitude, or level if alt. dived ≤ 2,500. Attacker's formations anywhere on the TMG to engage.
• The new arrivals and the engaged attackers are removed
Climbs: Move one space and gain ≤ half of A/C's listed rate from play and put into a separate battle. The engaged at-
of climb (rounded up to next 100 feet) in altitude (Speed may tackers may invoke the right-of-combat refusal Rule below
be set between climb and combat cruise, inclusive and flight if their formation is large enough.
attitude may be level or shallow climb), or remain in place and
gain altitude > half the listed rate up to the full rate of climb Attacker's Right-of-Combat Refusal: If the engaged attack-
(Speed becomes climb speed with A/C in any climb attitude). ers have ≥ twice as many A/C as the new arrivals, A/C in excess
of twice the enemy may be retained on the TMG to continue the
Note: If mixed A/C types are in a formation, all are restricted original engagement. If using this Rule, formation integrity must
to the abilities of the least capable one. A/C logs are not needed be maintained (existing flights, elements, etc., may not split up
until combat scale play begins. when moved to another battle or retained).
Combat Initiation: If combat is initiated for any reason, skip Surprise Status: New arrivals always surprise attackers on
the Defender's Intercept Phase and proceed to the Defender's the TMG and set up for combat per Rule 14.7 with their leader
Sighting Phase, even if some attackers have not yet moved. All on the 6:00 line of any one engaged attacker using the A band,
formations set up for combat per their TMG positions, relative or center "X" box parameters as desired. Relative altitudes are
to the defender, as held the instant combat was initiated. per Rule 14.1. The former attackers are allowed one sighting
A/C Speed Definitions: attempt per Rule 14.6 with attendant effects on set up.

• Endurance Speeds: In Op-scale play A/C may use


14.6 –– DEFENDER'S SIGHTING PHASE
endurance speed to save gas. If entering tactical scale
play at endurance speed, start speed is A/C's adjusted After the Attacker's Movement Phase, even if combat has
minimum speed up to 1/2 max attainable speed (if adj. been initiated, the defender can try to sight the attackers. For each
min speed > 1/2 max attainable, then end. speed NA). attacking formation on the TMG the defender rolls percentile dice
• Fighter Cruise (F & MF): Any speed > endurance and adds applicable modifiers from the Sighting Modifiers Table
speed up to the lesser of max attainable –0.5 in any (Tactical Scale Tables). If the final result is ≥ to the percentile no.
band, or max listed level –1.0 if in HI or higher bands, or listed for the range band the attacker is in, they are sighted and
max listed level speed –1.5 if in MH or lower bands. remain sighted for rest of TMG play. If the original roll is 100, the
• Bomber Cruise (L, M, & H): Any speed > endurance enemy is sighted regardless of modifiers.

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Fighting Wings 35

Effects of Successful Sighting: • If Defender Elects To Flee: Proceed as directed below.


• If the attacker has not initiated combat, proceed to the
Mission Aborts: If the defenders are on an AtG mission and
Defender's Response Phase.
have not reached their target, the mission is aborted and they
• If the attacker that initiated combat was sighted, the
may no longer move toward the target on the OMT (Chapter 15).
defender is allowed to set up with any upright angle of
Instead, they must jettison all air-to-ground weapons (except
bank, use any power setting, and may maneuver his A/C
rockets) and return to their bases attempting to escape as given
freely, beginning with the first turn of combat scale play.
below. If on an air-to-air mission, the mission may continue after
Effects of Unsuccessful Sighting (a "Bounce"): an escape attempt is resolved, whether combat results or not.
• If combat has not been initiated, return to the Attacker's
Escape Procedure: The defender chooses one of the fol-
Movement Phase. Repeat this cycle until the attacker is
lowing escape profiles and all fleeing A/C must use it:
sighted, or initiates combat, or exits the TMG.
• If the attacker initiates combat, the defender is surprised 1. Escape by steep or vertical dive.
("bounced"). Defending A/C start combat play wings level 2. Escape by shallow dive at full throttle.
and may only fly forward (no maneuvering) on the first turn 3. Escape by level run, or shallow climb at full throttle.
(first two turns for A/C without radios unless the individual 4. Escape by full throttle climb.
A/C is attacked on first turn). They cannot change flight
attitude or angle-of-bank. Only MC and the minimum VFPs Next, the attacker declares if he will pursue them. If not, the
allowed for their flight attitude may be used (no OC). Throttle engagement ends. If yes, the success or failure of an escape
is limited to cruise power or less. After these turns of surprise is determined by D10 rolls. Prerequisites for using a particular
penalty flight, the defenders may fly freely. escape profile and the amounts of altitude change, final attitudes
and speeds that result from each escape profile are detailed in
the Escape Profiles Table (Tactical Scale Play Aid).
14.6.1 –– DEFENDER'S RESPONSE PHASE
Escape Rolls: The defender and attacker each declare
If attackers are sighted and combat has not been initiated,
whether their side will flee or pursue as a single force, or split up
the defenders must immediately declare if they will pass, initiate
and flee or pursue by varying A/C capabilities. Each side then
combat or try to flee.
rolls a D10 for a base number and adds applicable modifiers
• If Def. Passes: Return to Attacker's Movement Phase. De- from the appropriate Escape Profiles Table.
fending A/C may change speed from existing up to max att.
level (Fixed formations degrade to flex. at Dash speeds). • If fleeing or pursuing as a single force, use the modifiers
• If Def. Initiates Combat: Proceed as follows: that apply to the least capable A/C.
• If fleeing or pursuing by varying capabilities due to type,
a.) If No Defenders in Fixed Formation: Set up combat damage or load differences, the fleeing and pursuing A/C
normally if nearest attacker is in A or B band. If nearest attacker may split up into groups with different capabilities with
in C or D band, the defender may opt to change the geometry each group using the modifiers for its least capable A/C.
of the combat before set up as explained below: • Each group whose modified escape roll is greater than all
Geometry Change: Shift all attackers identically, clockwise the pursuer's modified rolls successfully escapes. Each
or counter-clockwise, in their present TMG range band, up to two pursuit group whose modified roll exceeds one or more
spaces if nearest is in C band, or up to three spaces if nearest fleeing group escape rolls has the option to attack one of
is in D band. One altitude, attitude, and speed change move is those groups. More than one pursuit group may attack the
allowed to each formation on each side per Rule 14.4, except same fleeing group. Fleeing groups not attacked, escape.
further movement on the TMG is ignored (formation splits okay). Escape Combat Set Up & Fuel Use: If a fleeing force is
The defender makes all of his move changes first. caught, combat is set up as if the pursuer entered the TMG
b.) If Any Defenders in Fixed Formation: Combat is set up center box on the defender's 6:00 line. Use the lesser of the
normally and if nearest attacker in the C band, escort A/C may original starting relative altitude difference or 1,500 feet – a D10
set up their flights facing up to 60° from the direction the portion of increments (pursuer starts from above if fleer dove, and below
of the group in fixed formation is going. If nearest attacker in the if fleer climbed, and pursuer's option if fleer tried to escape by
D band, the facing difference may be up to 120°. All A/C in a level run). An escape attempt uses up 1 minute of endurance
flight must use the same facing, but all flights need not. and one tactical game turn (see Chapter 15 for fuel rules).

c.) Defender's Right of Combat Refusal: If a defender initi- 14.7 –– SETTING UP COMBAT SCALE PLAY
ates combat and all attackers are in C or D band any defending
A/C beyond twice the attacker's number may be withheld from 1. Set Up Defenders First: Place the main formation leader
battle (they continue mission ignoring fight). Formation integrity near the center of the map. Place all others in appropriate for-
must be maintained, meaning, existing flights and elements may mation parameters with the same facing. When setting up fixed
not split up when withheld or committed to battle. If one A/C in formations, H and M class may not begin stacked and L or F
a fixed formation is involved, then all in that formation must be. class A/C may stack two to a position (A/C may stack further once
play begins). Defender speeds and pitch are those last set by Op
Combat Initiation Limits: If all defenders are in fixed or Tac-scale moves. Next, place any escort A/C leads within 12
formation, or on an air-to-ground mission they may not initiate hexes of the escorted A/C leader, at the escort's declared altitude,
combat unless they degrade to flexible formation and abort the with wingmen in formation parameters. Escort A/C may be split
air-to-ground mission (jettison ordnance). If defenders include into smaller flights and spread out as long as each junior leader
escorts, these may initiate combat even if other defenders stay is within 12 hexes of the escorted A/C leader, or within normal
in fixed formation or in their AtG mission (no abort required).

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36 CLASH OF ARMS!

parameters of a higher ranking leader. All A/C in each different scattered out of formation in other ways. A/C may be scattered
escort flight must face in the same direction which may be up closer to an attacker than the original set up allowed.
up to 30° different from that used by the escorted A/C formation.
Junior Lead Scatters: If a lower ranked leader's A/C is scat-
2. Roll Attackers Start Range: Each attacking formation chooses tered in range or altitude, his wingmen are shifted equally at no
a defending formation or escort flight as its basis for set up, then cost to the total scatters allowed (facing changes always cost
rolls D5 or D10 dice as directed, adding them to the base range 1 scatter per A/C). These matching shifts do not count against
given on the Set Up Range Table. The sum is the exact range scatters that may then be applied later against the wingmen.
(including altitude differences) at which the attacking leader
High Altitude Scatter: Add one or two D10s to scatter rolls
must set up from a specific A/C in the selected enemy formation.
against formations in the HI to VH or EH+ bands, respectively.
3. Set Up Attackers: Place attacking leader in the hex, in the A/C in HI+ bands may suffer one extra scatter per two or less
arc or line parameters indicated by the TMG, of the selected A/C bands above MH band (exception - pressure cabin A/C).
in the enemy formation that will put it at the exact range rolled for.
Mission Fatigue Scatter: Add one D10 to the scatter rolls
The range to the NEXT nearest enemy A/C in the same formation
allowed against a formation after it has been in the air for 2 hours
must be ≥ the range to the selected A/C. If not, move the attacker
and after 5 hours (12 and 30 Op-turns). Add one to the scatters
away from the selected A/C (maintaining deflection parameters),
allowed to an A/C after it has been in the air for 2 hours and after
one hex at a time until the required range is met. The attacking
5 hours. Nullify these extra scatter rolls and A/C scatters by one
leader must choose a facing that puts the target A/C in front of
per two or less turns of Tac-scale play taking place after an at-
his own 3:00 - 9:00 clock lines. Place all remaining attackers
tacker has beeen spotted (due to advance warning of attack).
in appropriate formation parameters, ensuring none are closer
in range to the reference enemy A/C than the leader. Attacking Pressure Cabins: A/C with pressure cabins do not suffer
A/C speed and pitch is set to that allowed by their formation's extra scatters for being above MH bands. For fatigue, add just
last Tac-scale move. one scatter after A/C has been in the air 4 hours (24 Op-turns).
Restrictions: If setting up in climbs or dives, no A/C may be 5. Perform Final Set Up: If attackers were sighted before set
higher or lower, respectively, than their leader. If attacking from the up, each defending A/C may choose any upright bank angle and
left or right side of a formation of any size, the attacking leader's power. If not, all begin wings level at cruise power. Next, each
set up hex must clearly be to the left or right of an imaginary line attacker chooses any desired bank angle. Determine combat
going through the center of the defender's formation, parallel to scale weather (Rule 16.2). Commence Combat Scale play.
the defender's direction of flight. An equal number of A/C must
be on each side of the line. For odd numbers of A/C, the dividing 14.7.1 –– POST ENGAGEMENT OMT PLACEMENT
line should run through the middle of the A/C that leaves equal
numbers of A/C on either side. When A/C exit combat scale play or tactical scale play back
to Op-scale play (Chapter 15), use this procedure:
4. Scatter Enemy Formations: First the attacker scatters
the defender's A/C, then the defender scatters the attacker's as • Return them to the OMT dot position of the engagement.
allowed (reflecting imperfect formation flying). Do this for each • Pick a base altitude for each A/C that is from 3,000 below,
independent formation (group, squadron, or smaller) setting up. up to one Tac-scale ROC (adjusted for load & damage)
above that held when engagement exited.
Scatter procedure: • Friendly A/C that exit combat play on the same game turn,
• For each 4 or less enemy A/C in a formation, roll a D10 within range 15 to each other (1 mile), or A/C that exit the
and sum the results. If the formation straggled, add an- TMG on the same Tac-turn from the same D band space
other D10 (see Rule 15.5) to the total number of die rolls. whose new post combat base altitude is the same, may auto-
• The enemy player counters by rolling a D10 for each 9 matically rejoin into one or more formations as desired with-
or less A/C in that same formation, and subtracts the sum out having to roll to regroup after combat per Rule 15.12.
of his rolls from the sum of the scattering player's rolls. • A/C from the same side that are on the combat map together
• The remainder, if positive, is the number of scatters when an engagement ends may also rejoin as above.
allowed to an enemy's formation, excluding its leader.
• The TMG defender may add one D10 to his counter-roll 14.7.2 –– POST COMBAT CONSIDERATIONS
for each two Tac-turns attackers moved on the TMG
after being spotted, before either side initiated combat. Op-Scale Intercepts: Targets can be subject to multiple
intercepts in an Op-turn (rule 15.9). Should a formation be split
Scatters: A single scatter consists of: into various parts as a result of a prior engagement, all former
• Displacing an A/C one hex in any direction. parts of that formation are considered to be in view of any pending
• Changing an A/C's altitude by up to ± 300 feet. interceptors. When play of a subsequent intercept is commenced,
• Changing an A/C's facing by 30 degrees. the new attackers may pick any part of the original formation to

attack, or they may also split up into smaller formations, each
Limits on Scatters: A side's main formation leader may not
attacking different parts of the former formation. In this case,
be scattered. Up to three scatters can normally be applied to an
A/C. All or some may be hex or altitude changes. Only one may each intercept is resolved as a separate engagement.
be a facing change and only if at least one other scatter type was
applied before the facing change. Facing changes may not put 14.8 –– EFFECTS OF SUN & CLOUDS
a wingman's facing more than 30° off his leader's facing. Facing The Sun: If any A/C on the TMG are above the highest bro-
changes are not allowed to A/C in fixed formations. Wingmen ken or overcast clouds (Rule 15.2) roll a D10 during set up to
may not scatter to a position forward of their leader but may be determine the deflection arc the sun is in. Defenders must apply

Buel Chandler (Order #27244075)


Fighting Wings 37

sun modifier if attempting to sight attackers in this arc whose Break Off to TMG Placements: Defenders return to center
altitude is in the Sun's Dazzling Zone (see below). box at their leader's last altitude ± 500 feet. Time is set to the
Tac-turn following the one in which combat ended. Attackers
Approx. Time of Day Sun Position & Dazzle Zone
go to the C band TMG space best approximating their position
Morning or Evening Low ≤ ± 1,000 per Band Away
relative to the defender's leader when each disengaged. Set
Mid-Morn. or Afternoon High ≥ 1K higher per Band away
them at their last altitude + up to half their ROC (rounded next
Hi-Noon (1100 to 1300) Vertical ≥ 2K higher in A band, ≥ 4K
lower 100 feet) or up to –1,500 feet lower. Attackers placed in
if in B band. NA in C and D bands.
the same TMG space within 600 feet of each other may auto-
Clouds: If clouds exist in defender's altitude bands (Rule matically join into formation. Speed for both side's A/C is then
15.2), apply the listed modifiers to TMG set up die rolls. See set from cruise to max level. TMG placement is the attacker's
Rule 16.2 for generating combat scale weather for the battle. move for that Tac-turn. The attacking A/C returning to the TMG
Silhouetted A/C & Contrails: If a higher or lower target of remain sighted by the attacker's for future Defender's Response
a first sight or defender's sighting attempt has broken or over- Phase considerations.
cast clouds in altitude bands beyond and behind them, from the
sighter's perspective, double the target A/C quantity modifier YOU MAY PLAY ALL GENERAL SCENARIOS
for the sighting attempt roll. If TMG attackers end a move at or
above the base contrailing level (rule 15.2), apply the contrailing
modifier to the sighting roll in the Defender's Sighting Phase.
CHAPTER 15 –– OPERATIONAL SCALE PLAY
Designer's Note: Missions often lasted several hours during
14.9 –– TAC-SCALE TO OP-SCALE CONTINUITY which only a few minutes of intense combat would occur. The
Failure to Initiate Combat: If combat not initiated by end rest of the time pilots were concerned with navigation, formation
of Tac-turn 10, and Op-scale play is in use, all A/C on the TMG flying, weather, fuel use and keeping an eye out for the enemy.
retain their current positions and relative altitudes while the next "Mission" scenarios use Op-scale play and the Operational
Op-turn's moves and intercepts are conducted. TMG defenders Mission Track (OMT) to track the progress of a mission from
on missions allowing them to move while engaged, drag any TMG take off to landing. Below are definitions of key Op-scale terms:
attackers that opt to stay engaged to their new Op-scale OMT
dot. Tac-scale play then resumes from where it left off. When • A/C Type - The A/C's agility class along with its number
dragged, attackers must choose an Op-scale speed ≥ to the of engines (e.g., twin-engine M class bomber).
defender's to keep up. If unable, the engagement ends and the • CAP - Combat Air Patrol. A/C on CAP missions.
attackers are left behind when the defenders move. Left behind • Deliberate Encounter - Intentional intercepts or attacks
attackers must move immediately after the defenders move. by A/C upon enemy formations or surface targets.
• Engaged A/C - A/C involved in an encounter.
Staying In Contact After Combat: After a combat in which • Escorts - A/C assigned to protect other A/C.
attackers disengage to the OMT they may opt to stay "in contact" • Force - Multiple formations operating together.
with the former defender's from Op-turn to Op-turn so long as: • Formation - Two or more A/C joined together.
1. The defending A/C did not disengage first and consist of • Free Hunters - Non CAP A/C on air-to-air missions.
some L, M or H class A/C not on an air-to-air mission. • OMT Dot Position - Any of the five 8 mile wide dots in
2. The defender's F class escort, if any, number < half the A/C each OMT column.
in the attacking formation wanting to stay in contact. • OMT Column - Each 40 mile wide ground square and
3. The attacker's agility class is ≥ to some of the defenders. the entire column of altitude band squares above it.
4. The attacker's are within 3,000 feet of the defender's alt. • OMT Zone - A 6 column wide weather zone on the OMT.
5. A D10 roll of ≤ 7 is achieved (+1 per weather step worse • Random Encounter - A surprise encounter with A/C or
than clear (e.g., +5 to roll if inclement weather applies). other units resulting from an enroute event die roll.
• Unengaged A/C - A/C not involved in encounters.
"In Contact" Moves: In contact attackers move immediately • Unintentional Encounter - An encounter resulting from
after the defenders. An op-scale speed that allows the attackers opposing A/C crossing paths during movement.
to match or exceed defender's OMT dot movement is required.
In contact attackers may change altitude normally during move- Note: With regards to rules of conduct or procedure, the
ment. Friendly A/C may join in contact formations normally. In terms "A/C" and "formation" are used interchangeably.
contact attackers auto-succeed when intercepting the contacted
defenders. In contact attackers are automatically sighted in the 15.1 –– OP-SCALE SET UP
first defender's sighting phase. Attackers lose in contact status if Placing Units:
themselves intercepted first or if ending movement out of intercept 1. The "mission" player places both border markers, pri-
range. An attacker's in contact status may be voluntarily ended mary & alternate target markers, ground & naval units,
at the start of an Op-turn. If so, roll for initiative normally. airfields and aircraft as required or as allowed in OMT
squares designated by the scenario.
14.10 –– COMBAT BREAK-OFF TO THE TMG 2. The "interceptor" player places his airfields, ground
units, naval units and aircraft as allowed.
Attacking A/C may disengage to the TMG, instead of the OMT,
3. Determine weather in all four OMT zones & begin play.
when leaving a combat. If so, they may resume Tac-scale play
beginning with the next available Tac-turn, once all attackers in Border Markers – These are placed in the OMT squares
the original fight have disengaged. In this way, multiple combats containing the border dot. Borders & airspace areas are always
between the same A/C are possible in a single Op-turn. defined as friendly or enemy relative to the "mission" player.

Buel Chandler (Order #27244075)


38 CLASH OF ARMS!

Friendly Areas – The home base circle and all OMT columns "Inclement". A/C above affected bands, or below them when
and dots to the left of the friendly border dot (inclusive) equal weather is not "inclement" are in clear skies. The weather may
friendly territory and airspace. Enemy units may not set up there. cause die roll modifiers for various events. Cloud layers and
Random enemy flak attacks are not allowed in friendly airspace, decks may be called for in combat scale play.
but random enemy "intruder" A/C may be encountered there.
Contrails: Condensation trails (contrails) will stream behind
Neutral Areas – All OMT columns and dots between the A/C at certain altitudes. Use the table below to determine the
friendly and enemy border dots are neutral areas. Enemy ground lowest and highest contrail altitude levels in each OMT zone.
units or airfields may not set up in neutral areas. Random A/C A/C at or between those levels will contrail and have modifiers to
encounters are allowed but not random unexpected flak attacks. sighting and interception attempts against them. If the weather
If the friendly and enemy border dots are adjacent to each other, changes in a zone, reroll for its contrail levels.
no neutral territory will exist.
• Lowest Contrail Level = 20 + D10 roll.
Enemy Areas – All OMT columns and dots to the right of the • Highest Contrail Level = (2 x D10) + Lowest level.
enemy border dot are enemy areas. Mission side ground units
may not set up in enemy areas. Restrictions on where friendly 15.3 –– TAKE OFF & JOIN UP PHASE
A/C can be encountered may exist depending on the scenario.
Designer's Note: In WW-II the typical pilot was young, 18
Target Markers: These are used to mark the OMT square to 22, often inexperienced and faced with difficult operational
containing the primary and alternate target dots. conditions. As a result, accidents and aborts were common. The
take off & landing attrition Rules consider this.
15.1.1 –– OP-SCALE SEQUENCE-OF-PLAY
Take Off & Join-Up Phase Steps:
An Op-turn consists of the following phases: • Mission player then interceptor player declares take offs.
1. Weather Change Phase (Rule 15.2) • Both sides resolve take off attrition, launch spare A/C.
2. Take off and Join-Up Phase (Rule 15.3) • Check for unintentional encounters (Rule 15.6) when
3. Movement & Search Phase (Rule 15.4) placing A/C in their take off altitude bands.
4. En Route Join Up and Events Phase (Rule 15.5) • Announce any take off formation join up attempts.
5. Intercept and Combat Phase (Rule 15.8) Procedure: Announce number and type of A/C taking off from
6. Regrouping / Landing / Servicing Phase (Rule 15.12) a base. Place formation counters for them in an allowed altitude
The Operational Tables, pages 1 and 2 include a detailed band above the dot of the base. Start a log for the formations.
Declare take off speeds. Take off and take-off join-ups end the
copy of the SOP with all its steps.
moves for those A/C for the current turn.

15.2 –– WEATHER CHANGE PHASE Take Off Groups (TOGs): All A/C of the same type taking
off from the same base in a game turn constitute a TOG.
Starting Weather: Before play, roll a D10 for the home base
zone and each OMT zone and refer to the Initial Operational Take Off Attrition: For each TOG make a LH roll and modify
Weather Table (OMT, page 2) to find the weather in that zone. it per the Take Off Attrition Table (Op-Tables, page 1). The final
Place a marker in the appropriate weather track of the zone. LH determines how many A/C abort per the Attrition Table (Op-
"Inclement weather" indicates rain, drizzle or fog is present at Tables, page 4). If the TOG is larger than 18, divide it into the
all altitudes below the lowest affected OMT band, or the lowest least number of near equal sized sets of A/C and make a separate
combat scale cloud deck or layer in that zone. attrition roll for each set (the TOG size remains unchanged).

Affected Bands: For each zone with other than "Clear A/C Speeds after Take Off: Select a cruise speed value if
Skies" roll a D10. Refer to the Affected Altitude Bands Table initial climb is less than or equal to one climb multiple. Use a
(OMT, page 2) to find which bands contain the existing weather. climb speed value if initial climb greater than one multiple.
Place "cloud" counters in the left most OMT column of the zone Fate of Aborting A/C: Randomly determine which A/C
in those bands. All OMT columns in a zone will have the same aborted. Make a percentile roll for each and refer to the Take
affected bands. If A/C end a move in a band affected by broken off Abort Fate Table (Operational Tables, page 1) and follow the
or overcast weather, they must declare whether they will be directions there. Aborted A/C still count against a base's take off
above or below the nearest clouds in that band. limit. Spare A/C at base may immediately launch as replacements
Weather Change Phase Steps: (not to exceed the airbase's limits). Successfully launched spares
• Roll for weather changes on designated Op-turns. join the original TOG after checking attrition.
• If weather changes, roll for affected altitude bands.
Take Off Limits: Unless limited by a scenario, the number
Weather Rolls: Roll a D10 per the Weather Change Table of A/C that may take off in an Op-turn are as follows:
(Operational Tables, page 1) at the following times: • Mission player's Home Base unlimited
• Each third Op-turn in summer scenarios • Other airfields (each) ≤ 24 A/C
• Each even Op-turn in spring or fall scenarios • Aircraft carriers using deck runs ≤ 20 A/C
• Each Op-turn in winter scenarios • Aircraft carriers using catapults ≤ 4 per catapult
The final result indicates if, where and what type of change Take Off Climbs: A/C taking off may be placed at any altitude
occurs. If weather improves, move the marker left on the track up to their listed ROC x their load factor as listed in the OMT
one box. If it worsens, move the weather track marker right one Movement Rules Summary, OMT page 1 (the factors are x4, x3
box. Weather cannot improve beyond "Clear" or worsen beyond and x2 for normal, loaded and over-loaded A/C respectively).

Buel Chandler (Order #27244075)


Fighting Wings 39

Take Off Join Ups: Any number of three to four A/C flights the factor given for their load status in the OMT Movement
or A/C pairs may be created out of a TOG by simply declaring Rules Summary (OMT, page 1), for their selected speed.
this. Each pair or flight formed expends a D5 of fuel endurance.
Op-MP Restrictions: A/C move once per Op-turn. All avail-
F and unloaded L class may also do one en route join up on the
able full Op-MPs must be spent in a move (carry half MPs). Half
turn of take-off. For others, the take off join up is the only activity
FPs may be carried and used normally only if speed doesn't
allowed after taking off (exception, all may regroup per 15.12).
change from one Op-turn to the next, else they are forfeit.
15.4 –– MOVEMENT & SEARCH PHASE Speeds & Op-MPs: On take off, A/C have zero Op-MPs and
set climb speed. On later turns, Op-MPs equal the available full
Designer's Note: The OMT is an abstract representation of
FPs from their selected speed. Formations move at the speed
a mission's preplanned navigation track across the ground.
of the slowest A/C in them. When moving select one of these
Movement & Search Phase Steps: speeds for each formation:
• Determine formation order of moves & initiative. 1. Endurance Speed (a slow fuel conserving speed).
• Move all formations, except those that just took off, in 2. Climb Speed (max power climb rate speed).
initiative order. Formations may split up as they move. 3. Cruise Speed (a fuel efficient speed).
• Check for unintentional encounters (Rule 15.6). 4. Dash Speed (a fast, but fuel consuming speed)
• Free hunters may attempt deliberate intercepts against
A/C moving within intercept range (Rule 15.7). Endurance: Allows FPs from adjusted minimum speed up
• Resolve harassing AAA attacks as allowed (15.4.3). to 1/2 of max attainable speed. If adjusted min. speed is > 1/2
• Resolve target sighting attempts as allowed (15.4.4). max attainable, endurance speed is not allowed.

OMT Movement: Movement is tracked on the OMT using Climb (& Take Off): From adjusted min. speed to listed min.
formation counters which move as explained in Rule 15.4.1. +1.5, but not > max attainable level speed. Climb speed assumes
max power and consumes fuel at the dash speed rate.
OMT Dots: Each OMT column is divided into five "dot" posi-
tions numbered "N.1" to "N.5" from left to right. "N" is the OMT Fighter Cruise (F & MF): Any speed > highest available
column and the second number is the "dot" within that column. endurance speed up to:
Ground and naval units always set up on specific dots. • Max attainable speed –1.0 if in HI or higher alt. bands
• Max attainable speed –1.5 if in the MH or lower band
Note: If setting up mission scenarios from earlier FW games,
all units placed in an OMT square are at position "N.3". Bomber Cruise (L, M, & H): Any speed > highest available
endurance speed up to the lesser of:
Order-of-Movement: Formations move in order of agility • Listed max level speed –1.0 in any altitude band.
class (H, M, L then F). In the Op-scale L moves before F. If both • Max attainable level speed –0.5 in any altitude band.
sides have formations in the same class, roll a D10 for each. If
a formation leader is a veteran, hero, or ace, add one to the roll. Dash: Any speed > A/C's highest cruise speed up to its max
The final result is the initiative no. The formation with the lowest attainable level speed. Dive speeds are never used at the Op-
initiative moves first. Roll as needed to break ties. A formation scale as these would be sustained for only very short times.
has the agility class of the least maneuverable A/C it contains. Move Limits: For join up and force assembly, formations may
Move Preemption: Formations with a higher agility or initia- loiter at will. Once a force with an air-to-ground mission starts
tive no. than one about to move may preempt that formation and toward a target it may use any speed but may not loiter in dots
move first. A preempting formation may itself be preempted by unless needed to end an Op-turn in or stay in the target's dot.
another. All preemptions must be declared before any preempters When returning from a completed or aborted mission no restric-
begin to move. Moves are executed in order, from last preempter tions apply. If altitude changes, reset speeds at end of each move
first, to original preempted formation last. based on the final altitude before resolving intercepts.
Mixed Speeds: Formations within a larger force may have
15.4.1 –– OMT MOVEMENT different speeds but the entire force moves using the Op-MPs of
Horizontal Movement: Formations (or A/C) expend Op-scale the slowest formation. Each formation's fuel use and TMG start
movement points (Op-MPs) to move (see below). One Op-MP speed for Tac-scale play is based on its own speed and not that
moves a formation from one OMT dot to the next dot. A/C may- of the larger force it is part of (faster A/C, such as fighters, would
also loiter in place (circle), if desired or required, by expending be weaving to pace slower bombers).
Op-MPs repeatedly in the same dot. A/C Unable to Sustain Level Flight: If damage is such that
Vertical Movement: A/C climb and descend as shown below. adjusted min speed exceeds max attainable, or an A/C has no
A/C may both climb and descend in the same move. Op-MPs engines, its speed is set to endurance, but only one of its MPs
are not used for vertical moves. may be used for horizontal travel, and only if its start altitude
is at least 3,500 feet above the ground. Additionally, such A/C
• Descents: A/C may freely descend up to 3,000 feet for will lose a minimum amount of altitude (in levels per Op-turn or
each Op-MP expended to enter a new dot, and up to increments per Tac turn rounded up) = adjusted min speed + a
6,000 feet for each Op-MP expended to loiter in place. D5 (two D5s if not a glider type and no engines).
• Climbs: A/C may either climb at the start of their turn, They may lose more using Op-MPs not used for horizontal
before Op-MPs are expended, or at the end of their turn travel. If not engaged or attacking ground units on turn ground
after all Op-MPs are expended. A/C may gain altitude in level is reached, they will force land (the crew may bail out be-
an amount up to their listed ROC for their start band times fore then). If engaged or attacking ground units on turn ground

Buel Chandler (Order #27244075)


40 CLASH OF ARMS!

reached, start altitude for combat = two D5 in increments. Harassing Flak: If A/C enter or loiter in a dot with enemy
land based AAA gun values that can reach their altitude level
Formation Log Sheet: This log is used to track formation
during the Movement Phase, they immediately suffer a flak attack
composition, current dot, altitude, speed and fuel status. Start a
(limited to one attack per Op-turn per dot against each moving
new log as necessary for new formations created each turn.
formation). For Naval Op-scale AAA attacks see Chapter 30.

15.4.2 –– FUEL USE & ENDURANCE Defense Zone Flak: If A/C declare op-scale bombing in the
Combat Phase from a dot containing land or naval AAA that can
An A/C's flight endurance is listed on its ADC in terms of reach them, they suffer two flak attacks which are resolved after
minutes of flight. Each A/C taking off begins using endurance air-to-air intercepts and before dropping bombs.
(fuel) as listed below. Fuel use is tracked for each A/C individually.
A/C in formations using the same speed use fuel equally when AAA Procedure: Roll for LH on the Aircraft Attrition Table for
doing join ups or dashing (one D5 roll per formation). Landing each formation fired on. Add in applicable Op-Scale AAA Table
attempt fuel use is by individual A/C. modifiers (Op. Tables, page 1). A/C not in formations are rolled
Fuel use is cumulative. Tactical play, combat play and land- for separately as a group within each altitude band. The No. of
ing attempts within an Op-turn, use fuel beyond the amount A/C affected = number of random flak attack rolls distributed
consumed by any Op-turn A/C moves. A/C must land by the time randomly among the formation A/C. Individual A/C may suffer
their endurance reaches zero. If it expires before they land, or multiple attacks from a single flak attack. Check for damage us-
their landing fuel use D5 roll takes endurance below zero, they ing the odds and critical hit rating listed for the type of flak fired.
must do a "forced landing".
15.4.4 –– SEARCHING FOR TARGETS
Fuel is used as follows:
1. Start, taxi, take off (all combined) = 5 min. per engine. Locating Targets: Airfields, naval and ground units must be
2. Take off climb, per multiple of alt. = 1, 2 or 3 min. "located" to be attacked. Area targets such as big cities, ports,
3. Take off, en route, or regroup join up = D5 minutes. etc., are automatically located. Whether engaged or unengaged,
4. If terrain hugging entire Op-turn (16.1) = 2 minutes. formations or A/C may try to locate airfields, bridges and naval
5. Each turn at dash or climb speed = 15+D5 min. units at ranges up to one dot, one dot and two dots away, re-
6. Each Op-turn at cruise speed = 10 minutes. spectively, per band of height they have (i.e., a formation in dot
7. Each Op-turn at endurance speed = 5 minutes. 7.3 in the MH band could locate ships out to dot 9.1 (8 away)),
8. Per attacker's TMG move after 5 min. or three dots per band, limited to 10 dots max, if using surface
of Op-to-Tac scale fuel credit. = 1 minute. search radars. Ground units, factories in cities, etc., are small
9. Per 5 or less turns of combat play = 1 minute. targets and may only be located by A/C in the same dot.
10. Fuel loss due to delays, damage = variable.
11. Each Landing attempt = D5 minutes. Search Procedure: For each target to be located, make
12. Each dot shift during intercepts = 2 minutes. one LH roll per searching formation at the end of the Movement
Phase. Searches may be conducted in any order desired. A
Op–to–Tac Scale Fuel Credit: Attacking A/C get 5 turns of successful result applies only to that formation. The search is
tactical play before suffering cumulative endurance costs. This conducted exactly as an intercept attempt (Rule 15.8) with the
credit ends if combat is initiated. The TMG defenders do not appropriate modifiers. A final LH ≥ +10 locates the target. Once
suffer cumulative Tac-scale fuel use prior to combat initiation. located, it remains located to the searcher as long as he remains
in sighting range unless broken or overcast clouds are in any
Take Off Climb Fuel: On take-off, A/C will use 1, 2, or 3 bands between the searcher and target. In this case, target
minutes of fuel per full or partial multiple of their ROC gained in location must be redone every Op-turn. A/C with search radars
altitude, for normal, loaded or over-loaded status respectively. may search at night using normal day ranges and may locate
Limits: If an A/C's adjusted min speed is greater than max and maintain target contacts through clouds.
speed allowed for endurance or cruise speeds, fuel use is per Dedicated Scouts: A/C whose mission is scouting or forward-
the next higher defined speed. If an A/C's only cruise speed is air-control that locate a target can "radio-broadcast" its location
max attainable –0.5, then max attainable is its only dash speed. allowing friendly A/C that subsequently move into a valid search
Engine Out Effects: A/C with all engines knocked out or position in the same Op-turn to automatically sight the target. If
shut down do not consume fuel. Multi-engine A/C with at least scout A/C move beyond sighting range, are destroyed, or lose
one engine working have their total fuel consumed per Op-turn their radios, the radio broadcasting ends.
reduced by one minute per engine not in use.
15.5 –– EN ROUTE JOIN UP & EVENTS PHASE
15.4.3 –– AAA (FLAK) ATTACKS En Route Join Up & Events Phase Steps:
Flak Values: AAA counters can represent a small to a large • Resolve formation join up attempts, then check for ran-
number of guns. Mission scenarios will specify AAA point values dom events in each OMT column occupied by A/C.
for certain OMT dots, cities and airbases (approx. = 0.5 pts. per
Formation Markers: A/C in large formations are shown on
light or med. AA gun barrel, 1 pt. per heavy AA barrel ≤ 102mm
the OMT with a numbered formation counter. When a larger
and 1.5 points per heavy barrel > 102mm in size). Critical hit
force is created, the extra formation counters are absorbed into
ratings for AA types are listed in the Op-scale Flak Attack Table
the lead formation's counter and may be reused. When a larger
(Op. Tables, Page 1). Ship data cards have Op-scale AAA values
force is created, one formation of the lowest agility class within
on them. AAA values are the firepower modifier to Flak attack.
the force becomes the "force leader" for future movement.
There are two types of land based flak attacks:

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Fighting Wings 41

Join Up Leaders: Any formation or single A/C (even if part "General" Escorts: General escorts must move to be within
of a larger force) may be the designated leader for a join up. Join one dot of, and from 1 band below to 3 bands above the A/C
up leaders may not themselves join others in the same join up to be escorted as soon as possible. Until established in es-
phase. If all joiners consist of F or unloaded L class A/C, then cort parameters, they may not initiate deliberate encounters
up to three formations may join the leader, otherwise, only two though encounters may be initiated against them. They must
formations may join the leader. Count up to three solo A/C as stay in escort parameters until engaged in combat at least
one formation for formation join up limits. However, each solo once or forced to leave due to operational considerations.
joiner rolls for and resolves its join up separately. Once in escort parameters, they act as free hunters. After a
combat, they may become free hunters or remain as escorts.
Join Up Limits: All involved formations and A/C must be
unengaged, in the same dot as the join up leader, ≤ 5,000 above Free Hunters: No restrictions.
for F and unladen L class, ≤ 3,000 above for other classes, and
CAP: CAP must proceed to and patrol within, two dots of
within one multiple of their listed rate of climb if below the join
the target they are defending (inclusive). They may use any
up leader. Joining A/C may not participate in more than one join
altitude. If radio-equipped and under radar control (Rule
up per turn. "H" class may not join up on "L" or "F" leaders.
15.7), they may patrol out to 10 dots. Once on CAP they
Join Up Procedure: Shift the joining A/C to the leader's alti- may not leave until operational considerations dictate, or they
tude. Roll percentile dice per formation joining another. Refer to engage and follow an enemy that leaves the patrol area, or
the Formation Join Up Table (Op -Tables, page 1). Add modifiers are recalled. CAP may not initiate intercepts while en route
as required (Pilot mods are for the leader of the joiners, not the to their patrol area or while returning to base when recalled.
leader being joined on). The final result will indicate if a normal
Close Escorts / CAPs of Opportunity: Free hunters may
join up, no rendezvous, delay or incident occurs.
become close escorts by joining up with the A/C to be escorted.
Delays & Stragglers: A "delay" indicates the A/C joining They must stay as close escorts for the entire next Op-turn, after
up are penalized in endurance as indicated (they use extra fuel which they may leave. Free hunters may join up with friendly
to catch up). A "straggle", causes a similar fuel penalty and if CAP but their mission then permanently changes to CAP.
engaged in combat in the same turn, they suffer extra scattering
(Rule 14.7). In either case the join up still succeeds. An en route 15.5.2 –– RANDOM EN ROUTE EVENTS
delay inflicts a movement penalty on the entire force. However,
Designer Note: Malfunctions, weather changes and random
a join up leader can elect to convert this to a "no rendezvous"
enemy encounters are typical events a force of A/C might suffer
result for the joining formation if time-on-target is more critical.
while proceeding to and from a target.
No Rendezvous: The joiners failed to join up (They could
Random Events: For each OMT column having airborne A/C,
not find the leading formation, were off course, or straggled so
friendly or enemy, the mission player rolls percentile dice. Add +2
far as to remain separated). They may attempt to join up again
per formation >1, or per 3 or less single A/C > 3 in the column.
in a later Op-turn. In addition, their movement is penalized. Roll
A result ≥ 90 = an event. If an event occurs, roll percentile dice
a D5 (-1 to roll for M, -2 for H+). The result, if greater than 0, is
and refer to the En Route Event Table (Operational Tables,
the Op-MPs they must expend in place before moving onward in
page 2). The result can be a weather change, A/C encounter,
the next Op-turn. This represents the time lost while off course
navigation error, or malfunction. If needed, randomly determine
looking for the others.
which formation & A/C is affected. Treat all unformated A/C on
Incidents: Incidents include additional delays, malfunctions, a side in an OMT column as one formation for randomization.
or collisions. Roll percentile dice and consult the Join Up Inci-
Weather Changes: Determine results per Rule 15.2.
dent Table (Operational Tables, page 1). Follow the instructions
indicated by the result of the die roll. Unexpected Flak: All formations on the same side as, and
in the dot of, the affected formation that can be reached by the
Leaving Formations: A/C may detach from formations by
random AAA are attacked per Rule 15.4.3. Ignore this event if
simply declaring the act at the start of their movement or at the
over water or neutral territory. If this occurs in friendly territory,
start of a deliberate encounter. A large formation may split into
roll a D10. On a result ≥ 8, the affected formation (only) is fired
its smaller component formations in the same way.
on (accidentally) by friendly flak of the type indicated.
15.5.1 –– FORMATION GUIDELINES Random A/C Encounters: Roll a D10 and refer to the A/C
Encounter Tables in the scenario to find the type encountered.
A/C on specific missions: A/C of the same squadron given
the same mission (search, strike, escort, etc.) should join up as If the random A/C are friendly, they may be ignored or kept
soon as possible and, circumstances permitting, remain together in play. If kept, roll a D10 for the number of Op-turns they can
to the target area and back. be used: 1-4 = one, 5-8 = two, 9-10 = three turns, after which,
they are removed from play. If enemy fighters, treat it as an
"Close" escorts: Close escorts must join up with the A/C to unintentional encounter for first sight roll and engagement op-
be escorted as soon as possible and remain with them until tions. If enemy non-fighters, the A/C may be ignored or engaged
engaged in combat at least once, or forced to leave due to as desired. The affected formation always wins first sight over
operational considerations (fuel, ammo, etc.). Until joined with non-fighters. The start altitude for randomly encountered A/C is
the escorted A/C, close escorts may not initiate deliberate the lowest level of the band of appearance plus a D5 in levels.
encounters though encounters may be initiated against them. The start endurance for random A/C is 30% plus a D5 in 10%
If engaged in combat, they may convert to free hunters or increments of internal fuel (40% to 80%).
continue to escort once combat is concluded.

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42 CLASH OF ARMS!

Navigation Errors, Headwinds, Tailwinds: The formation A/C are on air-to-air missions, they may opt to become the
suffers the indicated fuel loss and Op-MP move penalties. For attacker. If so, they are dragged to the pass through A/C's
headwinds and tailwinds, the formation is shifted one dot left or final destination before the fight begins.
right, respectively, at no cost in fuel (even if it causes them to • If the drag, along with any prior movement, exceeds the
overshoot a target hex). dragged A/C's max dash speed in Op-MPs, the dragged
A/C may not move in the following Op-turn and will use 10
A/C Malfunctions: These affect only one A/C in the OMT
minutes of endurance regardless of speed chosen.
column. Randomly determine which formation and A/C within it
is affected. The following is a summary of possible results: Notes: An unintentional encounter during a successful inter-
cept altitude shift replaces the original intercept. An encounter
Drop Tanks / Aux. Fuel Fails to Transfer: If the A/C has
during a ground attacker's altitude shift drags the encountered
drop or aux. fuel tanks with endurance remaining in them,
A/C into the combat scale battle. Roll a D10, the result is the
one's endurance (random which) is immediately lost. If drop
game turn the dragged A/C enter play per Rule 15.9. Unintentional
tank or aux. fuel is empty, or wasn't carried, a weapons group
encounters cannot occur when regrouping or at night scenarios
or defensive gun is randomly lost instead.
(Rules 15.12 and 32.1).
Drop Tanks Stick: A drop tank cannot be jettisoned. If all
tanks were already dropped, or if not using tanks, a weapons 15.7 –– DELIBERATE ENCOUNTERS
group or defensive gun is randomly lost instead.
Movement Phase Intercepts: Intercepts may be attempted
O2 Failure: The A/C's oxygen supply fails. Roll a D10. On a by unengaged free hunters, fighter escorts, CAP formations or
result > 7 the crew is unaware and if the A/C is in the MH or single F or L class A/C, whether they have already moved or not,
higher band they lose consciousness. Otherwise the crew is anytime enemy formations or A/C do altitude changes or expend
aware and allowed one Op-turn to descend to ML or lower an FP so that their new position is within intercept range.
bands. The crew may stay in the ML band one turn, but
must descend to the LO or lower band in the next turn or Movement Phase Intercept Range: The target must be in
they lose consciousness. If a crew loses consciousness the the same dot and within the vertical limits listed below:
A/C remains in place and dives 10 +D10 in levels in its next • L,F close escorts = one band above to 1 below.
move. If in the LO or VL band after diving, roll a D10. On a • MF close escorts = within same band to 1 below.
result ≤ 7 the crew regains consciousness and recovers the • Other L, F class A/C = one band above to 3 below.
A/C. Otherwise it continues diving. If it dives below level 1, • Other MF class A/C = within same band to 2 below.
it crashes with the loss of all crew.
Intercept Limits: Interceptors may make one attempt each,
Weapon Group Failure: Randomly lose a weapon group.
per game turn, against each enemy formation or single A/C that
Equipment Failure: Roll on the Equipment Critical Hit Table. moves within range. Intercept attempts may be declared and
Crew killed or wounded results become a radar, navigation executed in any order by the owning player. A/C which success-
system, or radio loss instead (randomly determine which). fully intercept or are intercepted in this Phase become engaged.
Engine Problem: Roll on the Engine Critical Hit Table. Procedure: Declare the intercept target and roll for LH adding
any required modifiers (Op-Tables, page 7). A final LH ≥ the no.
15.6 –– UNINTENTIONAL ENCOUNTERS listed for the intercept type = success, otherwise the intercept is
Unintentional encounters with enemy A/C, whether they missed. Shift successful interceptors to the target's dot & band.
have already moved or not, can occur during take off, movement, Missed intercepts have no affect on the interceptors.
landing descents or during the Intercept & Combat Phase. Check Intercept effects on Movement: Intercepted A/C on air-
for unintentional encounters the instant an A/C or formation: to-air missions, have their movement terminated at the point of
• expends its first FP to enter or stay in a dot containing en- intercept and fight there. If the intercepted A/C include A/C NOT
emy A/C in the same band or changes altitude to enter or on air-to-air missions, the interceptors are "dragged along" per
pass through a band containing enemy in the same dot. Rule 15.6 to the non-ATA A/C destination dot before shifting
altitude bands to complete the intercept.
Procedure: Roll dice for LH. Use only the band's weather
modifier and +5 for each enemy formation > 1 or for each 3 inde- Combat Phase Intercepts: A/C on air-to-air, or scouting
pendent enemy A/C in the dot and band in question. A final LH missions that are not engaged may attempt intercepts against
≥ +21 means an encounter occurs. Randomly determine which enemy A/C within encounter range. Engaged or unengaged
formation or single A/C is encountered and then check for first A/C on air-to-ground missions may still declare surface attacks
sight (14.2). Only one encounter check occurs per dot & band against ground and naval targets within encounter ranges.
entered, even if additional FPs are expended in the same dot. Combat Phase Encounter Ranges: The target must be
Encounter Options: within the horizontal and vertical limits listed below:
• If the side winning first sight is on an air-to-air mission, it • All close escorts – Same as for movement phase.
may stop and engage the other A/C or ignore and pass • All other F, L A/C – within one dot, from one band
through them. If not air-to-air types, they must pass through. above to any bands below.
• If an engagement occurs and the other side's A/C are not • All other class A/C – within one dot, from in the same
on an air-to-air mission, they may still move in their turn, band to any bands below.
dragging the attackers with them or stay in place to fight. If
air-to-air types they must remain in place and fight. Intercept Limits: A/C on air-to-ground missions may not at-
• If a pass through was declared and the passed up side's tempt air-to-air intercepts until their primary mission is complete

Buel Chandler (Order #27244075)


Fighting Wings 43

or unless they abort their mission (jettison loads). A/C escorting Note: X, H, and M class A/C must pass unless declaring
ground attackers may be split off to intercept normally. ground attacks, or unless L or F class A/C are part of their
force, in which case, these can do intercepts normally.
EWR & GCI Radars Effects: An early warning radar (EWR)
may add a +30 mod. to one tracked, radio equipped, friendly Intercept Limits: Unengaged formations may attempt up
formation's intercept attempts of enemy formations tracked by the to three air-to-air intercepts (declared and resolved one at a
same EWR. A Ground Control Intercept (GCI) radar may provide time), each against a different enemy. If one succeeds, or all
a +40 intercept mod. against only one tracked enemy formation attempts fail, that formation's turn ends. It may still be the target
per Op-turn, but, for up to four IFF (Identification Friend or Foe) of, or have unintentional encounters with formations acting later
equipped friendly formations, or for one non-IFF formation. in the Intercept & Combat Phase.
Tracking ranges, in terms of dots from the radar unit, depend Splitting Up: A formation that successfully intercepts need
on the size of the target A/C group. Count the no. of engines in not attack with all of its A/C. Some may remain behind while the
it and use the following detection ranges. rest engage the enemy. A/C remaining behind or splitting off must
retain formation integrity (i.e., element leads and wingmen must
Target A/C Group EWR GCI
stay or split off together, etc.). A/C that remain after a split off are
• ≤ 2 engines = 5 dots 3 dots
unengaged and deemed to have passed. They may still attempt
• ≤ 12 engines = 10 dots 4 dots
intercepts later in the phase but may not split up again.
• ≥ 13 engines = 15 dots 5 dots
Exception – veteran & Hero pilots may split off as individuals
Radar Limits: EWRs and GCI radars cannot track terrain as long as their wingmen can be placed with another leader.
hugging A/C (Chapter 16), or those at an altitude ≤ 500 feet per
Intercept Start Altitudes: See Rule 14.1.
two OMT dots or less away. Radio equipped CAP working with
a radar may operate out to 10 dots from that radar. Friendly A/C Right of Combat Refusal: Intercepted A/C in excess of
with IFF sets are automatically detected out to the max range twice the number of attackers may be withheld from combat
of a radar, regardless of engine count in their formation. and are not considered engaged. When withheld, they become
a separate unengaged formation with the same initiative num-
15.8 –– INTERCEPT & COMBAT PHASE ber as the original force. Withheld A/C must maintain formation
integrity, meaning existing flights and elements may not split up
Unengaged air-to-air capable formations attempt intercepts when withheld. If any one A/C in a fixed formation is involved,
in this phase. Unengaged and engaged strike mission forma- then all in the formation must be involved.
tions may declare attacks on located ground or sea targets. If
unengaged at the moment, use TOI = 1 (see 15.9). If already Intercept Notes: If attempting an intercept into an existing
engaged, a strike mission formation must resolve their air combat engagement, the currently engaged A/C from both sides are
before resolving their air-to-surface strike (determine a normal summed into a single "enemy" force for modifier purposes.
follow-on TOI for the strike). Otherwise, all engagements between
formations are resolved in TOI order (see 15.9). 15.9 –– INTERCEPT & ATTACK TIME-LINES
Intercept and Combat Phase Steps: After all intercept attempts and attack declarations are done,
• Determine intercept & surface attack initiative (Rule 15.8). A/C involved in more than one encounter must have a time-line
• Declare intercepts & surface attacks in initiative order. for any extra intercepts established as follows:
• Check for unintentional encounters (Rule 15.6) during Time-of-Intercept (TOI) = 1: The first intercept made in
intercept and attack dot & altitude band shifts. each Op turn, occurs at time = 1 minute into the Op-turn; this
• Unengaged CAP may be "called down" (Rule 15.11). becoming turn 1 of tactical play (the set up turn).
• Establish a time line for all combats (Rule 15.9).
• Use Tactical and Combat Scale Play as required to TOI = 1+N: All other A/C or formations intercepting any
resolve engagements in "TOI" order (Rule 15.9). participant of the "TOI = 1" battle secretly roll a D5, +1 for
• Conduct Defense Zone Flak attacks (15.4.3). each formation joining the "TOI = 1" battle before them that
• Declare strategic area bombing attacks. Op-turn. The result (N) is the new arrival's TOI. Note this on
paper and reveal it at the proper time.
Intercept & Attack Initiative Procedure:
TOI Use: Once all formations involved in the same battle
1. Roll a D10 for each formation or individual A/C in play.
have a TOI determined, the A/C in the "TOI = 1" intercept begin
The result = its initiative number. If formation is led
Tac-scale play. Each Tac-turn advances the TOI time-line one
by a veteran, ace, or hero add 1 to the roll. Roll again
minute and if combat scale play commences, each 15 combat
without modifiers, as necessary, to break ties.
turns played advance the time-line one minute.
2. The formation with the HIGHER initiative goes first. It
may pass, declare an attack on a located surface tar- TOI Pre-Intercept Maneuvering: Formations arriving at a
get, or attempt air-to-air intercepts up to three times. later TOI may adjust altitudes and speeds per the Tac-Scale at-
• On a pass, the next highest initiative formation goes. tacker movement Rules (Rule 14.4) from TOI = 2, up to, but not
• If attacking a ground target, proceed per Rule 15.10. including, that of their actual TOI of entry.
• If attempting an intercept, proceed per Rule 15.7. Example: A formation has a TOI = 3. When the TOI = 1
3. After all formations have gone once, the process is combatants start combat turn 16, TOI = 2 will have begun and
repeated for any remaining unengaged formations the TOI = 3 formation could change speed and altitude once, if
that previously passed starting with the highest initiative. desired, prior to entering the engagement on TOI=3.
If a formation passes twice, they are done for the phase.

Buel Chandler (Order #27244075)


44 CLASH OF ARMS!

INTERCEPT PHASE & TOI EXAMPLE on the equivalent of Tac-turn 4. Combat 2 between Axis-3 and
the bombers is resolved as a completely separate battle.
Set Up: On the OMT (see diagram below), the Allied and
Axis players have the following formations: TOI Pre-Intercept Moves Example: The two Allied-2 fighters
begin TMG play against Axis-2, maneuvering for a bounce and
• Allied-1: Twelve bombers in fixed formation with a close are not spotted on either turns 1 or 2. On turn 2, Axis-1 opts to
escort of four fighters in Dot 4.3 at altitude 22.0. descend from 30,000 to 27,500. Axis-2 spots Allied-2 on Tac-turn
• Axis-1: Two fighters in Dot 4.4 at altitude 30.0. / TOI =3 and combat begins. On turn 3 Axis-1 decides to dive
• Axis-2: Eight fighters in Dot 4.3 at altitude18.5. 5,000 feet to 22,500, and risks an unintentional encounter with
Intercept Initiative: Allied-1 = 5, Axis-1 = 8, Axis-2 = 2. the Allied-1 battle upon changing altitude bands. This does not
occur. They will enter the Allied-2 combat between turns 12 and
20 as their TOI = 4 time of entry equates to combat turn 16 in
Axis-1 (4.4, 30.0) HI this situation. No other precombat maneuvering is possible.
––––––––––––––––––––––––––––––––––––––––––––––
15.9.1 –– ENTERING TACTICAL SCALE PLAY
(4.3, 22.0) Allied-1 MH A/C enter an existing tactical scale engagement when their
TOI equivalent to the Tac-Turn arrives as follows:
2 escorts • If the intercept is against the TMG defender, add the
new force to attacker's side per Rule 14.3.
ML • If the intercept is against a TMG attacker, one set of
Axis-2 (4.3, 18.5) attackers is "bounced" per Rule 14.5.

15.9.2 –– ENTERING COMBAT SCALE PLAY


LO
Each 15 turns of combat scale play is one TOI equivalent. If
A/C are entering a combat game already in progress on any TOI
other than TOI=1, The owning player secretly rolls two D5s no
VL later than five game turns prior to the one that marks the start
of their actual TOI of entry. Subtract the second roll from the
1 2 3 4 5 1 2 3 4 5 1 2 3 4 5 1 2 3 4 5 1 2 3 4 5
first. This will give a possible range of results of –4 to +4 which
is added to the game turn that marks the start of their TOI of

2 3 4 5 6 entry. The modified result is the actual turn of entry which can,
therefore, be anywhere from four turns early to four turns late.
TOI Tracking Example: A formation is intercepted twice in
Op-scale play. The first intercept starts Tac-turn 1, and the next
Intercept Actions: Axis-1 goes first and passes. The Allied occurs at TOI = 4. If combat begins on Tac-turn 2, combat turns
force goes next and detaches two escorts (Allied-2) to try and 1 to 15 mark the passage of Tac-turn 2, turns 16 to 30 = Tac-turn
intercept Axis-2. The rest of Allied-1 must pass. The intercept 3, etc.The TOI = 4 arrivals thus have a designated game turn
succeeds and the fighters drop to the Axis-2 position (base al- of entry of turn 31 (the start of TOI = 4), but could actually enter
titude 18.5, with Allied-2 claiming a higher relative altitude). By anytime from turn 27 through turn 35.
using the "Combat Refusal" Rule, the Axis keeps four fighters
Combat Scale Set Up: The leader of the new arrivals sets
out of the fight (becoming Axis-3).
up on the 6:00 line of, and at a horizontal range = 3 + D5, or 6 +
Axis-3 goes next and successfully intercepts Allied-1, climbing D5 (his choice) from any single enemy A/C. Relative altitude is
to its position (base altitude 22.0, attackers starting from below). per Rule 14.1. The rest set up in normal formation parameters
The Allies may withhold their last two escorts from combat but do and are then scattered per Rule 14.7. All new arrivals may adopt
not. Initiative returns to Axis-1 and they try to intercept the main any angle of bank, with appropriate flight attitudes and speeds
Allied force but miss. They next attempt to intercept the engaged for where they intercepted from (diving if from above, etc.).
Allied-2 escorts and succeed. They shift to position 4.3 and drop
to the ML band (base altitude 18.5, from above). Axis 1 risks an 15.10 –– AIR-TO-SURFACE ATTACKS
unintentional encounter with Allied-1 as they pass the MH band,
but this does not occur. Three combats have been initiated: Mission Scale Bombing: This is declared after the Intercept
& Combat Phase and resolved at its calculated TOI using the
1. Two fighters of Allied 2 vs. four Fighters of Axis-2. Mission Scale Bombing Results Table in the Scenario Book's
2. Axis-3 vs. twelve bombers and two escorts. supplemental last pages. Use this for large bombing formations.
3. Axis-1 pair vs. detached Allied-2 pair.
Combat Scale Attacks: Attacks against small surface tar-
TOI Determination: Combats 1 & 3 both involve Allied-2 so a gets and ships are resolved with combat scale play. Separate
TOI must be established for both fights. Allied-2's intercept of the formations attacking the same target in the same Op-turn each
four Axis-2 fighters happened first and occurs at TOI = 1. Axis-1, determine a TOI per Rule 15.9, entering play accordingly. En-
arriving later, rolls a "3" on a D5 and their TOI is 1 + 3 (D5 roll) gaged formations must fully resolve any combat scale air combats
= 4. Thus they join combat, be it at the tactical or combat scale, started before their ground strike's TOI arrives. If not, the strike

Buel Chandler (Order #27244075)


Fighting Wings 45

TOI slides one minute at a time until all related air combats are of hex 2925, with any facing, at any altitude in their final band,
over. If Tac-scale play has not resulted in a combat when a in level flight, with an upright bank, between cruise and max
ground strike's TOI arrives, the strike begins on time, with any attainable level speed. The rest of the CAP sets up in normal
uncommitted interceptors entering on any following TOI number. formation parameters. The CAP may split into smaller formations
When a formation commences its attack it may remain to- and spread out so long as each subordinate leader meets the
gether, or break itself up into smaller formations, all of which may above parameters.
then freely descend up to one altitude band if H, or M class, or
2. If enemy A/C declare attacks first, the CAP arrives per
up to two bands if L, F, or D class before setting up the combat
normal TOI procedures but subtracts 1 from its TOI roll.
scale game. If a formation breaks up into smaller components,
all resulting formations keep the original TOI. Once a new base CAP Combat Scale Entry: The CAP enters play on their TOI
altitude is declared for formations shifting altitude, combat scale per Rule 15.9.2. If the attackers complete an air-to-surface game
play can begin starting with the formations having a TOI = 1 before the CAP arrives, the CAP wins first sight and may either
(Note: If attacking naval units see Rule 30.2.). initiate normal TMG procedures against the former attackers,
or ignore those attackers and remain on map as point defense
Combat Scale Strikes: After setting up all ground or naval
against later attacks in the same turn against the target.
units involved, the TOI = 1 formation enters play. If more than
one formation is entering at the same TOI, pick one to enter play
on game turn one and each subsequent formation enters after a 15.12 – REGROUP / LANDING / SERVICING PHASE
D5–1 delay in turns from the previous formation's turn-of-entry. Regrouping / Landing / Servicing Phase:
Roll a D10 to see what side and edge of the game map's • A/C split up by combat may try to regroup.
fold segments a formation will enter from per the diagram below • Unengaged VL band A/C may land.
and in the Op-Tables, page 3. After each formation enters play, • Resolve landing group (LDG) landing attrition.
roll a D10 to determine where the next enters from. Repeat this • Individually resolve significantly damaged A/C landings.
procedure for each formation entering combat. If a formation • Previously landed A/C may refuel, load weapons or rearm.
completes its attack before subsequent attackers enter play, the
follow on attacks may be played as a new game. Regrouping: A/C involved in combat that end up in the same
OMT dot after disengaging may try to regroup per the normal en
A/C Entry: A formation's A/C must all enter play on their route join ups procedure and limits (Rule 15.5).
predetermined turn through any hex on the predetermined map
edge segment, at any allowed speed, facing, bank angle, at the Landing: Landing limits are the same as for take offs. A/C in
base altitude declared. They start in level flight attitude at no a friendly base's OMT dot in the VL band may land by declaring
higher than max attainable speed unless they descended prior the act and using up a D5 of endurance. If the endurance used
to set up, in which case, shallow or steep dive attitudes and dive exceeds the fuel remaining, the A/C runs out of gas and becomes
speeds may be selected. An attacking formation's A/C are not a gliding A/C (see significantly damaged A/C below).
required to enter play in formation parameters, just on the same All A/C landing at the same base in a turn, excluding signifi-
turn and from the same map fold segment edge. cantly damaged ones, form a landing group (LDG) irrespective
of type or class. Roll for LDG landing attrition just as for take
Attacker Shift Option: A formation may enter play from a off attrition. Randomly determine which A/C, if any, have land-
different map edge fold segment than the one rolled for it by ing incidents. If so, roll percentile dice for each and refer to the
delaying its game turn of entry by two turns for each map edge Landing Incidents Table (Operational Tables, Page 2) for their
fold segment away it decides to enter from. fate. Landed A/C may be removed from Op-scale play or kept
for rearming and refueling.
MAP SEGMENT ENTRY POSITION DIAGRAM
1 2 3 4 Restrictions: A/C may not land in the same Op-turn they
take off, or if they were engaged in any way during the Op-turn.
NA 5 Significantly Damaged A/C Landings: Each A/C having
N 10 NA any of the damage below must roll a D10. If the modified result
is ≤ 5 they land safely, if > 5, they suffer a landing incident and
9 8 7 6 must roll on the Landing Incidents Table:
• A/C is severely damaged or gliding (+1 each for incident).
15.11 –– POINT DEFENSE CAP • A/C landing gear damaged or trailing down.
Point Defense CAP: Radio-equipped CAP in the same dot • A/C controls jamming, or instruments out.
as the target they are defending may be called down for target • Landing pilot WIA (+2 for incident), or all throttles jammed.
point defense rather than attempting intercepts. Point defense is • A/C rudder out, ailerons damaged, or elevators damaged.
declared in normal intercept initiative order and ends the CAP's • Multi-engine A/C with one or more engines out.
turn. Point defense CAP may descend one or two bands upon • A/C with minor or major fire (+1 or +2 for incident resp.).
being called down and get a –1 modifier to any TOI rolls. Forced Landings: A forced landing occurs if an A/C lands at
Point Defense CAP Play Entry: There are two cases: other than an airbase or aircraft carrier (seaplanes must land on
water unless amphibian types), or if it lands gear up anywhere,
1. If the CAP is called down before any attacks are declared or if it is gliding and a landing incident calls for a second landing
on the target, they set up & start play on the combat map. attempt. Unengaged or engaged A/C unable to sustain level flight
CAP On Map Set Up: Before the attackers determine their (Rule 15.4.1) resolve forced landings upon reaching ground level
map section of entry, the CAP leader sets up within 10 hexes during their Op-moves or while in combat.

Buel Chandler (Order #27244075)


46 CLASH OF ARMS!

Resolving Forced Landings: If over land, roll a D10 and Cloud Thickness: Layers start at their base level and extend
consult the Forced Landing Locale Table (Operational Tables, upward a D10 in 100 foot increments. Decks start at their base
Page 3) to find the terrain the A/C is over. Roll on the Landing level and extend upward a D5 of 1,000 foot levels. If a layer or
Incident Table, modify and apply the results as indicated. deck touches or overlaps other clouds, they combine to form a
single deck or layer using the lowest base and highest top of the
Refueling, Rearming, Relaunching: Landed A/C may
two. A layer or deck rolled up inside another is ignored. Scenarios
rearm, refuel and take off again in later Op-turns as allowed
may have notes modifying cloud effects rules.
by the scenario. An A/C may either refuel completely, rearm all
guns, or have up to 10 load points of stores loaded on them per Combat Scale Set up Considerations: A/C may not be set
Op-turn. Scenarios may specify servicing limits depending on up inside, or be scattered into clouds (skimming heights okay). If
type and remoteness of the base in use. If not otherwise stated weather is rolled such that any combatant's relative start altitudes
in a scenario, M or larger class mission A/C are allowed one would be in clouds, use this procedure:
take off and landing per mission. L and F class mission A/C are Shift an affected defending formation's relative start altitude
allowed two take offs and landings per mission. Interceptor side up or down in a direction that will allow it to be at least 100 feet
A/C have no limits unless specified in the scenario. clear of clouds with the least change in altitude. Do the same
for any affected attacking formations but use a direction that will
Temporary Repairs: An airbase can repair three A/C at a time.
allow them to reach a height that keeps the defenders in sight.
An A/C carrier can repair one A/C per available hangar deck hex.
Stop when the attackers reach the first base or top of clouds that
Each Op-turn, repairs are made as follows: Jammed guns and
lets them see the defenders after the shift. Use whatever new
stuck drop tanks are fixed when rearmed. A/C under repair for an
relative altitudes result. If this shift cannot keep the defenders in
entire Op-turn may remove two points of damage or make one
their original band, or if it would cause operational ceilings to be
roll to remove a critical hit (D10 ≤ 3 = succeeds). The following
exceeded, roll again for weather and retry from original relative
damage: tail structure, wing spar, engine siezed and major fuel
altitudes. Repeat as needed.
leaks, cannot be repaired during a mission scenario. Severely
damaged A/C may not reduce existing hits below half of max Clouds, Sighting & Defensive Fire: A cloud deck or layer is
hit capacity (round down). Other A/C may have hits reduced to an obstacle to sighting. A/C on one side of clouds cannot see A/C
1/10th of max hit capacity (round any fraction up). Unrepairable on the other. A/C at an altitude increment that defines the upper
damage is permanent for the rest of the mission. or lower limit of clouds are considered to be skimming them and
can be seen by A/C on the same side of those clouds. A/C that
YOU MAY NOW PLAY MISSION SCENARIOS end a turn within a layer or deck can only be seen and attacked
by A/C that are at range one to them (or range of two to A/C on
fire. In the latter case defensive fire is allowed in response to a
CHAPTER 16 –– MISC. ADVANCED RULES range two attacker, but is resolved only after the attacker's shot
is resolved). A/C remaining unsighted or hidden for five turns in
16.1 –– LOW LEVEL FLIGHT & OBSTACLES a row are removed from play (they are disengaged). Inability to
Tactical & Combat Scale: The ground is at level zero unless see friendly A/C may force a larger formation to break up into
otherwise noted in a scenario. The minimum altitude an A/C can smaller components.
fly at is 100 feet. On combat scale terrain maps there may be Disorientation: A/C that use inverted banks, steep or vertical
contour lines each representing rises of 100 feet or more. If an attitudes, slips, skids, or > TT rates while in clouds must roll per-
A/C's MC or FP expenditures causes it to descend onto or meet centile dice at end of their move. A roll of ≥ 80 = Disorientation.
ground level terrain during its move, it crashes and is destroyed If so, no attacks, no tailing and A/C flies randomly until starting a
killing all aboard. Exception, see Rule 16.3 (landings). game turn not in clouds or the pilot Reorients himself (percent
Operational Scale: A/C at or below 300 feet above ground roll ≤ 20 at end of A/C's random move). Add primary pilot Stall /
level are deemed to be hugging the terrain. Place them on the Spin mods., –10 if multi-pilot, +20 if no instrument training, and
numbered OMT squares instead of VL band squares. The fol- +50 if instruments lost (unless in formation as wingman to a
lowing effects also apply: friendly A/C), to all orientation rolls.
• Radars cannot see terrain hugging A/C. Hidden Moves: Unsighted A/C inside, or on the other side
• –30, +10, +10 to Hvy., Med. and Lt. AA attacks respectively. of clouds, are hidden. Remove hidden A/C from the map and
• If entire op-move spent terrain hugging, +2 to endurance use. secretly plot two turns of moves for them on paper before any
other A/C move. At the end of each turn (reveal only their end
16.2 –– COMBAT SCALE WEATHER hex and no other data, except altitude if enemy within one hex)
and then plot another move (staying two turns ahead of current
Clouds are represented as decks or layers of varying thick- move). When they become visible to an enemy they are returned
ness that cover the entire game map. If in Op-scale play and to the map for normal play and unused plotted moves discarded.
combat occurs in a band affected by weather (Rule 15.2), or, if Exception - A/C starting at range of one or less to an enemy
a scenario has random weather present, refer to the Combat A/C (range two if enemy on fire) using a hidden move still get to
Scale Wx Generation Table (Op. Tables, page 3). Roll a D10 to see the hidden move (to give them the option to follow it).
find how many decks or layers are present in affected bands.
Determine the cloud base heights and thickness as follows:
16.3 –– COMBAT START, TAKE-OFF & LANDING
Cloud Bases: To determine the lowest (base) altitude level
Engine Starts: Engine starts are automatic but take 10 +
of a deck or layer called for in an altitude band roll a D5 and add
D10 game turns to complete. Only one engine can be started
the result to the highest level of the next lower band, or add it to
at a time. After all are started, A/C may taxi along the ground.
zero if the clouds are in the VL band.

Buel Chandler (Order #27244075)


Fighting Wings 47

Ground Taxi: Taxi speed = 1/3 hex per turn in a particular state" (roughness of the water). Ships with pedestal mounted
facing. A 30° facing change is allowed at the end of each turn, catapults for seaplanes use the same procedure as for carrier
but A/C may only advance one hex across the ground on each catapults except the catapult must be aimed in a direction that
third turn of taxi while keeping the same facing. doesn't launch the A/C into another hex of the same ship.
Take Offs: A/C on the ground cannot stall or bank. Pitch at-
titude is level. A/C accelerate and move across the map normally.
16.3.1 –– A/C CONFIGURATION CHANGES
Ignore power reductions for load status until airborne. An A/C is Changing Configuration: Lowering or raising flaps or re-
airborne once start speed is ≥ adjusted minimum speed. Upon tractable landing gear are distinct and separate actions, each
becoming airborne, start altitude is set at 0.1 at no decel cost. takes one turn to accomplish. Either the flaps or the gear may be
activated in a single turn. On the turn activated they are in transit
Landings: A/C may declare a touch-down in any hex entered
to the new position. Declare activations at the start of the A/C's
during a normal move in which the following conditions apply:
move. When flaps are moved, either the "retracted", "maneuver"
• Landing gear are in the "down" (landing) position.
(combat) or "landing" setting must be specified. The benefits of
• Start speed is within 1.0 of adjusted minimum speed.
a new flap setting are not received on the turn of transit if going
• Altitude is 100' above the ground.
from a lesser to a greater setting. The benefits of a previous flap
• Flight attitude is wings level in level flight.
setting are lost if going from a greater to a lesser extended posi-
Upon landing A/C roll to a stop as follows: Add a D5 (–1 each tion. Decel penalties apply on the turn of transit and on all turns
to result if pilot veteran or gifted) to the A/C's touch down speed the gear or flaps remain extended. ADC notes may indicate that
(rounded down). Note – gliders just add 1 to touch down speed. A/C have fixed gear, no flaps, or have limits to flap settings.
The sum is the number of hexes the A/C rolls or bounces along
the ground at landing speed before stopping. It may take one or Flaps Down Effects:
more turns after touchdown to finish the landing roll. After A/C • Flaps down in any setting add 1 decel per 30° of turn or
stops, normal taxi Rules apply. A/C leaving a designated clear transition (ignore extra decel if gifted pilot).
terrain landing area hex (i.e., enters a rough terrain, building, • Flaps down in any setting reduce min turn speeds by 0.5.
or woods hex etc.) during a roll out, or which touchdown at a (gifted pilots do not improve this, but eliminate above decel).
speed > adjusted minimum +1.0, or which have significant dam- • Flaps down in landing setting reduce adjusted minimum
age (Rule 15.12) must roll on the Landing Incidents Table (Op. speed by 0.5 and provide a –05 modifier to any landing
Tables, page 3) using appropriate modifiers. incident rolls since the A/C is landing at a slower speed.
• Flaps transiting to landing setting incur 1 decel.
Forced Landings: Forced landings occur when A/C not • Flaps staying in or transiting out of the landing setting
designed for water landings touch down on water hexes or when incur decel = 1+1/2 A/C speed.
A/C touch down in other than an airfield runway or landing area • Flaps in, transiting to, or out of mnvr. setting incur 1 decel.
hex. A/C that force land must roll on the Landing Incidents Tables
Gear Down Effects: (A/C with fixed landing gear or floats
(Operational Tables, page 3) when the touchdown is declared
ignore this Rule as the effects are built in to their ADCs).
adding in the forced landing modifiers. A forced landing "roll out"
(slide) takes the A/C to one hex past the touchdown hex. • The A/C's max attainable speed is reduced by 1/3.
• If flying, gear down or in transit decel = 1/2 start speed.
A/C Carrier (CV) Start, Taxi & Take-Offs: The normal Rules
for start and taxi apply. Since a CV is moving into the wind, A/C Over-Speeding Flaps & Gear: When the gear or flaps are
get a 0.5 speed gain above any speed earned through normal extended, fragile parts such as gear doors, hinges, actuators and
acceleration at the start of a take off deck run. A catapult launch such can be damaged by excess speed as given below. Check
instantly propels an A/C to the hex in front of the catapult deck for damage at the end of each turn. (A/C with fixed landing
hex at its adjusted min. speed +0.5. Every combat scale CV take gear or floats cannot overspeed their landing gear).
off requires a Percentile roll. On a result ≥ 96, the A/C suffers an • Combat flaps in the maneuver setting become damaged if
abort and most roll on the Abort Fate Table. If it remains on the their ADC limit speed is exceeded (if no limit speed is
deck it must taxi out of the way of following A/C before take offs listed, then if A/C's max listed level speed is exceeded).
can resume. • Normal flaps in the maneuver setting become damaged if
A/C Carrier Landings: Use normal landing criteria except A/C speed is > listed minimum speed +3.0.
the A/C must be in the carrier's rear deck hex and facing in the • Any Flaps in the landing setting become damaged if A/C's
same direction as the carrier when it declares a touch down. start speed is > listed minimum level +2.0.
Carrier landings require precision. If the A/C is not at exactly its • Retractable landing gear become damaged if extended
adjusted min. speed, add 10 to the landing roll below. and A/C's start speed is > listed minimum level +3.0
Every combat scale CV landing requires a percentile roll. Damage Effects: Damaged flaps jam in their current position
On a result < 96, the A/C lands and stops in the rear deck hex and provide no benefits, but continue to incur decel. Damaged
(catches a wire). On a result ≥ 96 the A/C suffers an incident landing gear may still be raised or lowered, but roll a D10 on
and must roll on the Landing Incident Table. After an A/C lands each attempt. On a result ≤ 3, they don't move and jam in place.
it requires a D5 of turns to be released from the wires before it Landing on damaged gear requires a landing incident check.
can taxi. Only one A/C may be in a landing deck hex at a time.
Float Planes & Sea Planes: All normal land based start, taxi, 16.4 –– BARRAGE BALLOONS
take off and landing rules apply to float planes and seaplanes A balloon counter equals one balloon and its mooring cables
operating from water except, there may exist scenario-designated in combat scale play, and an area of balloons arranged in a bar-
modifiers to the take off and landing attrition rolls due to "sea rier at the Op-scale. Balloons are not used in Tac-scale play.

Buel Chandler (Order #27244075)


48 CLASH OF ARMS!

Op-scale: Balloon counters are placed as allowed in dot speed must be reduced by 1.0 / turn to max attainable.
positions in the VL band with a base altitude of 1,500 to 5,000 • Only EZ or TT turns allowed, accel & decel are ignored.
feet as given in the scenario. A/C or formations entering that dot • Only slips or skids without facing changes allowed and
position at or below the base altitude must roll on the A/C Attrition only on the last HFP expended.
Table. Add +1 per A/C in the group, plus the density value of the • Flight Attitudes may only be changed one step per turn
balloon counter (default = 10) to the Attrition LH result. and only after the A/C finishes its move.
The affected A/C given by the Attrition Table result is the • Use the Standard Altitude Change Table FP proportions.
number of A/C colliding with balloon cables. Randomly determine • Use normal MC, OC and VFP altitude change Rules.
which. A/C that collide roll a D10. On a result of ≤ 7 they are • Vertical climb attitudes are not allowed.
destroyed. On an 8, 9 or 10 they survive but suffer damage as • Bank may be changed one step per turn at end of move.
given below and lose a D10 x 500 feet in altitude. Collisions do • Inverted bank angles are not allowed.
not eliminate the counter as it represents dozens of balloons. • If desired reduce speed by 0.5 at start of move. Reduce or
increase speed by 0.5 per 500 feet climbed or dived, resp-
Combat Scale Use: Barrage balloons may be set at altitudes
ectively, in move. If no speed reduction taken, and no turns,
of 5,000 feet or less in 500' increments. No balloon may be within
slips or skids done, add 0.5 to speed at end of move.
5 hexes of another. A/C entering a balloon hex or hexside of that
hex, at or below the altitude of a balloon or its remains must roll a Simplified Flight Procedure: Reduce speed 0.5 if desired.
D10. On a result ≤ 5, a collision occurs with the cables destroying Move the A/C as allowed by the SFRs. Increase or decrease
the balloon. A/C hitting cables suffer the following effects: speed as required for altitude change. Change attitude or bank
• One D10 of damage and 3 x D10 of decel is incurred. If angle one step. Add 0.5 speed if allowed. Fill in simplified move
the damage amount is odd, roll a wing critical hit, if log or just the needed data on a normal log sheet.
even, roll an engine critical hit. –––––––––––––––––––––––––––––––––––––––––––––––––
• At the start of the next turn, roll a D10. On a result = 8, 9
or 10, the cables slip off but the A/C still suffers 3 x D10 CHAPTER 17 –– A/C RELATED SPECIAL RULES
of decel. On a result ≤ 7, the A/C is permanently en-
tangled and goes out of control and will crash. 17.1 –– COCKPITS & FUEL FIRES
Cable Cutting A/C: Some A/C had cable cutting gear mounted If a third edition A/C's ADC has the note "Cockpit Fire Vul-
on extensions in front of their wings and fuselage or built into nerability", its main fuel tank is situated just in front of the pilots,
their wings and nose. If so, collision effects are reduced to a D10 directly behind the engine. If this tank caught fire, the cockpit
of decel, and a D5 of hits with no critical hits for extended cable could quickly become an inferno. Therefore, any such A/C doing
cutters, or a D5 of hits with criticals as above for built in cutters. a fuel fed fire progress check, must roll a second D10. If result
Entanglement does not occur (ignore second bullet above) and ≤ 3, (–1 per previous fire induced cockpit critical), then roll for a
the balloon is cut free. The threat of the cables below the cut cockpit critical hit (no protection modifiers).
altitude is nullified and the balloon rises 100 feet per turn with
Note – This applies to all previously published Spitfire or Hur-
its remaining dangling cables still a threat. Cable-cutter A/C may
ricane model ADCs and Soviet I-15, I-153 and I-16 ADCs.
deliberately try to collide with cables if declared when they move.
If so, a collision occurs on a D10 ≤ 9, else the A/C misses.
17.2 –– H and SH CLASS DAMAGE NOTES
Shooting Down Balloons: Balloons may be shot down by
gunfire or rockets. They have a defense of "6" and can take 20 hits 4-Engine A/C Engine Loss Play Aid: The increase in min
without being destroyed. If destroyed, the remains (with cables) speeds and the reduction in max attainable speeds for damaged,
plummet to the ground at 500 feet per game turn. Balloons are or knocked out engines is cumulative with additions and reduc-
flammable. When damaged, roll a D10. If result ≤ the no. of hits tions, respectively, for being loaded, over loaded, or severely
inflicted in that attack, it bursts into flames and is destroyed. damaged. In four-engine A/C this can get confusing, a helpful
table is provided below which also takes into account asymmetric
16.5 –– SIMPLIFIED A/C FLIGHT RULES thrust minimum speed increases.

Designer's Note: The following Rules allow A/C to be moved 4-Engine Bomber Min / Max Attainable Speed Changes
without filling in individual log sheets. This speeds play with large Normal Loaded Over-loaded
groups of bombers or fighters. Any A/C may use these Rules All eng. good +0.0 / -0.0 +0.5 / -0.5 +1.0 / -1.0
so long as it stays within the maneuver limits listed below. If 1 eng. out +0.5 / -0.5 +1.0 / -1.0 +1.5 / -1.5
necessary for damage, or a desire for more dynamic flight, A/C 2 eng. out DS +0.0 / -1.5 +0.5 / -2.0 +1.0 / -2.5
may set up a log at any point and be flown normally. 2 eng. out SS +1.0 / -1.5 +1.5 / -2.0 +2.0 / -2.5
Simplified Move Flight Logs: A/C using the simplified flight 3 eng. out +0.5 / -2.0 +1.0 / -2.5 +1.5 / -3.0
Rules below only need to have their end hexes and flight data 4 eng. out +0.0 / idle +0.5 / idle-0.5 +1.0 / idle-1.0
recorded on the "Simplified Move Flight Log". • If bomber severely damaged, add +0.5 / -1.0 to all values.
Simplified Flight Rules (SFR): • SS= on same side, DS= on different sides.
• Individual A/C initiative is ignored. If both sides use SFR, Large A/C Crew Casualties: If A/C with ≥ 8 crew receive
roll a D10. The low roller moves all SFR A/C first. All SFR a cockpit critical hit, roll twice for its effect. A result of 7+ on the
A/C move before A/C in their class using normal flight. second roll = hollow hit. Players may wish to design their own
• A/C speed may not be increased to ≥ max attainable level tables to randomize who is wounded or killed in large A/C. Below
speed unless in a dive. If above and no longer diving, is a sample bomber casualty table:

Buel Chandler (Order #27244075)


Fighting Wings 49

Sample B-17, B-24 Casualty Table: Pusher Configured A/C: A/C with engines on the rear of the
fuselage or on the rear of the wings, reverse the A/C Area Hit
D10 Roll Crew member Affected
roll modifiers (+1 for front arc attacks, –1 for rear arc attacks.
1, 2 = Bombardier, Navigator
3, 4 = Pilot, Co-pilot
5, 6 = Engineer, radioman
17.5 –– GERMAN ENGINE BOOST SYSTEMS
7 = Belly Turret Gunner The Luftwaffe had MW-50, GM-1 and C-3 engine boosting
8, 9 = Left, Right Waist Gunner systems. MW-50 and GM-1 can be used at the Op-scale, and
10 = Tail Gunner all can be used at the Tac and Combat scales. A/C with MW-50
Modifiers: –1 if attacked from front arc (clock lines 11 to 01), or GM-1 systems have a 40 minute supply of boost unless their
+1 if from rear arc (clock lines 05 to 07). Also, some A/C may ADC states otherwise. Op-scale use consumes 10 minutes per
have ADC limits on which crew can be hit from which arcs. turn, Tac-scale 1 minute per turn. At the combat scale one minute
is consumed in each 15 turns or less of play, in which MW-50
17.3 –– JET AND ROCKET A/C RuleS or GM-1 was used one or more times. C-3 boosting imposes a
3 minute endurance penalty for each encounter at the Tac or
Swept Wing Compressibility and Climbs: Compressibility Combat scale. No benefits are allowed at Op-scale if < a 10
is delayed for A/C noted as being "swept winged" until 1.0 past minute supply remains, or at any scale, if the majority of engines
the transonic speeds listed in the Turn Chart. Climb speed for are unable to use emergency power (Normal emergency power
swept wing A/C = cruise speed. is still allowed from good engines in combat scale play).
Jet Fuel Consumption: Jet engines are more efficient at MW-50 Boost – A water-methanol mixture injected into the
high altitudes than low ones. To reflect this, at the Op-scale, engine as an anti-detonant allowing greater power at lower
"turbo-jet" A/C that start and remain in the VL band use 2 extra altitudes. Unless stated otherwise on an A/C's ADC, it may only
minutes of endurance at all power settings and those starting be used if starting and remaining in the MH band or less for the
and remaining in the MH+ bands use 4 less than normal at all entire Op- or Tac-turn, or in combat scale play if in the MH or
power settings except endurance setting which, if allowed, uses less band. Its effects are as stated on each A/C's ADC.
3. Tac-scale and combat scale fuel use is per normal Rules. GM-1 Boost – A nitrous-oxide gas mixture injected into an
Me 163 Compressibility & Dangerous Dives: The Komet's engine at high altitudes (MH band and higher) as a source of
compressibility limit is also its safe dive speed. Anytime the oxygen for greater combustion for more power (like a super-
safe dive speed is exceeded, the Komet automatically enters charger). Its use and effects are as stated on the A/C's ADC.
compressibility. Dangerous dives are rolled for only if its speed C-3 Boost – A system used only on Fw 190s that injected
is equal or greater than max safe dive speed plus 1.0. additional fuel into the engine intakes to super-enrich the mixture
providing an effect similar to MW-50 for extra power.
Me 163 Endurance: The Komet's rocket engine has an
endurance of 8 minutes which is consumed as follows:
17.6 –– GLIDER FLIGHT RuleS
• Each Op-turn start, taxi, and take off (TO) = 1 min.
• Each ROC multiple or less gained on TO turn = 1 min. Towed Flight: A towed glider follows the tow plane's exact
• Each 100 points or less of accel in combat play = 1 min. flight path at all scales. At the start of any game turn they may
• Each Tac-scale escape try or climbing move = 1 min. detach into free flight. A towed glider increases the tow plane's
(other move types done at rocket idle for 0 end.) load status by one (e.g. unladen becomes loaded). If a glider's
• Each Op-turn move at max speed or less = 2 min. max tow speed is exceeded, roll a D10. If roll ≤ 3, the tow line
• Each Op-turn move at endurance speed = 1 min. breaks. As none have oxygen, gliders are limited to being in the
• Any Op-turn move with descent > 6,000 feet = 0 min. LO band or less for towing and flight.
• Any Join-ups attempts or delays (each) = 1 min.
Free Flight: Detached gliders use Rule 15.4.1 at the Op-
If it runs out of fuel before initiating combat it may only use Scale and may only use descending moves at the Tac-Scale.
Tac-Scale and Op-Scale diving attacker move options. At the combat scale, gliders use all normal flight Rules but only
Me 163 Limits: Komets must stay within two OMT dots of get accel from descending. They are NOT treated as A/C at
their airfield. Every landing is a forced landing. The Komet's en- idle power due to their glide ratios, instead they suffer 1.5 decel
gine cuts out if negative-G experienced. After a cut out, it cannot per turn in addition to any maneuver decel they might incur. Its
be restarted for two minutes or the A/C will explode. If a Komet listed base speed is the normal loaded glide speed, above that,
experiences NG in combat play, it must use idle for the next 30 excess speed decel is incurred. Due to their light construction, a
turns. The Me 163 is a "pusher" A/C (see below). +20 modifier exists for dangerous dive rolls. If landing at friendly
airfields, normal landing attrition is rolled for, otherwise the forced
landing Rules apply to all glider landings.
17.4 –– ODD ENGINE CONFIGURATIONS
Loads: ADC data assumes a fully loaded glider. If actual load
Do 335 Vulnerability: This A/C has a unique twin fore and is less than 1/3 of capacity. Reduce all min. speeds by 0.5 (but
aft engine lay out. Attacks from both front and rear arc get a –1 never to < 1.0).
modifier to the A/C Area Hit roll, instead of +1 for rear arc attacks.
Damage: Gliders don't have engines or fuel. Engine criticals
Mid Mounted Fuselage Engines: Because of their mid- become cockpit ones. Equipment and fuel criticals become cargo
fuselage engines, P-39 Airacobras, P-63 King Cobras and similar bay hits. Passengers count as crew for randomizing casualties.
A/C such as most single engine jets (P-80 etc.) do not use the
modifiers to the A/C Area Hit roll for front or rear attacks.

Buel Chandler (Order #27244075)


50 CLASH OF ARMS!

Aiming Limits: Once started, aiming must continue until an


PART FIVE - BLOWING THINGS UP attack is launched or aborted. Aiming must be done while in an
upright bank. FPs counted for aiming cannot be used for turns
CHAPTER 18 –– AIR-TO-GROUND COMBAT or skids (unless strafing), but may be used for rolls and slips.
Once an attack is executed or aiming is interrupted, all accrued
18.1 –– GROUND UNIT COUNTERS aiming is lost. Subsequent attacks, even against the same target,
require new aiming (unless strafing). Declaring tailing aborts any
The Unit Identification Table (Page 80) provides a key to the aiming in progress up to that point.
different types of ground or ship units that may be in a FW game.
The following is a list of typical counter types: Aiming Carry: Aiming may be accomplished over several
game turns. A/C may continue to aim after accomplishing "full"
Unit Type Size Description aiming. Each full amount of extra aiming finished prior to attacking
Infantry Platoon 30 to 50 soldiers (10 in a squad). provides a –10 modifier to the attack (limited to a max of –20).
Armor Vehicle One Tank or Halftrack & crew.
Artillery, AT Gun One or more guns & crews. Weapon Release Points (RPs): See Rule 20.1 and refer to
AAA AA Gun One AA gun or AA vehicle & crew. the Bomb Release Point Tables (Combat Tables, page 9).
Transport Vehicle One truck, jeep or wagon & crew. Attack Limits: A/C may execute one ground attack per
Locomotive Vehicles One engine & 2-3 railcars. game turn and may not do an air-to-air attack in the same turn.
Rail Car Vehicles Multiple flatcars or railcars. Defensive guns may fire normally. Targets may be attacked more
Radar Unit An EW, GCI or AA radar & crew. than once per turn if each attack comes from a different A/C.
Ships Various See Chapter 26 for specifics.
Buildings Structure One building, wooden, or other. Target Types: Targets are either SOFT (unprotected), or
POL Depot One supply storage site or dump. HARD (reinforced or armored). An underlined defense strength
indicates a hard target. Certain scenario designated targets (pill
Ground Unit Movement: The scenarios specify if, when and boxes, bridge pylons, cave entrances, etc.) can be PIN-POINT
how ground units may move. targets with extra conditions for attacking them. Weapons use
Ground Unit Factors: A ground unit's defense strength and their appropriate hard or soft attack strength (see A/C Weapons
hit capacity are printed on the lower left and right corners of its Tables in Scenario Book) against each target type.
counter, respectively. AAA units also have a range number on Typical Attack Resolution: Total the attack strength of all
their upper right corner. Ship defense strength and hit capacity weapons that were effectively applied against the target by an
are listed on the ship data cards. Trenches double and bunkers A/C. Compare this sum with the target's defense strength to
quadruple the defense strength of ground units in them. determine a combat odds as for air-to-air combat. Make a LH
Terrain Effects: Ground units occupy the map terrain type roll for damage, modified as required by the Combat Tables.
that covers the largest portion of their hex. Scenarios may specify Combat Results: Attacks will either miss, or inflict a number
units as being on a railroad, road, or inside buildings, vehicles or of damaging hits. Targets are destroyed once cumulative hits
ships. Terrain may modify defense strengths or add modifiers to taken EXCEED their hit capacity. Hits greater than half a target's
attack rolls (Terrain Effects Chart - Combat Tables, Page 7). hit capacity make it heavily damaged. Hits ≤ half a target's hit
capacity mean it is only damaged.
18.2 –– GROUND ATTACK BASICS
Armored Vehicle Targets: Armored vehicles do not take
A/C may attack ground units, structures, or ships, with guns, cumulative hits. They are DISABLED if hits greater than half their
rockets, torpedoes or bombs. Attacks are normally executed in hit capacity are inflicted in a single attack. If disabled more than
the Combat Phase. Certain types of attacks may occur during once, they are destroyed. They are DESTROYED (wrecked) if
A/C movement. A ground attack is conducted as follows: hits greater than the full hit capacity of the vehicle are inflicted
1. Declare the target of the attack (i.e., a ground or naval unit, in a single attack. For victory point purposes, disabled vehicles
structure, terrain feature, or A/C on the ground). are worth half their destroyed value (rounded up).
2. Declare weapon in use (guns, bombs, rockets, etc.).
3. Accomplish aiming while on a valid line of approach (LOA). 18.3 –– COLLATERAL DAMAGE
See Rule 27.1 for options if target moves during aiming.
Multiple Targets: If more than one target unit, ship or A/C
4. Fire or drop wpns. from a valid LOA release point & range.
is in a hex, one will be the PRIMARY target and all others are
5. When wpns. reach target, resolve each A/C's attacks, one
SECONDARY targets. Designate primary targets as follows:
at a time, in order specified by rule 8.3.
• Strafing and rockets: Attacker selects primary target.
Lines of Approach (LOA): The projected 12:00 line of an
• Level and shallow glide bombing: Randomly determine
A/C defines its current LOA. An LOA is valid for aiming if it ex-
which unit is the primary target for each attack.
tends through the center of the target hex, or down any hexside
• Dive bombing: Attacker selects primary target.
of the target hex, and, for targets on a hexside, if it intersects or
• Cluster weapons: All targets in the hex are a primary
touches either end of the hexside. The LOA diagram (Combat
target and all are attacked by the weapon's full strength.­
Tables, Page 9), shows possible LOAs into a target hex.
Aiming: Three levels of aiming exist: "none", "minimal" or Secondary Targets: Each is attacked using half the normal
"full". The level of aiming achieved depends on the time, in game attack strength (rounded up) of the weapon aimed at the primary
turns or in FPs expended, the A/C spent in proper parameters target. Add only terrain modifiers to a secondary target attack.
prior to attacking (see Chapters 19 to 22 for aiming specifics).

Buel Chandler (Order #27244075)


Fighting Wings 51

Multiple Bomb Effects: All bombs impacting a hex in the Attack Strength: Total the double range attack strength of
same turn which explode in the same combat phase segment all weapon groups involved. The deflection modifier for ground
(see Rule 8.3) combine their attack strengths into a single attack targets is always x 1. Big guns (37mm or bigger) are fired sepa-
against each target. First determine if a target is the primary or rately from other guns. Secondary targets are attacked by 1/2
secondary target of each set of bombs, then sum the appropriate the strength (round up) fired at the primary target but with a +40
values, full or half, of the bombs before resolving the attack. modifier added to all other modifiers.
Combined Targets: Ground units inside buildings, transport Modifiers: Use all applicable aiming, air-to-air attack and
vehicles or ships are only attacked if the structure, transport or ship terrain effects modifiers. Modifiers for gun harmony are based
containing them first suffers ≥ 1 hit, or is disabled or destroyed in on normal (not doubled) harmony ranges. A/C firing only nose
an attack. If so, attack each contained unit with the same attack guns, or unharmonized wing guns, add +2 LH for each hex of
strength applied against the container using no modifiers. If the range greater than six due to bullet dispersion.
structure, transport or ship is destroyed, but the contained unit
Gun Size and Hard Target Effects.
still exists, the unit vacates the container into the same hex.
• Guns of < 12.7mm cannot damage hard targets (0 att. str.).
_________________________________________________
• Attacks including guns of < 30mm and 30mm MK 108s inflict
only half the damage called for (round up).
CHAPTER 19 –– STRAFING & ROCKET ATTACKS • All other 30mm to 35mm guns inflict normal damage.
• Big guns (≥ 37mm) double their firepower against hard tar-
19.1 — STRAFING WITH GUNS gets and their attack is resolved separately and after any
A/C may strafe with fixed guns, defensive guns, or both. smaller gun attacks by same aircraft.
Pilots aim the fixed guns. Strafing may be resolved during move- • Guns of 37mm to 40mm inflict double hits on targets.
ment upon the expenditure of any FP prior to the last, including • Guns bigger than 40mm inflict triple hits on targets.
the one that accomplishes a level of aiming. Resolve strafing in M.G. Sighting for Big Gun Strafing: A/C often used smaller
the combat phase if firing on the last FP. Aiming is NOT voided machine gun tracers to aim big guns even if the smaller guns
by a strafe attack execution as long as subsequent attacks are were ineffective (0 attack strength) against the target. Declare
against the same target. Fixed & defensive guns may use half, M.G. sighting prior to resolving the big gun attack. The smaller
normal or long bursts when strafing. Tracking shots don't apply. guns expend two points of ammo and suffer jams based on the
Full Aiming: FPs ≥ the A/C's current speed (or one full turn big gun burst length. If the smaller guns are ineffective against
of flight) expended with the target in the strafer's field-of-fire or the target, use half their firepower to determine odds and roll for
while on an LOA to the target, and in level or diving flight. hits (but no actual damage occurs). This is an aiming only attack.
If the smaller guns are effective against the target determine odds
Minimal Aiming: FPs ≥ 1/2 the A/C's speed expended with and resolve attack normally using the same burst length as the
the target in the strafer's field-of-fire or while on an LOA to the big guns. If any hits are scored by the smaller guns, resolve the
target, and in level or diving flight. big gun attack with an additional –20 modifier. If no hits occur,
Aiming Limits: Aiming may not commence until the A/C is the big gun attack may be rolled for normally or cancelled.
within a range of 40 or less to the target (about 2 miles). Strafing & Rocketing Armor: Armored vehicles have a spe-
No Gunsight Modifier: If an A/C has lost its gunsight, apply cific facing in play, same as for A/C, to establish their front, side
a +20 modifier to the attack (in lieu of the standard +40 attack and rear arcs. As vehicle armor is thinner on the sides, rear and
penalty for no gunsights, since shell strikes on the ground are top of the vehicles, modifiers apply to strafing and rocket attacks
observable and mitigate the situation). from those areas. A top attack occurs if A/C is firing from a steep
or vertical dive regardless of the arc the attack is otherwise from.
Strafe Restrictions: An A/C must expend at least 1/2 its Front, rear and side attacks are defined as follows:
speed in FPs (rounded up) between shots at the same target • Front arc = clock lines 11 to 01 inclusive.
regardless of when it last fired. Only one shot per turn is allowed. • Rear arc = clock lines 05 to 07 inclusive.
Fixed Gun Parameters: A target must be in the gun's hori- • Anything else is a side arc.
zontal and vertical field-of-fire for at least one FP prior to firing. Front attacks are resolved normally. Side attacks shift odds
Altitude Loss Requirement: A strafer staying in level flight 2 columns right. Rear attacks shift odds 3 columns right. Top
(no transition used) which does not end its move with a lower attacks shift the odds 3 columns right and get a –10 modifier.
altitude target in its vertical field-of-fire, must descend at least
one increment (via OC) per game turn of aiming. 19.1.1 –– MULTI-TARGET AREA STRAFING
Defensive Gun Strafe Parameters: Defensive guns with 30mm or smaller guns may be used for area strafing. Up
fields-of-fire that include the A/C's altitude or lower may add their to four targets in a hex, including ships on hexsides of the hex,
firepower to a fixed gun attack, or they may strafe independently. may be attacked at once as primary targets. A long burst must be
Aiming times and parameters are as for fixed gun strafing. used, and EXTRA aiming provides NO benefit. Resolve attacks
for each target separately and include an additional modifier of
Range Doubling: Strafing is allowed out to twice the listed +10 x no. of targets attacked in the area strafe to each attack.
range on the gun attack factors chart on the ADCs. Zero range
firepower is only used at actual zero range. Range Doubling Ex- 19.2 –– LARGE CANNON STRAFING
ample – A strafing attack at range 7 or 8 would use the firepower
listed on the ADC for range 4. A/C with ≥ 75mm cannons (e.g., B-25G, Hs 129 & Ju 88P)
use the Rules below. Aiming is as for normal strafing.

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52 CLASH OF ARMS!

Eligible Targets: Large cannons may be used against land 19.4 –– STRAFING & ROCKETING SHIPS
targets, barrage balloons, or ships but not A/C. The firer must be
wings level (not turning, slipping, or skidding) when it fires. The Designer's Note: Exposed personnel manning AAA guns on
field-of-fire is as for fixed guns except that for each 10 hexes of open decks were vulnerable to attacks on a ship's surface areas.

horizontal distance it widens by one hex to each side. Strafing and Rocket Effects on Ship AAA: Each 10 hits
Rate of Fire: The 75mm cannon in U.S. aircraft was hand inflicted on a ship by a normal strafing or rocket attack, and each
loaded; in German A/C it was usually magazine fed. 5 hits inflicted in a deck strafing attack, randomly eliminates one
non-turreted AAA position. Other AAA battery loss causes are
• Magazine fed large cannons may fire up to twice per turn detailed in Chapters 25 & 28.
(an exception to the normal strafe limits).
• Hand loaded cannons may only fire once per turn. They are Deck Strafing: An A/C may declare "deck-strafing" which
reloaded by a designated crewman. When fired, roll a D10. directs gun and rocket attacks against exposed gun crews. If so,
A result ≤ 7 = cannon reloaded and available next turn. if un- the ship's defense strength is the higher of 10 or half its normal
successful, roll for reloading at end of each following turn speed based defense strength. The ship is treated as a soft target
until successful. Reloading is not allowed if cannon A/C fly regardless of armor. The number of critical hits that would be
so as to prohibit clearing a gun jam or reloading guns. inflicted in an air-to-air attack by the deck strafe becomes the no.
of damaging hits actually inflicted on the ship. Note - This is just
Procedure: Roll LH to see if a hit is achieved. Normal aiming a counting measure. No critical ship damage actually occurs.
modifiers apply. The final LH number or less required for a hit is
listed on the ADC and varies with range. A miss has no effect. Extended Range Deck Strafing: Steep or vertically diving
A/C may deck strafe to four times normal range. Each firepower
Inflicting Damage: A hit attacks soft targets with an attack range value is valid to four times its range (i.e., use range 1 value
strength of 15 and armored (hard) targets with an attack strength for attacks from range one to four, and so on). If firing only nose
of 30, and does quintuple (x5) damage. Against ships a hit also guns, or unharmonized wing guns, add +2 LH for each hex of
inflicts a deck strafing attack with an strength of 15 (crit. rating = range from 7 to max doubled range and +4 per hex thereafter
3). A minus modifier = the ship's direct hit number x 5, is allowed due to bullet dispersion, else normal harmony effects apply.
when attacking from the ship's side arcs (defined as clock lines
(01) to (05) and (07) to (11)). Suppressing AAA by Deck Strafing: As above, the number
of critical hits that would be inflicted in an air-to-air attack becomes
19.3 — AIR-TO-GROUND ROCKETS the number of one-turn suppressions randomly applied against
vulnerable non-turreted AAA gun batteries. One-turn suppressions
Rocket attacks occur only in the Combat Phase. The Air-to- are cumulative and randomization can result in a single battery
Ground (ATG) Rocketry Table (Combat Tables, Page 10) lists suffering multiple turns of suppression from a single attack.
the min and max launch ranges for each type of rocket and the
range based attack modifiers. The table also lists the minimum AAA Randomization: Consider all AAA batteries in the at-
number of rockets that must be fired in each attack under the tacked ship's hex from the sides exposed to the attack (whether
"Minimum Multiple" column. Aiming is as for normal strafing. previously destroyed, suppressed or not) for randomization. For
Stacked A/C may do combined rockets attacks as allowed by firers in a vertical dive, or firing down the bow or stern lines, all
the air-to-air combined rocket attack (Rule 10.7). positions on all sides of the ship in the target hex are exposed.
The AAA loss or suppression is ignored if the random battery
Launch Parameters: The firer must have spent at least 1 selected has already been eliminated.
FP since last facing, be in an upright bank with no carried turns
or maneuvers, within the rocket's min and max ranges and with –––––––––––––––––––––––––––––––––––––––––––––––––
target in the firer's horizontal & vertical fixed gun field-of-fire.
CHAPTER 20 –– BOMBING ATTACKS
Altitude Loss Requirement: A firer staying in level flight (no
transition used) must lose one altitude increment on each turn Designer's Note: The Rules below pertain only to low-altitude
of aiming if at a lower target until target is in its field-of-fire. tactical attacks from 12,000 feet or less. Strategic high altitude
bombing is addressed at the Op-scale (Rule 15.10).
Level Rocket Attack Penalty: Add a +10 modifier to level
attitude attack rolls due to the low grazing angle. There are four types of allowed bombing attacks:
1. Level Bombing - Rule 20.2.
Attack Procedure: Sum attack strengths of all multiples 2. Glide Bombing - Rule 20.3.
fired at target. Compare total to target's defense factor to get a 3. Steep Dive Bombing - Rule 20.4.
combat odds. Determine hits normally. Modify rolls per the Air- 4. Vertical Dive Bombing - Rule 20.5.
to-Ground Rocketry Table. Secondary targets use 1/2 the total
strength (round down) fired at the primary one with an extra +30 20.1 –– BOMBING BASICS
modifier. Rockets do double damage to their targets.
Procedure: Declare the target hex, unit or vessel at the start
Pin-Point Targets: For each multiple fired at a pin-point pri- of aiming. A/C must be at a valid release point range for its altitude
mary target, roll a D10. A result ≤ 3 = multiple "on target". Sum and speed at bomb release. Bombs are usually dropped in the
only "on target" multiples when resolving attacks on pin-point Combat Phase, but certain low level attacks may allow drops to
targets. Pin-point secondary targets are still attacked using half occur during movement (see Rule 21.1).
the total strength of all rockets fired.
Full Aiming: Twice A/C speed in FPs, or 2 game turns spent
Armor Targets: See Rule 19.1 for odds shifts and LH mods. on an LOA to the target while meeting proper aiming flight pa-
for attacking the side, rear or top areas of armored vehicles. rameters (See Rules 20.2 through 20.5).

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Fighting Wings 53

Minimal Aiming: 1 x A/C speed in FPs, or 1 full game turn Bombs ≥ 16,000 lbs. – obliterate all targets (except ships >
on an LOA while meeting proper aiming flight parameters. 100 tons) in the impact and adjacent hexes, attack all targets at
No Aiming: If less than minimal aiming is done, a +80 "on- range 2 as primary ones, and at range 3 as secondary targets.
target" modifier is applied to accuracy rolls. Falling Bomb Markers: When bombs are released place a
Bomb Release Points (RPs): The Release Point Tables "falling bomb" marker under the A/C. The marker has a horizontal
(Combat Tables, page 9) define a range of horizontal distances, speed = to the HFPs the A/C used on the turn of release (but
in hexes, an A/C must be from the target hex to be at a proper never < one). On subsequent turns move the marker down the
RP for the type of attack used. Cross index the A/C's altitude and LOA toward the target at this speed. Attacks are resolved in the
speed on the appropriate table to find the valid RP distances. Combat Phase as follows:
Bombs not released from a valid RP become random bombs. If the marker has not reached the aim point hex by the game
turn a bomb's time-of-fall (TOF) expires, resolve the attack as the
Release Limits: Bombs may not be released if the A/C is
first action of the next turn's Combat Phase, before AAA shoots.
inverted. In a level or glide bomb attack, from one to all bombs
If the marker reaches the aim point hex on or before the game
carried may be released at once. In a steep or vertical dive attack,
turn the TOF expires, resolve the attack in the Combat Phase of
all external bombs and up to two bombs from each internal bay
the turn the TOF expires in the normal order of events.
may be released. External bombs may be released as a group
or a string. Bombs from bays are always as a string (choose Time-of-Fall (TOF): The time, in game turns, for bombs to
as a string of singles or pairs). All bombs released in an attack reach the ground depends on an A/C's dive angle, speed and
impact or scatter to the same hex or starting hex of a string. release altitude. TOF is listed in the Bomb Release Point Tables
(Combat Tables, Page 9). Cross index the A/C's speed and al-
Bomb Strings: Divide the total of bombs or bomb pairs
titude then refer to the appropriate Bomb Release Points Table
released by the HFPs the A/C used on the turn of drop (0 HFPs
for the type of bombing attack used to find the listed TOF.
= 1). Do so for each bay and all external bombs separately. The
result (rounded up, but never < 1) is how many bombs or bomb Armor Piercing Bomb Exception: AP bombs use their soft
pairs from each set land in each hex starting with the impact hex attack strength against PIN-POINT and armored vehicle targets
and advancing in the direction the bomber had at release. If the (AP cluster bombs & SAP bombs ignore this exception).
A/C moved along hexsides, the bombing player chooses, before
rolling for scatter, whether the bombs will impact in hexes to the Designer's Note: AP (armor piercing) bombs are less effec-
left or to the right of hexsides crossed by the bomb string. tive against armored vehicles than HE bombs. An AP bomb has
a smaller bursting charge and less shrapnel.
Formation Bombing: When a stack of A/C aims and re-
leases bombs together, all use the stack leader's modifier's and Instant Pin Point Target Kills: If the damage percentile roll
all bombs released scatter together to the same hexes. When a against a primary or seconday target is a "00 odd" roll, and any
larger flexible or fixed formation of A/C release bombs together bomb used in the attack was > 22 lbs. in size, or was any type
en masse, all use the formation leader's modifiers, but each flight of cluster weapon, one pin-point target (random which if more
within the formation rolls separately for bomb scatter. All bombs than one in hex) is destroyed instantly due to a direct hit.
dropped by that flight, scatter identically and impact the ground
spaced out exactly as the A/C were spaced out in formation. 20.1.1 –– SCATTERED & RANDOM BOMBS
Accuracy Rolls: After a bomb's time-of-fall is met, each Bomb Scatter: If the attack's final LH is ≥ –34, the bombs
makes a LH roll for an "on target" hit. If the final LH is ≤ –35, the scatter in the clock direction and to the distance in hexes indicated
bomb lands in the target hex. If final LH is ≤ –55 or ≤ –75, double in the Scatter Table & Diagrams, Combat Tables, Page 8. A final
or triple the bomb's attack strength against the primary target. LH ≥ 116 indicates the bombs become random bombs. Scattered
Accuracy LH Modifiers are listed in the Combat Tables, Page 9. or random bombs attack all targets in a hex as secondary targets
(Exceptions: See Ch.27 and large bomb effects: Rule 20.1).
Attack Resolution: Sum the attack strengths (soft or hard,
as appropriate) of all bombs landing in an impact hex from a Scatter Limits: Bombs may not scatter further in distance
single A/C and compare that with the target's defense strength than the average, rounded up, of the bomb marker's horizontal
to get a combat odds. Roll for damage per normal procedures. speed plus its time-of-fall. If so, reduce scatter distance as needed
to bring bombs back to furthest scatter limit.
Bombs vs. A/C: Grounded A/C are soft targets. One critical Bombs dropped from level or shallow dives, and skip, parafrag
hit occurs for each 2 hits inflicted by bombs of ≥ 100 lbs. and or CB dispenser bomblets may never scatter to a position behind
per 3 hits from smaller bombs or from frag. / shrapnel bombs. the A/C's 3:00-9:00 line, as it existed at the RP. If so, roll again
Large and Very Large Bomb Effects: (unmodified) as needed to obtain a legal scatter position (ignore
on target or illegal scatter position rolls).
Bombs ≥ 1,000 lbs. – attack all targets in adjacent hexes as If a scatter is to a hexside, randomly determine which of the
secondary targets (Rule 18.3), but use only 1/4 of their attack two hexes sharing the hexside the bombs actually land in (see
strength (rounded up). ship target exceptions, Chap. 27).
Bombs ≥ 4,000 lbs. – attack all targets in the impact hex as
Random Bombs: Bombs dropped from an improper RP or
primary targets, and all targets at ranges 1 and 2 as secondary
with no aiming are random bombs. Roll percentile dice (00 =
targets using 1/2 and 1/4 of their strength, respectively.
100) and add 20 to the result. Convert result (21 to 120) to LH to
Bombs ≥ 8,000 lbs. – obliterate all targets in the impact hex find scatter direction on the Scatter Table. If LH > 115 the scatter
(except ships > 100 tons), attack all targets in adjacent hexes as direction is 12:00. Add half the bomb's TOF (rounded up) to the
primary targets, and all at range 2 as secondary targets. indicated scatter distance to find where random bombs fall.

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54 CLASH OF ARMS!

20.2 –– LEVEL BOMBING Limits: Air-to-air fused bombs may not be used for air-to-
ground attacks nor AtG fused bombs be used air-to-air.
Parameters: Aiming must be accomplished and bombs
released while A/C is in level flight with the wings in an upright
20.8 — FIRE, SMOKE & BLAST ZONES
bank. A/C aiming with bombardiers using bombsights may only
drop bombs by level bombing. All other bomb attack types are Designer's Note: Incendiary weapons start fires which produce
conducted by the pilot using a gunsight or special bomb sight. smoke palls. Large bombs produce smoke palls and sometimes
smoke pots were used to hinder attacking A/C. Bombs, torpedoes
20.3 –– GLIDE BOMBING and rockets can blast fragments and debris high into the air pos-
ing a danger to low flying A/C. The following Rules consider this.
Parameters: Aiming allowed while in level, shallow or steep
diving flight with the wings in any upright bank. Bombs must be Blast Zone Effects: See Combat Tables, Page 8.
released while in a shallow dive. Any A/C may use this method. Fire & Smoke Pall Effects: See Combat Tables, Page 8.
_________________________________________________
20.4 –– STEEP DIVE BOMBING
CHAPTER 21 –– LOW LEVEL BOMBING
Parameters: Aiming allowed while in shallow, steep or ver-
tical dives with the wings in any upright bank. Bombs must be 21.1 –– SKIP BOMB ATTACKS
released while in a steep dive. Only F, L, and D class A/C may
use steep dive bombing. Designer's Note: In skip bombing, low flying A/C bounce
bombs across the water into the sides of ships. Skip bombing
20.5 –– VERTICAL DIVE BOMBING was first used in the Pacific by the U.S. in January 1943. It was
never copied by the Axis or Russia as a set tactic. The Japanese
Parameters: Aiming allowed while in steep or vertical dives tried it in mid-1944, but opted for "Kamikaze" attacks instead.
with the wings in any upright bank. Bombs must be released in a
vertical dive. Only dive bombers ("D" in their class indicator) may Parameters & Limits: Skip bombing may only be used
use vertical dive bombing (they are equipped with special gear against ships. Bombs ≥ 250 lb. to 2,200 lbs. must be used. No
to swing bombs clear of their propellers or out of their bays). more than two bombs can be dropped in each attack.
Aiming is as for strafing. The pilot uses a fighter gun sight
(no penalties for type, +20 mod. if none). However, if minimal
20.6 — BOMB FUSING
aiming is not met, apply a +80 LH modifier. A/C may release skip
Designer's Note: Penetration fuses allow bombs to dig into a bombs after expending any FP in their move, or in the combat
target or enter the insides of ships before going off. Delay fuses phase. A/C must release bombs from one increment above the
have timers to allow A/C to get clear before they explode. water (100 feet) while in level flight, wings level. The "proper"
release point from target is 1/2 the A/C's full FPs (rounded up).
Fuses: Bombs use contact, penetration or delayed action
The minimum RP is one hex away so the bombs can arm. The
fuses. If not stated in a scenario, bombs use contact fuses. Play-
max RP distance is the A/C's available full FPs of movement.
ers may select different fuses before play. See Combat Tables,
Page 8 for a table summarizing effects of fusing on targets. RP Example: If A/C speed = 5.5, RP must not be ≥ six hexes
away and not be < one hex away. Proper RP = 3 hexes.
20.7 –– AIR-TO-AIR BOMBING Combined Attacks: A/C may both strafe and skip bomb in
Designer's Note: Air-to-air bombing was experimented with the same turn. The strafing attack is executed first and then skip
by Germany and Japan. It was mostly ineffective as it relied on bombs may be released at the same instant or upon expending
time-fuses and which lead to big variations in detonation altitudes. a later FP. This is an exception to the normal limit of one type
of ground attack per turn. Aiming for the strafe counts as aiming
Procedure: Bombs of ≤ 1,100 lb. must be used. Before play, for skip bombing. Once the bombs are released, aiming must
choose a 2 or 3 turn time fuse for the bombs. The bomber must begin anew to attack the same target by any means.
end its move in level flight, wings level, in the same location as,
and with the same facing as, a selected target A/C but with a Skip Bombing Accuracy: For each bomb, roll for "on target"
higher altitude. Aiming is not necessary. After release, the bomb LH modified just as for other types of bombing. The base modifier
travels forward a number of hexes equal to its release speed for a skip-bomb attack is –30. Add +10 to this modifier for each
(rounded down) for each turn of its fusing. In the Combat Phase hex inside the proper release point and +20 for each hex beyond
of the final turn of fusing the bomb explodes. The bomb drops the proper release point the bomb was released from. A final LH
1,000 feet in 2 turns and 2,200 feet in 3 turns. Upon exploding, ≤ –35 indicates the bomb is on target, otherwise, it scatters. A
both sides roll a D5 for each bomb. Subtract the target's roll final LH ≥ +115 indicates the bomb is a dud and is ignored.
from bomber's roll. The difference, plus or minus, is the amount
Fuses: One turn delay action fuses are used for skip bombs.
of increments above or below, respectively, the bomb's ending
They explode in the turn after the one in which dropped. If the
altitude actually is when it explodes. No other scatter occurs.
ship target moves after suffering a direct hit, before the bomb
Attack Resolution: A/C within a range of two to the blast explodes, the bomb travels with the ship (it is inside).
position are attacked at 1-to-1 odds using the bomb's soft attack
Direct Hit Modifiers: An "on target" skip bomb subtracts 3
strength as a minus LH modifier. Add +20 modifier for each 100
from its direct hit roll while scattered skip bombs add 1 if they
foot of altitude difference between a target and the bomb count-
qualify for a direct hit roll. See also Chapter 27 Rules regard-
ing each hex of range as an additional 300 feet. One critical hit
ing direct hits and near misses. Near misses can be nullified or
is inflicted per two hits of damage.
created if the ship moves out of hex containing a near miss skip

Buel Chandler (Order #27244075)


Fighting Wings 55

bomb before it explodes, or into one that has a scattered skip of-fall as if it were a bomb. Forward travel during the TOF = the
bomb already in it, waiting to explode. smallest distance shown on the "Level Bombing" table for valid
release points. In the combat phase of the turn the TOF is met,
Skip Bomb Path: The LOA path the bomb follows from the
place the torpedo this distance from its release point hex. This
RP hex to the target or scatter hex must clearly be all water with
is the water entry position.
no obstacles (like piers, land terrain, or large sized ships (≥ 4,000
tons displacement)) in between, or the bomb will be a dud. Full Aiming: FPs = at least three times the A/C's speed, or
three turns on an LOA to the aim-point, wings level, in level or
21.2 –– PARAFRAG BOMB ATTACKS shallow diving flight and within the listed release parameters of
the torpedo by the time it is dropped.
Designer's Note: Parachute retarded frag-bombs were intro-
duced in the Pacific in Sept. 1942 by the USAAF. They could be Minimal Aiming: FPs = to the A/C's speed, or one game
dropped from very low altitudes. A parachute slowed the bombs turn, on an LOA with the parameters specified above. A torpedo
to allow attackers to escape their blasts. may be dropped with < minimal aiming.
Limits: Parafrags must be loaded and dropped in clusters of Torpedo Moves & Arming: Torpedoes move after ships and
three. Any number of clusters may dropped during movement, before A/C, starting the turn after they enter the water. The total
in a string, at a rate of one to four clusters per hex passed over number of hexes a torpedo can move and its speed is listed in
(must be same no. in each hex except last hex may be less). the A/C Weapons Tables. Torpedo speed is as given for ships
(Chap. 26). A torpedo arms during its first hex of movement and
Parameters: Aiming time is as for strafing. If minimal aim- may not attack targets until the game turn after it is armed.
ing not met, a +40 modifier is applied (half the normal penalty).
Parafrags must be released from ≤ 1,500 feet above the target Erratic Torpedoes: If < minimal aiming is done, a torpedo
while in level flight, wings level at speeds ≤ 6.0, else the parachute will be erratic. If ≤ full aiming done, roll a D10. Subtract 1 for each
fails, and the bombs dud. The RP range is that used for level turn < full aiming completed. A result ≤ 1 (even with full aiming)
bombing from the same altitude minus 2 hexes (never < 0). A/C = erratic torpedo. For each erratic torpedo roll D10. A result:
may release parafrags after the expenditure of any FP in their 1 to 2 = Porpoising torpedo. 3 to 5 = Left drifting torpedo.
movement. Parafrag bombs get a –30 on target roll modifier. 6 to 8 = Right drifting torpedo. 9 to 10 = Circling torpedo.
Example: The normal level bombing RP range in hexes for
Porpoising Torpedoes: These dive then rise and often
an A/C at speed 5.0 and altitude 0.3 is 3 to 5 hexes. This is
breach the surface where waves can misdirect them. Roll a D10
reduced to 1 to 3 hexes for parafrag bombs.
and a D5 once when they start moving. The sum of the rolls is
the distance down-range in movement where they breach the
21.3 –– CLUSTER BOMB (CB) ATTACKS surface. The instant they breach, roll a D10. If roll = 1 to 3 they
Designer's Note: Cluster bombs consist of large numbers of face left 30 degrees, if 4 to 6 they face right 30 degrees, and if
small bomblets packed in break-open cannisters (or bundles), or 7 to 10 they continue straight. Each time they breach determine
carried in dispensers to saturate a wide area with many weapons. the next breaching point as before.

CB bombs and bundles are dropped using the normal level Drifting Torpedoes: Each third time the torpedoe moves
or dive bombing Rules. Preset time fuses open them at the displace it as for an A/C slip execution (see Chapter 5). Excep-
right height to ensure proper target coverage. To reflect this, tion, If erratic due to < minimum aiming, displace it every second
the bombing type and RP height (but not RP speed) must be move. The direction of drift never changes during its run.
selected before play. Any deviation from the selection results in Circling Torpedoes: Roll a D10, even = circle left, odd =
random bombs. circle right. Circling is executed like drifting, except they face 30
A/C mounted dispensers are set before play to cover a one or deg. in the direction of the circle each time a drift is called for.
two hex long path (if so, use half its attack strength in each hex, Hits and Damage: If an armed torpedo enters a hex, or
rounded down). CB Dispensers use all parafrag Rules (21.2) but crosses a hexside or either end point of a hexside occupied by
double the base modifier to –60. All CBs landing or scattering to part of a ship, or if a ship ends its move in the same position as
the same hex sum their appropriate attack strengths and apply it an armed yet to move torpedo, a torpedo direct hit is rolled for.
against all targets in the hex, treating each as a primary target. Damage from a hit is resolved in the combat phase (see Rule
––––––––––––––––––––––––––––––––––––––––––––––––––– 28.1 for resolving direct hits and attacks). For an erratic torpedo
roll a D10 when it attacks a ship. A result ≥ 8 = an auto miss due
CHAPTER 22 –– TORPEDO BOMBING to it running too deep. Reroll if it attacks a second ship.
Designer's Note: Torpedoes are powerful anti-ship weapons Torpedo Attack Planner: In the Naval Tables, page 1, there
but fragile and difficult to employ. If dropped from too high or is a chart to help players determine proper lead and aim points
too fast they were easily damaged and failed. If the A/C had the for torpedo attacks based on target ship speeds.
wrong speed, or slightest skid or slip, the torpedoes could enter
the water at an incorrect angle and run erratically. All Water Path: The release point hex and all intervening
hexes moved through must be full water hexes. The target hex
Drop Procedure: The A/C Weapons Table lists the maxi- need not be a full water hex, but there cannot be printed terrain
mum release altitudes and speeds for each type of torpedo. If interfering with the torpedo's path from its last full water hex to
these parameters are not met when the torpedo is dropped, it the center of the target hex. A torpedo entering other than full
fails and is removed from play. A torpedo may be dropped after water hexes in its travel immediately detonates (assuming it is
the expenditure of any FP in the A/C's move. Determine a time- armed and does not dud) and is treated as a bomb going off.

Buel Chandler (Order #27244075)


56 CLASH OF ARMS!

CHAPTER 23 –– RAMMING ATTACKS If so, roll a D10. The result is the no. of hexes the A/C travels
along its facing after shoot down (–2 if in a SHD, –4 if in a STD,
23.1 –– JAPANESE "KAMIKAZES" and –6 if in a VD, but not to < 0 hexes). The A/C cannot move
further in hexes than its speed. The A/C attacks targets in its
Designer's Notes: Kamikaze attacks are suicide attacks in impact hex as if an inadvertent kamikaze. Ordnance carried
which A/C dive into enemy A/C or surface targets. Japan was the by shot down volunteer kamikazes detonates normally. If the
only belligerent in WW-II with the culture to successfully institute shot down A/C does not meet the above criteria its debris and
Kamikaze attacks as a tactic willingly flown by volunteer pilots. weapons scatter sufficiently so as to not pose a threat.
Volunteer Kamikazes: In scenarios set on or after October
1944, Japanese volunteer kamikaze pilots will be identified in 23.2 –– RUSSIAN STYLE "TARAN" ATTACKS
the set ups. Volunteer kamikazes may have special victory point Designer's Notes: Until August 1943 Russian pilots were
considerations with regards to their destruction. authorized to use "Taran" (ramming) attacks to bring down en-
Deliberate Self-Sacrifice: Pilots of any nationality may emy bombers. This was not a suicide tactic like the Kamikaze,
become "self-sacrifice" kamikazes as follows: but a controlled air-to-air collision designed to disable an enemy
bomber while retaining a chance for survival.
Japanese Pilots – on a percentile roll ≤ 40 at the start of
any turn in which any of the following apply: "Taran" attacks of any type are allowed to Russians if their
A/C has no air-to-air capability (all guns are empty or disabled,
1. A/C is severely damaged or on fire.
no rockets, etc.), and the target is a multi-engine bomber.
2. A/C is found to have insufficient fuel to return to base.
Pilots of any nationality, in any time frame, in an A/C that no
3. A/C has insufficient power to remain airborne.
longer has offensive air-to-air capability, or which is severely
4. They are disabled but still flying (see Rule 11.3).
damaged, may attempt type-1 Tarans against any class A/C.
All other nationalities – on a percentile roll ≤ 40 when pilot
Taran Procedure: Declare the intent to "Taran" at the start of
is disabled but still flying and items 1 or 3 also apply.
A/C's move. Rammer must move after the intended target moves.
Only one roll is allowed. If the roll fails, the pilot will not be If he meets the parameters of the selected attack method, roll
a Kamikaze. Pilot head-on attack determination roll modifiers percentile dice for pilot determination. Add applicable head-on
apply, but not the special WD –20 for Japanese pilots. determination modifiers (Rule 10.3). A result ≤ 40, succeeds (≤
60 if Russian in 1942 or earlier). If successful, roll for a "Taran"
Kamikaze Procedures: To ram an A/C a kamikaze must collision attempt as indicated below.
end its move stacked with it, or pass through an already moved If a ramming attempt misses the pilot may try to "Taran" in
A/C's exact position during its flight. Roll for an A/C Collision later turns but must roll for determination each try. If stacked
with a +30 modifier (Flight Tables, page 1) the instant. Collision with the enemy at the end of turn and a determination roll fails,
damage is resolved normally per Rule 3.3. check for normal collisions anyway. If determination succeeds
To ram naval or land targets, a kamikaze simply dives or but a "Taran" misses, no additional collision check is required,
descends into them. When a kamikaze reaches ground level in even if stacked with the enemy.
a hex or on a hexside occupied by a ship, apply a –4 modifier There were 3 types of "Tarans" taught:
to the direct hit roll. In a hex containing a ground target, apply a
–30 modifier to the damage roll. 1. Rear Attack with Propeller against Tail: The rammer
must end the turn stacked with, and with the same
V.P.s: Self-sacrifice kamikazes still give the other side full speed and facing as, the target. Add +15 modifier to the
victory points as no special V.P. considerations are given. collision roll. If successful, a D10 of hits is inflicted on
Attack Values: A Kamikaze has a soft / hard attack strength rammer with one Engine critical hit for each 3 or less
= its second / first damage capacity, resp., plus twice its start hits suffered. Two D10 of hits are inflicted on the target
speed. Critical hit rating = 3 against A/C. One fire hit is inflicted with one Controls critical for each 3 or less hits (ignore
on naval units for each full quarter of endurance left to the A/C, and re-roll critical results 7 & 10).
times the no. of engines it has. A designated Kamikaze's attack 2. Same Direction Wing-to-Wing: The rammer must
strength is added to that of any explosive ordnance carried by end the turn stacked with, and with a speed 0.5 to 1.0
it set to detonate on impact. Ordnance carried by self-sacrifice greater, and the same facing as the target. Roll for colli-
pilots will dud since they have normal fuses. sions with a +30 modifier. If a successful, both A/C will
suffer two D10 of hits with one Wing critical per 2 hits.
Inadvertent Kamikazes: An A/C accidentally or deliberately 3. Head-On Ram: This is identical to the Kamikaze air-
crashing into a ground or naval unit position that is not a kamikaze to-air attack in procedure and results. Despite its name,
attacks with no added hit modifiers. All ground unit targets in the it may be attempted from any angle against the target.
position are treated as secondary targets. A determination roll is made upon reaching the target's
Shoot-Down Kamikazes: A/C shot down close to naval position. If the determination roll fails, a collision is
or ground targets may crash into them anyway. A shoot-down rolled for if the A/C ends stacked with the enemy.
Kamikaze must not be destroyed by an explosion and must be:
23.3 –– GERMAN STURMSTAFFELN
1. On an LOA to the target hex, within a total range ≤ to its
speed at time of shoot down (one turn of movement). From January 1944, special "Sturmstaffelns" of armored Fw
2. In level or diving flight, with the target in its front arc. 190A-7/R8s & A-8/R8s had been created for combating heavy
3. If in level flight, its altitude in increments must be ≤ to bombers. These may use any style of "Tarans" against Allied M
its horizontal range in hexes. or H class bombers per Rule 23.2.

Buel Chandler (Order #27244075)


Fighting Wings 57

CHAPTER 24 — ANTI AIRCRAFT ARTILLERY Reactive AAA Fire: If an air-to-ground attack occurs during
movement, any Lt. and Med. AAA already engaged with, or free
24.1 –– AAA BASICS to engage the moving A/C may opt to fire at it on the FP the
attack is declared, or on the FP weapons are to be released.
Firing Limits: Land and naval AAA batteries may only fire Reactive AAA results are applied before the A/C fires, shoots,
once per turn. Normally this is done in the combat phase, but or releases weapons. For Kamikazes able to impact during their
light and medium AAA guns may "reactively" fire in the movement move, reactive AAA must fire on the FP that is the halfway point
phase at any A/C declaring a strafing attack, launching weapons, of the A/C's speed rounded up (it is possible for a kamikaze to
or trying to "kamikaze" their target during movement. impact before the gunners can react). AAA used for reaction fire
Maximum & Minimum Range: An AAA unit's max range is may not be used later in the same turn for normal AAA fire.
listed in the upper right corner of its counter or in the AAA Fire- Incidental Targets: A/C too close to an AAA target can them-
power Chart. Heavy guns have a minimum range as well. A/C selves become targets of the same shot per the cases below.
in a barrage zone that are also inside the minimum range of all Incidental attacks are in addition to any regular AAA attacks that
attacking guns cannot be damaged and are not viable targets. may be directed at them. This is a legal exception to the general
Damage to Land AAA Units: Heavily damaged AAA units Rule below (24.2.1) that targets may only be attacked once per
may not fire and are out of action. Lightly damaged AAA are sup- turn by weapons of each critical hit rating.
pressed and may not fire for a D5 of turns beginning the turn after 1. Any A/C stacked with, or at range zero to the actual
they are damaged. After being suppressed the required number target (range 0 = same hex / hexside within 200 feet) are
of turns, they return to action, assuming they are not suppressed attacked using the same FP and modifiers applied to the
further by more attacks. Suppression results are cumulative and original target but with an extra +10 modifier.
added to the end of any previous suppression time.
2. If total firepower used is ≥ 50 or ≥ 100, then any A/C
AAA Unit Facing: AAA units, must always face a specific within a range of 1, or 2, respectively, to the original tar-
hexside. The top of the counter indicates the direction the gun get, are also attacked. In this case, the total FP is reduced
is facing. Facing may be changed at the start of each Combat by half (drop fractions) for each hex of range away from
Phase by 60° for heavy guns and 120° for light and medium the original target the A/C is at.­Use the same modifiers
guns. The field-of-fire of a AAA gun with respect to its facing is that applied to the original target +10 for these attacks.­­
shown below. The field-of-fire includes the hex the AAA gun is
in as most guns can fire straight up (Exception, see Rule 25.2). 24.2.1 –– RESOLVING LT. & MED. AAA ATTACKS
Each turn, all (non-reactive) Lt. & Med. AAA attacks must be
declared before any are resolved. Resolve attacks as follows:

AAA FIELD–OF–FIRE DIAGRAM 1. Select a target A/C and declare all guns with the same
critical hit rating firing at it. Sets of guns with different
critical hit ratings are resolved as separate attacks.
2. For each eligible target in an AAA attack roll for LH to
find how many "1-1" combat odds damage rolls it will
undergo. Add applicable modifiers (Combat Tables -
page 10). A final LH of ≤ –30, ≤ –50, ≤ –70 = one,
two, or three damage rolls, respectively.
3. For each damage roll, make an unmodified LH roll at
1-1 odds and total the damage from all rolls before
determining any critical hit results. See Combat Tables
- Page 6 for shot modifiers.
4. Apply damage normally. For ease-of-play, AAA shots do
not use angle modifiers on critical hit area rolls.

24.3 –– HEAVY AAA GUNS


24.2 –– LIGHT AND MEDIUM AAA GUNS
Guns of less than or equal to 57mm in size are light and Designer's Notes: Heavy guns operate in a more deliberate
medium calibre weapons rated for firepower in the same man- & controlled manner than lighter guns. They are usually fired in
ner as A/C weapons. The AAA Firepower Chart in the Scenario a group so that a barrage of explosive shells will saturate an
Book lists each gun's firepower rating at various ranges. area with shrapnel. Aiming relies on relayed commands from fire
control directors or local gun bosses. Delays in firing can occur
Target Acquisition: If a Lt. or Med. AAA unit or battery did while guns are swung to align with the director's target indicator
not fire the turn prior, it may engage any A/C in its field-of-fire. commands or while manually aiming the gun.
The unit may fire on the turn the target is engaged and on each
turn after so long as the target remains in its field-of-fire. If an Guns larger than 57mm are heavy guns. These are single shot
AAA gun wishes to switch targets, it must spend a minimum of weapons with explosive shells using timed or proximity fusing to
one turn not firing to acquire the new target and the new target burst near a target. Damage is from shrapnel rather than from
must be in the gun's field-of-fire when engaged. multiple direct hits. The shell's damage potential is represented
by a single firepower rating at all effective ranges.

Buel Chandler (Order #27244075)


58 CLASH OF ARMS!

Rates of Fire (ROF): Heavy guns have a defined rate of actual number of guns firing (some batteries, turrets, etc. have
fire listed as the fraction: "shots / game turns". This takes into more than one gun). If the range is ≤ 30, the player may opt for
account typical reload times. a concentrated B-zone, reducing its size by one. If the range is
ROF Examples: "1/2" = gun fires once every other turn; "2/3" long (> 60), the zone is automatically increased by one in size.
= gun fires in a shoot-pause-shoot sequence over 3 turns. Actual Guns Concentrated / Normal / Long Range
1 to 2 = 0 hex / = 1 hexes / = 2 hexes
Gun Status: Heavy guns are either "free" (uncommitted) or
3 to 6 = 1 hexes / = 2 hex / = 3 hexes
"engaged" (given firing orders). Only guns with orders may fire.
7 to 12 = 2 hexes / = 3 hexes / = 4 hexes
In a game turn, heavy guns may do ONE of the following:
> 12 = 3 hexes / = 4 hexes / = 5 hexes
• Remain Free (await a "firing-order").
• Become engaged (be assigned to a "fire-order"). Engagement Area: A B-zone's size defines the horizontal
• Track the fire order without firing (check-fire in effect). range in hexes from the target hex that is within the zone. The
• Shoot into the "fire-order's" barrage-zone. vertical height of a B-zone is the target altitude, + or – 500 feet
• Cease fire (become free). in all hexes. Any A/C within that altitude spread and in any hex
or hexside of the B-zone are eligible to be damaged.
Activity Limits: On the first turn of engagement, a heavy
gun may not fire (reloading allowed) due to the time it takes to First Shot Scatter: The accuracy of a barrage will not be
align the barrel with the aiming commands. Once engaged, a known until the first shell bursts are observed. Thus, when a
gun remains tied to its given "fire-order" marker, whether firing new FO is activated (guns commence firing and target hex and
or not. This continues until a "cease-fire" is declared for it. altitude is declared), or when all engaged guns tracking an active
On the turn a "cease-fire" is declared, that gun may not shoot FO have not fired for four or more turns, and resume firing, the
(reloading allowed). If multiple guns are firing at the same target, shot may be scattered as follows:
all, or some may cease-fire at once. If the FO was generated by a radar equipped director, both
Note: It will always take heavy guns a minimum of two non- sides roll a D5. If not, the target side rolls a D10 and the shooter
firing turns to switch from one fire order to a new one. a D5. If the target's roll is higher, that player may shift the FO
marker a number of times = to the difference in the rolls. A shift
Firing Rate Requirement: Once guns commence firing, = one hex of distance or a 500 foot altitude change. Any number
they must fire as often as possible until they cease-fire, or their of hex shifts is allowed, but only two altitude changes are allowed
FO marker moves out of range or arc coverage. Guns grouped (one if radar aimed fire) when scattering the shot. FO markers
in a turret always fire, cease fire or reload together. Multiple tur- may not be scattered to a position that would put them inside the
rets, batteries, or AAA units firing at the same FO marker may minimum effective range of any of the participating guns. The
stagger when they commence firing or cease fire as desired. markers may be scattered to overlap with other FO markers.
Shifting FO Markers (B-zones): An FO marker may be
24.3.1 – HEAVY AAA ATTACK PROCEDURE
moved on each following turn by up to 10 shifts. One shift = one
Step 1 - Initiate Fire Orders: Create a fire order (FO) number hex or a 500 foot altitude change (no restrictions). However, for
and assign one or more heavy AAA units, turrets, or batteries to each shift, a +5 LH modifier applies to the attack roll.
it. Note this on paper. Assigned guns become engaged and start
Step 3 - Resolve Attacks: Barrage fire is resolved in a two-
tracking the FO generator's aiming commands. At least one free
step process. First, LH is rolled for once, to determine how many
gun must be assigned to each FO when it is created. The FO is
1-1 odds damage rolls the attack produces in the B-zone and
inactive until the guns commence firing.
second, the damage rolls are randomly distributed among all
Sample FO: "USS Fletcher: FO-1 = 5"-1, -2, -3, FP= 24". targets in the zone. To determine the number of 1-1 attacks, roll
percentile dice for LH and add all applicable AAA shot modifiers
FO Initiation Limits: One FO may be initiated for each six (see Combat Tables, page 10).
or less land based heavy guns in a scenario. Naval units may
initiate one FO per turn per available heavy AAA director. If none Damage Roll Limits: One 1-1 odds damage roll is allowed
is available, the naval unit may still activate one FO per turn. for each –20 of final LH. No individual A/C can be attacked more
than 3 times in a turn by each B-zone it resides in. Excess attacks
FO Considerations: Guns may be added or removed from against the A/C become misses (they are not redistributed).
a fire-order through the normal engagement or cease-fire Rules.
An FO does not disappear if the guns stop firing due to reload Damage Distribution & Phantom Targets: The minimum
or fire arc considerations. Naval guns may only be assigned to number of random targets a B-zone must have equals the B-
FOs generated by their ship. They may not be added to FOs zone's defined size. If actual A/C in the zone are less than the
generated for land based units or other ships. minimum random targets required, "phantom" targets are created
as needed to meet the minimum. Damage rolls are distributed
Step 2 - Commence Firing: If at least one engaged gun in randomly among real and phantom targets. A damage roll dis-
an inactive FO is available to fire, the guns may start firing in tributed against a phantom target is an automatic miss.
the Combat Phase. This activates the FO. The player firing then
announces the desired target hex and altitude of the FO. Phantom Targets Example: One A/C is in a size "3" B-zone.
Resulting damage rolls must be distributed randomly between it
Target altitude: The target altitude of a FO must be either and two phantom targets. There is only a 1/3 chance, then, that
a full or half level (e.g.: 11.5, or 11,500 feet). a damage roll will be directed against the real target.
Barrage-Zone (B-zone) Size: When an FO's guns open fire, Direct Hits: When doing damage rolls against real targets,
a "barrage-zone" is created. The zone's size value is set by the a percentile roll of "00-odd" = a direct hit which instantly shoots

Buel Chandler (Order #27244075)


Fighting Wings 59

one A/C down. Roll another D10; even = A/C destroyed by major located in the ship's bow hex. When a ship's hex is located on
structural loss (hits exceeded); odd = A/C explodes. a hexside, all field-of-fire lines emanate as depicted for A/C on
a hexside. See Diagram 2, in the Naval play aids.
Overlapped B-zones: If B-zones are placed such that any
A/C is in more than one zone, those zones are overlapped. If • The 12:00 and 06:00 lines are also called bow and stern
so, add +20 LH to each of these zone's attack rolls. lines, and the 3:00 and 9:00 lines are also called right
and left beam lines, respectively, elsewhere in the Rules.
Designer's Note: This reflects the reduced ability of gun direc-
• The bow or stern arc is the area swept by clock lines
tors or aimers to correct their fire due to the confusing number
11:00 to 01:00, and 05:00 to 07:00, respectively.
of shell bursts around the targets.
_________________________________________________ Vertical Limits: Guns of ≤ 40mm in size may fire straight up.
Larger guns have a "dead-zone" directly over-head extending in
CHAPTER 25 –– NAVAL AAA all directions by one hex per band above VL the A/C target is in.
Dead Zone Example: An A/C in the ML band is in a ship's
25.1 –– NAVAL AAA BASICS dead-zone if within two hexes of a gun's location on the ship.
AAA Gun Location on Ships: Ship data cards list their AAA AAA Limits: Any number of AAA batteries of ≤ 20mm on a
locations using the following game codes: ship may combine fire at an A/C. Up to six batteries of guns >
•  Bow = Bow (hex) • Bridge = Bridge structure 20mm may combine their fire at the same target.
•  Mid = Middle (hex) • Island = Carrier Island Radar & Director modifiers do not apply unless ≥ half the
• Stern = Stern (hex) • R, L = Right, Left sides batteries firing are under such control.
Each ship resolves attacks on the same A/C separately and
For multi-hex ships, bow and stern guns are located in those more than one ship may fire on the same A/C in the same game
hexes of the counter. On two hex ships "Bridge" guns are in the turn. Ships may also fire at an A/C more than once but only if
bow hex, and "Mid" guns are in the stern hex. On a three hex each shot involves guns of different critical hit ratings. The No-
ship, all "Bridge" or "Mid" guns are in the center hex. Fire Rules below may prevent shots.
AAA Vulnerability: Attacks from a ship's left or right side Small Craft Combined fire: Vessels of ≤ 100 tons in the same
cannot affect guns on the other side but can affect "Bridge" and hex or in a string of adjacent hexes (any length) may combine
"Island" guns. Attacks from bow or stern arcs affect only bow or AAA fire against an A/C into single attacks by critical hit rating.
stern hex guns, respectively. Bomb hits from above and vertical
strafe or rocket attacks can affect any guns in a ship's hex. Gun Directors: Guns linked to fire control directors are
indicated on the ship data card by a director identifier letter in
AAA Suppression: If a ship takes a direct bomb or torpedo the gun battery chart. Guns with integral directors are indicated
hit, all AAA positions in that ship hex are suppressed for one by a "Yes" for director information. If the gun is radar aimed, an
game turn (cumulative with other suppressions). Deck strafe "-R" will appear next to the director identifier. Guns use manual
crit. hits (Rule 19.4) can only suppress non-turreted AAA guns. aiming if their director is lost or none existed. A +10 LH modifier
AAA Elimination: Each 20 hits inflicted by a bomb or tor- applies to all manually aimed attacks. If radar aimed, modifiers
pedo attack randomly eliminates one AAA position of any type apply to the attack & some night modifiers are ignored.
(whether still in action or not). Each 10 hits inflicting by strafing No-Fire Rules: To avoid friendly fire casualties, Lt. and Med.
or rockets and each 5 hits by "deck strafing" (Rule 19.4) ran- naval AAA may not fire at low level A/C targets that are within
domly eliminates one non-turreted AAA position. AAA can also five hexes of a friendly vessel, if the AAA's line-of-fire extended
be eliminated through critical hits. out to maximum range through the target A/C will pass through
Facing Naval AAA: Naval guns are not faced. All that is or touch any hexes or hexsides of hexes occupied by a friendly
required is that the target be in their listed field-of-fire. vessel. A low level A/C is one with an altitude ≤ 300 feet while
between the AAA and a friendly vessel, or ≤ 300 +100 feet for
Acquisition Restrictions: Targets that pass over a ship, from each hex beyond the friendly vessel. The no fire Rule does not
one side to the opposite side (including from the bow to the stern apply to A/C targets further than 5 hexes from a friendly vessel,
arc) in a single game turn, due to ship or A/C movement, may not regardless of line-of-fire considerations.
be fired at as fire control teams cannot relay target information Heavy barrage fire is not allowed if a friendly vessel will be in
quick enough for gunners to engage such a target. the B-zone's horizontal coverage, and the B-zone's base altitude
Exception: A/C staying within a defined heavy AAA dead is less than 1,500 feet high. In this case, a "check fire" is called,
zone for an entire turn do not qualify for this restriction (they are meaning the guns hold fire and may not attack (the FO maker
deemed to be remaining over the ship and not crossing sides). remains active). First shot scatter may not place an FO marker
over a friendly ship in violation of this.
25.2 –– NAVAL AAA FIELDS-OF-FIRE Lt. AAA and Med. AAA Fratricide: If a friendly A/C ends a
move within a range of 10 to a ship in its front arc, and is in an
Fields-of-Fire: Each AAA battery has a field-of-fire defined
attitude in such that its fixed gun vertical firing arc would include
in terms of clock position lines, inclusive, about the ship. All
the ship, roll a D10. If the result is ≥ the range, the opposing
field-of-fire lines emanate from the actual ship's hex the guns are
player gets a D5 worth of either light or med. AA batteries that
located in, as if that hex were an A/C counter. The line extending
can bear on the A/C to attack it with (not to exceed half the total
forward from the ship's bow is the 12:00 line and that from the
eligible batteries rounded up, of the ship). The normal targeting
stern is the 6:00 line. The rest of the twelve clock lines emanate
Rules are ignored. These guns are returned to the ship player's
as shown in Diagram 1, Naval Tables, page 4 illustrating guns
control on the following turn.

Buel Chandler (Order #27244075)


60 CLASH OF ARMS!

EXAMPLE SHIP POSITIONS ON HEX GRID


PART SIX - NAVAL OPERATIONS

CHAPTER 26 –– SHIP HANDLING

The Rules below explain how naval counters are positioned


and moved. The codes for ship types used in the game are:
Merchant ship = MC Fleet carrier = CV
Oiler or Tanker = AO Light carrier = CVL
Transport = AK Escort carrier = CVE
Seaplane tender = AV Battleship = BB
Destroyer = DD Battle cruiser = BC
Destroyer escort = DE Heavy cruiser = CA
Submarine = SS Light cruiser = CL

Ship Data Cards (SDCs): SDCs vary in size and arrange-


ment depending on the size of ship and amount of information N
needed to describe it. Larger ships have SDCs that are divided
into four major sections. The upper section contains a side view
and general data plus the boiler's remaining / speed available/ 26.3 — MOVING NAVAL UNITS
defense strength chart. The middle left section lists all AAA bat-
teries, their gun type, no. of guns in the battery and their fields-of- Random Movement Tables: Ships move before any A/C
fire. The middle right section may or may not depict an overhead using the Large Ship & Small Ship Random Movement Tables
view of the ship with a guide to gun positions. This section also (FW - Naval Tables, page 1). Roll a D10 and cross index the
lists the ship's combat data and aircraft handling data (if any). result to find a command (e.g., "Move Ahead 1 hex"). Depend-
The bottom section contains the AAA firepower chart and may ing on ship size, commands may require several game turns to
or may not include notes about the ships. accomplish. The movement table is not used again until a previ-
ous command is accomplished after which a new command is
26.1 — POSITIONING SHIP COUNTERS rolled. "Small Ships" mean those of ≤ 500 tons of displacement.
Scenarios may allow direct control of ships.
Ship counters can be of one, two or three hexes in length. A
ship's position is defined by its bow's map location and facing. Ship Speeds: Speeds are stated as the fraction "1 or 2
hexes in T turns" (H / T). Start speeds are given in scenarios.
One-Hex Ships: Smaller vessels like DEs, or tugboats must Speeds increase only on a Random Movement Table roll of "1".
be located fully within a hex or on one of the lines forming a Speeds decrease due to "boiler unit" critical hits. Speeds increase
hexside. When on a hexside, the vessel, as with A/C, must face or decrease in steps, with any change taking effect when the
parallel to the hexside. previous step is completed. There are six speeds defined, they
are: DIW (dead-in-water), 1/6, 1/4, 1/3, 1/2, and 2/3. A ship at
Two-Hex Ships: These are for DDs, CLs, CAs, early BBs
a speed of "1/3" (one hex in three turns) that increases speed
and auxilaries like oilers. They may be located fully within two
goes to speed "1/2" (one hex in two turns). A speed of 1/4 is ex-
adjacent hexes, or with either the bow or stern half in a hex, and
ecuted in a "pause-pause-pause-move one hex" sequence over
the other section on, and parallel to, a hexside (see below).
the course of four game turns. A speed of is "2/3" executed in a
Three-Hex Ships: These are usually for large ships like "pause-move-move" sequence. Anchored ships never move.
CVs and BBs. They may be positioned in three adjacent hexes,
Boiler Units: A ship's speed ability depends on the number
or with the middle in a hex and each end on a hexside, or with
of boiler units in operation. Ships have 1 to 6 boiler units de-
each end in a hex and the middle on a hexside (see below).
pending on size. The Boiler's vs. Speed Chart on a ship's data
Facing: The bow of the ship drawn on the counter is used card will show max allowed speed for the number of boiler units
to define its facing just as the nose of an A/C's drawing on its remaining. When all boiler units are knocked out, the ship will
counter is used. Ships change facing and move using the same be "dead-in-water" (DIW - unable to move).
twelve compass headings available to A/C.
Turn Modes: Tonnage determines a ship's turn mode as
indicated on the Naval Unit Turn Chart (Naval Tables, page 1).
26.2 — STACKING SHIPS
Turn mode is the number of hexes a ship must move forward
Unless anchored or docked, or directed by a scenario, ships before changing facing. A ship must always change facing upon
may not have a section of their counter stacked with another meeting its turn requirement. Changing facing completes a turn
ship's counter section without a collision (Rule 26.4). command requiring a new command to be rolled.
Exceptions: Small craft of ≤ 25 tons may stack freely with Rudder Response Time: A time delay in game turns must
other ships so long as the small craft total is ≤ 400 tons if in the be met before a ship can start counting hexes moved forward
same hex with one hex sized ships, or ≤ 200 tons if in the same for turning. This "rudder response" time for starting, or reversing
hex with larger ships (if stacked with the center hex of a 3 hex a turn, varies with ship size as indicated in the Naval Unit Turn
sized ship, they must be designated as either on the right or left Chart. Once a turn is started left or right, it may be continued in
side of it. One hex ships of ≤ 100 tons may stack two to a hex. the same direction without considering rudder response time.

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Fighting Wings 61

However, a new rudder response time delay is required when • If collision due to the middle or stern hex of a ship being
reversing a turn direction, or after a move ahead command. shifted into another ship by a facing change, each ship
suffers damage equal to half the hit capacity of the other
Turn Command Exceptions: If a ship's new command
divided by 10 (round normally).
includes a turn and there are torpedoes within 10 hexes and
closing, or a friendly ship is in danger of being collided with due Post Collision Moves: If a ship cannot move without moving
to the new command, the ship may obey the command or: further into or through another ship, it remains in place causing
no additional damage. This still counts as a turn of movement.
1. Revoke the turn command, changing it to move ahead
If the current move command will not allow the ships to part, roll
command, and centering the rudder in the process, or
for a new command.
2. Command a turn in the opposite direction.
Damage Limits: Small craft of ≤ 50 tons cannot damage
Executing Facing Changes: Ships change facing in 30°
ships ≥ ten times the small craft's tonnage.
increments. A one hex ship changes facing like an A/C. A two
hex ship pivots around its bow (displacing its stern opposite the Post Collision Effects: Both ships have their speeds reduced
turn). If the bow is in a hex at the moment of facing, leave the by two steps. One sea-worthiness critical hit is received for each
bow in place and change the ship's facing 30°. If the bow is on 20 hits sustained in a collision and one internal critical for each
a hexside, shift the whole counter so that the bow goes into the 10% of the ships total damage incurred.
hex on the side of the hexside opposite the direction of turn and _________________________________________________
then change facing. A three hex ship whose bow is in a hex,
changes facing leaving the bow in the same hex as for two hex
CHAPTER 27 –– AIMING AT SHIPS
ships. A three hex ship whose bow is on a hexside, pivots 30°
about its center section (see diagram below).
27.1 –– AIM POINT CONSIDERATIONS

EXAMPLES OF SHIPS CHANGING FACING A/C may aim at a ship's hex or a map hex within ten hexes
of any part of a ship when beginning an attack. When aiming
at a multi-hex ship, the bow, stern or middle hex of the counter
may be the designated aim point.
Lines of Approach: All LOA Rules apply against ships, except
as noted below. Aiming is done normally if the ship hex used as
an aim point is in a hex. If it is on a hexside, the A/C's projected
LOA must pass through the hexside, intersect the hexside or
touch either end of it to be valid.
Aim Point Options: For torpedo attacks, or bombing attacks
with a long time-of-fall, the aim point may be any hex within ten
hexes of the ship. Using a map hex for aiming must be designated
prior to the commencement of aiming.
Moving Aim Points: If a ship's hex is the aim point and the
ship moves while aiming is in progress an A/C has 3 options:
1. Execute a slip during its move to keep its projected LOA
N valid for the part of the ship being used as the aim point.
If so, aiming is not interrupted.
The diagram above depicts multi-hex ships at the moment
2. If any other hex of a ship is still in the hex or on a hexside
of turning (after advancing one hex). The lighter counter is the
of the hex used with the original LOA, shift the aim point
"before" position, and the darker counter is the "after" position.
to that hex of the ship. If so, aiming is not interrupted.
The two hex ships have turned left (port), while the three hex
ships have turned right (starboard). 3. Ignore the moving ship and fix the aim point on the map
as if bombs were released. If so, aiming is not interrupted.
26.4 –– SHIP COLLISIONS Bomb Release & Aim Points: Once released, a bomb's aim
A collision results when ships or sections of ships end a turn point becomes fixed in the map hex the target ship's hex was
over-stacked. Both involved ships suffer damage as follows: in (ships may be able to move before bombs impact). For ship
hexes on a hexside, the aim point becomes the first hex the LOA
• If collision due to a ship moving its bow into another, the reaches after intersecting, or touching an end of, the hexside.
moving ship inflicts damage equal to its total hit capacity
divided by 10 (round normally). The colliding ship takes Bombs & Direct Hit Rolls: If bombs land in their aim point hex
damage equal to half the other ship's hit capacity (are on target), and any part of any ship is located on a hexside
divided by 10 (round normally). of that hex, or in the hex itself, those bombs roll for direct hits
(Rule 28.1) against the ship.
Example: A battleship with a hit capacity of 670 runs its bow
into a destroyer with a hit capacity of 180. The BB inflicts 67 If bombs scatter to hex containing part of any ship in that hex,
points of damage and receives 9 points of damage (1/2 of 18). they roll for direct hits against it. If Bomb scatter onto a hexside
that contain part of a ship on it, they roll for direct hits against it.

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62 CLASH OF ARMS!

Near Misses: Bombs which fail their direct hit roll, or which Depth Charges: Depth charges use underwater concussion
scatter to a hex that was NOT their original aim point, which has to cause damage, therefore, double the direct hit number of a
part of a ship on a hexside of that hex, are near misses. See submarine under depth charge attack and if a near miss occurs,
Rule 28.1 for near miss results. use the larger of its soft or hard attack strength.
Dodging Ship Masts: A/C which pass over a 2 or 3 hex Ship Armor: Ship flight decks, main decks and sides may
sized ship and which are not at an altitude of at least 0.2 (200 have armor with ratings of 1 (light) to 4 (very heavy). Deck armor
feet) must roll a D10 (subtract the A/C's size modifier). On a roll protects against bombs, and diving rocket and strafe attacks. Side
of 3 to 5 the ship's rigging is struck causing one D10 of damage armor protects against near miss bombs, skip bombs, and level
to the A/C. On a roll of 2 or less a mast strike occurs inflicting rocket and strafe attacks. Bombs that penetrate armor ignore
three D10 of damage. On a roll of 6 to 10 the A/C misses the its effects. All other attacks and non-penetrating bombs have
ship's structure. One critical hit is incurred for each 3 points of a portion of their inflicted damage reduced by armor as given
damage. If the hit amount was even, all critical hits are against in the table below. If a penetrated flight deck is both armored
the engines, if odd they are all against the wings. and operational (Rule 28.3), the main deck is checked next for
_________________________________________________ penetration but treated as having an armor rating one > actual
(even if 0) for penetration and damage nullification. If the flight
CHAPTER 28 –– DAMAGING SHIPS deck hex is not operational due to damage this benefit is no
longer applicable.
28.1 — NAVAL UNIT DAMAGE
Ship Armor Effects Table
Hit Capacity: The hit capacity listed on a ship's data card is

Armor Armor Damaging Hits Crit. Hits
the max number of hits it can take without sinking. If exceeded,
Type Rating canceled canceled
a ship loses all sensors and weapons and starts sinking. If not
Light (1) 1 x D10 1
already DIW, its speed slows by two steps after each time it
Medium (2) 2 x D10 2
moves until DIW. Roll five D10s and sum the results. This is
Heavy (3) 3 x D10 3
the time, in minutes, until the ship slips under the sea and is
Very Hvy. (4) 4 x D10 4
removed from play. For each full 10 percent of damage > ship's
total hit capacity, reduce sinking time by 5 minutes (but never < Bomb Type Fuse Types Armor Penetration Ability
0 and 0 min. = 3 x D10 in combat turns to sink). A sinking ship All Contact None
remains in play as an obstacle to A/C and other ships. A sinking All Pen. & delay Unarmored ships
ship cannot defend itself as the crew is abandoning the ship. SAP, AP Pen. & delay 0, 1 from any altitude.
SAP, AP Pen. & delay 1, 2 resp. if from ≥ alt. 4.0.
Hard or Soft Target Ships: Hard (armored) ships have an
SAP, AP Pen. & delay 1, 3 resp. if from ≥ alt. 8.0.
(H) next to the hit capacity on the ship's data card. Soft target
ships have an (S). Use the appropriate weapon attack strength. SAP & AP bombs of ≥ 1,000 lb. increase penetration by 1.
Attacks & Direct Hit Checks: Strafing and rocket attacks Penetration and Drop Speed: Reduce the minimum ≥ alti-
against ships are conducted normally. "On target" bombs, some tude for penetration for SAP and AP bombs dropped from steep
scattered bombs (see 27.1), and torpedoes intercepting a ship or vertical dives by 1 altitude level for each full 2.0 of speed the
require a "direct hit" check before attacking. A/C had at release. Add 1.0 to drop speed used for calculating
min. ≥ altitude for penetration ability if bomb's TOF ≥ 2.
Bomb Direct Hits: A D10 result (after adding allowed modi-
fiers) ≤ the D10 Roll to Hit no. on the target ship's data card in- Torpedo Protection Points (TPPs): Ships with double hulls
dicates a direct hit, else a near miss occurs. A bomb direct hit have a TPP value listed on their data card. TPPs absorb damage
inflicts damage equal to HALF its attack strength (hard or soft as from torpedoes. No ship damage and no critical hits are inflicted
appropriate, rounded up) plus one D10 of hits per 50 points or by absorbed damage. The TPP value protects each side of each
less of attack strength in excess of the half. Note – ship armor hex of a ship counter separately. Each hit absorbed eliminates
can reduce hits. one TPP in that area. If a torpedo hits a ship from its bow or stern
line, or down a hexside that divides different hexes of a multi-hex
Torpedo Direct Hits: A torpedo that enters the center hex ship, randomly determine which side or hex of the ship absorbs
of a three hex ship, or crosses a hexside which is the border the damage. Only TPPs in that hex on that side are eliminated.
between any two hexes of a multi-hex ship, scores an automatic When all TPPs in an area are used up, excess hits are applied
direct hit (randomly determine which of the two ship hexes is to the ship and it is vulnerable to critical hits from them.
actually struck; Note – erratic torpedoes must still roll ≤ 7 to hit).
In all other situations, if a torpedo ends in a hex with, or crosses
28.2 –– SHIP CRITICAL HITS
a hexside, or either end of a hexside containing a ship's hex,
roll for a direct hit as for bombs. A torpedo direct hit immediately Critical Hit Tables: "Sea-worthiness", "Internal", or "Surface"
inflicts damage equal to HALF the torpedo's attack strength plus critical hits can be inflicted on ships depending on the weapon
a D10 of hits per 10 points or less of attack strength remaining. used. For each critical hit inflicted, roll a D10 and consult the
Note – ships with torpedo protection points can reduce hits. appropriate table from those listed in the Naval Tables, page 2
for the type of ship damaged.
Near Miss Results: A bomb near miss attacks a ship target
using the larger of its soft or hard attack strength and the normal Surface critical hits are caused by:
combat odds tables. A torpedo near miss simply means it con- • Gun, rocket, and heavy cannon attacks.
tinues moving across the map until it encounters another target • Kamikaze and napalm attacks.
or exceeds its max range and harmlessly self destructs. • Non penetrating bombs.

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Fighting Wings 63

Internal critical hits are caused by: 3. Determine Damaged A/C: Take total hits inflicted by the
• Penetrating bombs. original attack and A/C explosions and roll an attack using
• Each cumulative 20% of a ship's hit capacity reached. that value against a defense strength of 5. Apply a –1 to
Sea-worthiness critical hits are caused by: the LH roll per undestroyed A/C in that ship's section. The
• Torpedoes, depth charges, non-penetrating skip bombs result in "hits" is the no. of undestroyed A/C randomly dam-
and near miss bomb attacks. aged. When randomly distributing damage a second result
destroys an A/C (no damage to ship) and removes it from
One critical hit is inflicted per each 20 hits suffered in any consideration for further distributions. Damaged A/C give
single attack. One internal critical hit is inflicted each time a severe damage VPs and are not flyable.
ship accumulates hits = 20% of its total hit capacity. Hits added
by critical hits do not cause more criticals but do count toward Designer's Notes: "Ammo" ships loaded entirely with muni-
the 20% internal crit. hit levels. Critical hits may be ignored or tions, or "Tankers" loaded entirely with volatile aviation fuel may
resolved for damage beyond that which sinks a ship. blow up when hit. The Rule below covers this possibility.

Concentrated Critical Hits: If the att. strength of a single Highly Explosive Cargo: If a ship with "highly explosive
bomb, torpedo, Kamikaze hit is ≥ 50 or ≥ 100, critical hits of the cargo" is damaged, total the explosion critical hits caused by all
appropriate type are inflicted in groups of 2 or 3, respectively, attacks in a game turn and multiply them by 5. Roll percentile
all criticals in a group being determined by one roll as follows: dice. If the result is ≤ (explosions x 5), the entire ship explodes
being instantly destroyed. Any A/C, ground unit, or ship within a
• If attack value ≥ 50 roll once per two or fewer critical hits. range of 10 is immediately attacked at 12-1 odds, with the odds
• If attack value ≥ 100 roll once per three or fewer critical hits. shifted one column left for each hex of range greater than one
from the nearest hex of the ship.
Critical Hit Explanations: See Naval Tables, page 3.
28.4 –– SHIP POST ATTACK FATE
28.3 –– SPECIAL DAMAGE CONSIDERATIONS
Designer's Notes: Since a combat scale attack represents
Designer's Notes: Two big threats to a ship's survival are only a small fraction of time in the life of a ship, it is necessary to
uncontrolled flooding and fires. Aircraft carriers are also vulner- resolve the long term effects of damage. Some ships may sink
able to extra damage from A/C on damaged decks or hangars hours after a battle due to out-of-control fires and flooding, or
as they are a source of flaming fuel and secondary explosions. survive due to heroic damage control efforts of their crews.
Flooding & Fire Hits: Flooding and fire hits not neutralized Post Attack Fate: A Post Attack Fate check is required at
by DC teams result in modifiers to a ship's "post attack fate" roll the end of any air-naval combat scenario in which significant
(Rule 28.4) and, in mission scenarios, can result in additional damage occurred. Significant damage is defined as sustaining
hits or increased fires and flooding (Progressive Fire & Flooding hits which cause any of the following:
Damage Rule, Naval Tables, page 3). In addition to any caused
by critical hits, flooding and fire hits are also inflicted as follows: 1. Cumulative damage past 10% of ship's capacity.
2. One or more sea worthiness criticals sustained.
Flooding Hits: A torpedo inflicts one flooding hit for each 10 3. One or more fire or flooding hits sustained.
points of damage caused after TPP considerations.
Procedure: Make a LH roll and refer to the Ship Post Attack
Fire Hits: Each bomb that penetrates into a ship, each 3 Fate Table (Naval Tables, page 3). Modifiers apply depending
or less fueled A/C on a ship that are destroyed in a single on damage sustained, critical hit effects and the number of fire
attack, and any critical hit Explosion causing ≥ 10 new hits and flooding hits not neutralized by damage control teams.
inflict one fire hit.
Mission Scenarios: A Post Attack Fate check must be made
Flight Deck Damage & Bombs: A non-penetrating bomb at the end of any Op-turn in which ship damage reached a new
inflicts flight deck damage = 1/10 its soft attack value (rounded 10% level of the ship's capacity and at the end of the last Op-
normally) or one D5 of damage if the flight deck is armored turn. If a ship does separate fate rolls, the most severe result
(indicated by underlined FDC values, Chap. 29). A penetrating obtained is the one applied at the end of play.
bomb inflicts one D5 of flight deck damage. If a flight deck hex
sustains damage ≥ half its max FDC, it is no longer usable. Victory Points: If ships are damaged but a "post attack
fate" roll is not required, one VP is awarded for each critical hit
A/C on Ships: If A/C are on a flight deck, or a hangar deck inflicted on the ship. If a "fate" roll is required, VPs = VP value
critical hit occurs, follow the procedure below: of ship times the "fate" table's result VP percentage. Include the
1. Determine Destroyed A/C: Take the no. of hits inflicted full VPs of A/C on a ship when it is sunk.
on the ship by the attack, or the firepower used in straf-
ing and roll an attack using that value against a defense 28.5 –– TEMPORARY SHIP REPAIRS
of 5. Modify the final LH by –1 per A/C in the area hit.
The resulting hits = no. of A/C randomly destroyed. In mission scenarios, temporary fixes can be effected dur-
ing Op-turns in which a ship is not attacked. Repairs require a
2. Determine Ship Damage: Roll a D5 and multiply result certain amount of time to pass. DC teams must be assigned to
by no. of A/C destroyed. The result is the no. of new hits damage for the indicated time, after which, the item is fixed. See
inflicted on the ship by one or more exploding A/C. Roll Naval Tables, page 3, for a list of repairable hits and the times
one surface critical hit per 20 such hits from A/C on the required. Only a maximum of 1/3 (rounded up) of all eliminated
flight deck, or one internal critical hit per 20 such hits from light and Medium AAA batteries may be randomly repaired.
A/C in a hangar.

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64 CLASH OF ARMS!

CHAPTER 29 –– NAVAL A/C OPERATIONS Deck Limits: Ships with restricted flight decks or just hangar
decks can only do support ops. CVs must be dedicated each
The following Rules apply to ships designed to handle and Op-turn to either launching A/C, recovering A/C, doing support
launch planes from carrier flight decks or with catapults. ops, or running a "through-deck" operation. In 'through-deck"
ops, A/C may be landed and launched at the same time, but
Deck Capacity: CVs have a normal and max flight deck only a limited number may be on the flight deck. Below is a list
capacity (FDC) and a max hangar deck capacity (HDC) in terms of allowed A/C actions per Op-turn by flight deck configuration.
of A/C allowed in each hex of the ship listed on a ship data card. A/C launches and recovery require that an Op-turn begin with
Other ship types may have restricted deck capacity (RDC), or all A/C legally spotted for take-offs or landings.
hangar deck capacity or both. Restricted decks are for storing,
refueling and rearming, and are not flight decks with space for
29.1 –– Op-Scale CV Operations
take-offs or landings. If ships have a hangar deck but no flight
deck, A/C taken from the hangar must be placed directly on the LAUNCH OPS: A CV dedicated to this may:
water, on shore or on a swiveling catapult by crane. Deck capacity
must be complied with at the end of each Op-turn Phase. Launch A/C - In the Take Off Phase, any number of A/C
on a flight deck may start engines and up to 20 may take off by
A/C Elevators: The number and position of elevators (used deck run, or up to 4 may be launched per catapult. A/C located
to shift A/C between hangars and flight decks in the movement in mid or stern flight deck hexes may not take off until those
phase) are noted on a ship's data card. Side-mounted external located in more forward hexes are launched. If using deck runs,
elevators may be used any time. The forward deck elevator may the forward most flight deck hex must be clear of A/C before any
be used during recovery operations, and the aft, or middle eleva- take offs are allowed. Reduce the number of allowed take-offs or
tor (if any), may be used during launch operations. All elevators catapult launches by half if the originating hex of any launching
may be used during "through-deck" operations. An elevator's A/C started the turn at over normal capacity.
capacity in terms of A/C it can move at a time is listed on its ship
data card. Elevators always start and end the movement phase Lift A/C - In the Movement Phase elevators may make one
at the flight deck level. Elevators may take A/C down and bring round trip each between the flight deck and hangar deck. A/C
different A/C up in the same round trip. moved by elevator do not count against the spotting limit of a
level unless also shifted to another hex after being lifted.
Landing Groups & Crashes: A carrier flight deck is a tiny
operating area compared to an airfield and a landing mishap Do Limited Spotting of A/C - For each functional Flight or
could block the deck for minutes while crash debris is cleared. Hangar deck hex, up to two A/C may be shifted from one deck
Therefore when a landing group (LDG) is formed for CV landings hex to an adjacent hex during the Movement Phase if the hex
(limit of 1 to 14 A/C) the order of landing attempts for the A/C must entered is at or below normal capacity. A/C may change levels
also be established before rolling for attrition. If one or more A/C by elevator prior to or after a spotting shift.
suffer incidents, randomly determine which before resolving the
types of incidents. All A/C in front of the first incident A/C land RECOVERY OPS: A CV dedicated to this may:
normally. Resolve the first incident and if not a "crash" all A/C Land A/C - Up to 14 A/C may land and be parked. For each
between the first and second incident land normally, etc. If the A/C over 10 landing in a single Op-turn, the LDG attrition roll has
incident requires a second landing attempt, that plane goes to a +5 modifier added. As A/C land, they are automatically moved
the end of the line for landing. If a crash results, all remaining to the forward most deck hex until that hex's max capacity is used
landings for the turn are suspended (the A/C circle overhead) up and then they must be parked in the middle hex. A/C need
and any remaining incidents to be resolved are ignored. Resolve not be moved forward if grabbed and lowered by an elevator to
the crash and any flight deck damage. All flight deck action limits another deck. A/C may not land if any flight deck A/C are in the
(launching, landing, spotting numbers etc.) are reduced by half landing hex
(round down) for the next Op-turn while the crew clears debris.
Lift A/C - After all landings are complete elevators may make
A/C Cranes: Cranes can be used to lift A/C and mount them one round trip each between the flight and hangar decks. A/C
on catapults or place them on the water or a flight deck. Each may land, move to an available parking hex, shut down and be
crane may handle one A/C at a time and may perform one of the moved by an elevator all in the same Op-turn.
following functions per Op-turn:
Do Limited Spotting of A/C - As for Launch Ops.
1. Hook up to and lift an A/C from the water, hangar deck,
swivel catapult or flight deck to a suspended position. THROUGH-DECK OPS: Through-deck ops are very flexible
2. Lower a suspended A/C to the water, hangar deck, flight allowing an CV to launch, recover and service a limited number
deck or swivel catapult and unhook. of A/C on its flight deck during the Op-turn.
Flight Deck Operations: At the start of each Op-turn, or each Flight Deck Limits - A CV must start the Op-turn with not
tactical or combat scenario, a CV's flight deck must be dedicated more than two A/C anywhere on its flight deck for each functional
to one of the following operations: flight deck hex it has (i.e., a three hex CV can have up to six A/C
on its flight deck). This limit must be met at the start and end of
1. Launching A/C (take-offs by deck run or catapult)
the take-off, movement and landing phase of the Op turn.
2. Recovering A/C (landing and parking)
3. Through-deck Ops. (both take-offs & landings) Launching & Landing A/C - The CV may either launch or
4. Support Ops. (spotting, rearming and refueling) land A/C in the Take Off Phase, and also either launch or land A/C
in the Landing Phase. The bow hex must be clear for launches,
and the stern hex clear of A/C for landings. Landing A/C park in

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Fighting Wings 65

the middle flight deck hex if available, or the bow if not. Landing 29.2 –– TACTICAL & COMBAT SCALE ACTIONS
A/C may be spotted or lifted immediately after landing.
Designer's Note: At the tactical and combat scale an enemy
Lift A/C - Elevators may make one round trip each during attack is considered imminent and deck operations would be
the Op-turn, either during the Take Off, Movement, or Landing frozen in their current mode. Elevators would be locked at flight
Phase. Different elevators may lift in different phases. deck level, rearming and refueling suspended and cranes secured.
Through-deck actions would still be possible if a flight deck was
Do Limited Spotting of A/C - As for Launch Ops.
so dedicated, otherwise, the deck hands are considered to be
A/C Actions - A/C on any deck can participate in allowed taking cover preventing other operations.
actions subject to flight deck capacity and spotting limits. Refuel-
Air-Naval Tactical Actions: See Rule 30.2 for Air-Naval
ing and reloading occurs only on the flight deck. In all, individual
Tactical Procedures. For reasons indicated in the designer's
A/C may perform up to three of the following actions during the
note, no flight deck actions are allowed during this procedure.
Op-Turn, limited to one action each per phase:
Combat Game Turn Actions: One A/C per game turn may
a. Move once between decks by elevator (any phase).
taxi one hex, or land, or start its take-off roll with deck runs, but
b. Take off or land in the Take-Off Phase.
only into or through empty deck hexes. Landings are allowed
c. Reload all guns, clear jams in the Movement Phase.
and landed A/C may shift into but not through occupied flight
d. Refuel all tanks in the Movement Phase.
deck hexes if sufficient FDC points remain available. One A/C
e. Take off or land in the Landing Phase.
already on a catapult with engines started may be launched on
f. Switch crews if not landing or taking-off in the turn.
any turn. A landing crash, or hit that causes one or more points
Example: A CAP fighter starting in the VL band and same of flight deck damage shuts that deck hex down due to debris for
OMT dot as a CV could land in the take-off phase, rearm with the rest of the combat game (in addition to any effects of Rule
ammo and take off again in the landing phase (a "quick turn"). 23.1). Float plane and seaplane handling is not allowed during
combat scale play as the ship's crew is at battle stations and all
Note: If an A/C both lands and takes-off, it must pay normal cranes are locked and stowed for safety.
fuel costs for both actions.
–––––––––––––––––––––––––––––––––––––––––––––––––
SUPPORT OPS: A CV dedicated to this may not launch or
recover A/C. In the Movement Phase it may: CHAPTER 30 – NAVAL OP-& TAC-SCALE RuleS
Spot A/C - For each functional hex on a flight deck or hangar 30.1 –– AIR-NAVAL OP-SCALE ADDITIONS
deck level, roll a D5. The sum of the rolls is the total number of
A/C that may be spotted (moved) from one deck hex to any other Task Forces (TFs): All ships in a single naval formation (a
at the same level, or to a hex from that level to any other hex on task force) are located in the same dot position. Only one TF
a different level if also lifted by elevators in the same turn. and up to eight independent ships can be in a single OMT dot
position at a time. Up to 48 hexes worth (referring to ship sizes)
Lift A/C - All elevators may make up to two round trips each of ships can be in a single TF. Place a numbered TF counter on
between the flight deck and hangar deck. the OMT and set the ships in that TF aside. The scenarios will
Refuel and Rearm A/C - For each functional flight or hangar specify TFs and ships in them. Players may change the organi-
deck hex on a level dedicated to this task, up to three A/C not zation of TFs between missions in a campaign setting. Sighting
involved in being spotted, repaired or moved by cranes, may be attempts are done separately against each TF or individual ship
refueled and have all guns reloaded, or have all guns reloaded in a dot position. See Rule 15.4.4 for search procedures.
and up to 10 load points of stores loaded or unloaded. These TF Movement: If a scenario does not specify how TFs move
A/C may be located in any hex of a level (or on catapults). The during a mission, a player may shift warships from their start dot
number of functional hexes just limits the total number of A/C to an adjacent dot every third turn or after (as plotted in advance
that can be serviced. before play) or every 6th turn or later for non-warships.
Repair A/C - For each hangar deck hex on a level dedicated Naval Op-scale AAA: Ships with more than one point of
to this task, up to two A/C hits if Allied CVs, and one A/C hit if Axis Op-scale AAA, may fire at A/C which attack them during the
CVs may be repaired (spread over one or more A/C anywhere on Air-Naval Tactical Procedure (Rule 30.2) per the Rules below.
that level) or, one attempt to repair one critical hit can be made
(D10 ≤ 3 = succeeds). A/C under repair may not be spotted, Designer's Notes: Land AAA units represent several flak bat-
refueled or rearmed that Op-turn. teries with large stocks of ammo defending large cities or areas of
sky. Naval AAA is point defense oriented with each ship engag-
Japanese CV Note - Some Japanese carriers have multiple ing only enemy A/C that directly threaten it or its task force due
hangar decks. The decks below hangar level 1 are only for A/C to limited supplies of ammo. The Air-Naval Tactical Procedure
storage. A/C on those decks may not be serviced or repaired. represents this doctrine.
Repair Limits - Severely damaged A/C may not reduce Naval AAA Values: Each ship's data card lists its Op-scale
existing hits below half of their max hit capacity (rounded down). heavy, medium, and light AAA points. The effective altitudes,
Other A/C may have hits reduced to 1/10th of max hit capacity attack ratings and critical hit ratings of naval AAA are listed in
(round any fraction up). No A/C may have more than two hits the Op-scale Flak Attack Table (Operational Tables, Page 1).
fixed or one critical hit repair attempt made for it per Op-turn.
Naval AAA Resolution: Total all AAA points of a given size
(Heavy, Medium or Light) from all ships firing to get each size's

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66 CLASH OF ARMS!

firepower modifier. Apply other normal Flak Attack Modifiers and CHAPTER 31 – MAKING NEW SHIP DATA CARDS
resolve the attack normally per Rule 15.4.3.
Designer's Notes: This chapter is for those who wish to create
additional ships. An excellent source of ship information are the
30.2 –– AIR-NAVAL TACTICAL PROCEDURE
data annexes included in Clash of Arm's "Command At Sea"
When aircraft attack ships, use the 4-step air-naval tactical (CAS) game. FW's ship design method is a modified version of
scale interaction procedure given below: the one used in CAS.
1. Resolve Long Range AAA – When a formation or force
31.1 –– SHIP SIZE & HIT CAPACITY
of A/C begins an attack on ships, the defending ships are
allowed one Op-scale AAA attack at the A/C. The heavy 1 - hex Counter: Ships < 330 feet in length.
AAA value of the target ship, or the combined heavy AAA 2 - hex Counter: Ships < 660 feet in length.
value for all ships in a task force is used. The AAA attack 3 - hex Counter: Any vessel ≥ 660 feet in length.
is conducted BEFORE the A/C are shifted to their new
Note: Some ships are rated as 2 hex ships despite be-
final altitude bands to begin combat scale play.
ing a little over 660 feet in length (e.g., Myoko at 661 feet).
2. Target Selection & Approach – The attacking A/C pick
Hit Capacity: The number of hits (H) a ship can take is based
their target. If it is a lone ship, skip this step. If they
on its standard displacement in tons (T) divided by the number
are attacking a TF, take all ships in the TF and divide
shown below + additional hits as follows:
them into sets of ships each set totaling not more than 8
ship hexes of vessels ≥ 100 tons in size plus any no. of Standard Displ. (T) Hit Capacity Formulae
smaller vessels. Place these on a table with unidentified 0 - 50 (T / 05) + 0 = HC
sides up, so the attacker is unsure of which is which. The 51 - 250 (T / 10) + 10 = HC
attacker selects one or more sets to attack and distributes 251 - 500 (T / 15) + 20 = HC
his A/C against them per Rule 15.10. The start altitudes 501 - 5,000 (T / 20) + 30 = HC
of the A/C may also be adjusted per Rule 15.10. 5,001 - 12,000 (T / 30) + 120 = HC
12,001 - 64,000 (T / 50) + 280 = HC
Note: Additional formations attacking the same ships at the 64,001+ (T / 70) + 650 = HC
same TOI may select the same or different sets to attack.
Modify the H of non-military & wooden ships as follows:
3. Resolve Screening AAA - If untargeted sets of ships
remain, they may make Op-scale AAA attacks in sup- Civil Tankers, Merchants: Hm = HC x 0.75
port of each set of the targeted ships as follows: Wooden non-merchant ships: Hm = HC x 0.75
Wooden Civil Merchants: Hm = HC x 0.56
• For each formation approaching roll a D5 and subtract 2.
Any result > 0 becomes the no. of untargeted ship sets Note: If a ship's final hit capacity exceeds 100, "H" or "Hm"
randomly picked that are overflown by that one formation is rounded normally to the nearest 5.
in its approach to the combat scale map for play.
31.2 –– DEFENSE FACTORS, SPEED & ARMOR
• All heavy, medium and light AAA points in the overflown
sets are summed separately and each is used for a one Base Defense Factor & Speeds: The smaller a ship, the
time Op-Scale AAA attack against the approaching forma- harder it is to hit with area weapons such as rockets, guns and
tion. Light AAA can only attack a formation approaching near miss bomb shrapnel. A ship's basic defense factor is based
at an altitude of 3.0 or less. on its standard displacement, and a ship's max game speed is
based on its max real speed in knots as given below:
4. Set Up For Combat Scale Play - Reveal the ships in the
selected set. The attacker chooses one as his main target Standard Defense Max Real Max Game
and places it within 5 hexes of the map's center. If not Displ. (T) Factor Speed Knots Speed
otherwise directed in a scenario, the remaining ships are ≤ 250 20 ≤ 6 DIW
placed by their owner as follows: ≤ 500 15 ≥ 7 1/6
≤ 5,000 12 ≥ 11 1/4
• If a Warship ≥ 100 tons - anywhere on the map with same ≤ 12,000 10 ≥ 15 1/3
facing as main target, but no closer than 15 + D5 hexes ≤ 64,000 8 ≥ 22 1/2
(roll per ship setting up) from any multi-hex warship already ≥ 64,001 6 ≥ 29, ≥ 33 2 / 3, 3 / 4
on the map, and no closer than 10 hexes to any single
hex warships ≥ 100 tons or any non warship ≥ 100 tons A ship's defense factor increases with speed as follows:
already on the map. Vessels of < 100 tons can be ignored.
Game Speed Scale Speed Defense Add
• If a non-warship ≥ 100 tons - anywhere on map with same
≤ 1/4 ≤ 14 knots +0
facing as main target but no closer than 10 hexes to any
= 1/3 15 to 21 knots +1
vessel ≥ 100 tons.
= 1/2 22 to 28 knots +2
• If a ship of < 100 tons, anywhere on map, up to four per
= 2/3 29 to 32 Knots +4
hex in any hex not occupied by or adjacent to a vessel of
= 3/4 33 to 43 Knots +6
≥ 100 tons.
After set up, the attackers enter play per Rule 15.10. Hard / Soft Targets: Ships with deck or side armor ratings
≥ 2 or with torpedo protection are hard targets. All other ships
• For a Comprehensive Op-to-Combat Scale Example of are soft. Hard or soft targets are noted by an (H) or (S) next to
Air – Naval Play: See Rules Supplement One. their hit capacity on the ship's data card.

Buel Chandler (Order #27244075)


Fighting Wings 67

Armor Ratings: Some ships had armor on their decks and 31.4 –– VITAL CREW & BOILERS
sides. This is rated as either light (1), medium (2), heavy (3) or
very heavy (4) with effects as described in Chapter 28. Some Damage Control (DC), Command Teams & Boilers: Ships
carriers also had armored flight decks. If so, this is always light receive DC teams based on type & crew size. Command teams
(1) and is separate from ship deck armor. Indicate armored flight and boiler units are based on tonnage per the charts below:
decks by placing "(A)" after the ship's FDC ratings. Displacement Boiler Comm. Ship D.C.
Note: The Command at Sea (CAS ) game rates ships for Tonnage (T) U
nits Teams Type Teams
armor by point values which convert to FW ratings as follows: 0 - 50 1 1 Any CV Crew / 75
51 - 250 2 1 BB, CA Crew / 50
CAS Rating ≤ 2 = (0) None 251 - 500 2 2 CL, DD, DE Crew / 50
CAS Rating ≤ 8 = (1) Light 501 - 5,000 3 3 PT, SS Crew / 20
CAS Rating ≤ 15 = (2) Medium 5,001 - 12,000 4 4 AV, AO, AK Crew / 50
CAS Rating ≤ 30 = (3) Heavy 12,001 - 64,000 5 6 Small ≤ 500T Crew / 30
CAS Rating ≥ 31 = (4) Very Heavy 64,001+ 6 8 AP, Merchant Crew / 100
Rules of Thumb: If you do not own CAS or other sources Team Modifiers: Round DC teams to nearest digit. Axis ships
of information, rate ships as follows: multiply DC teams by 0.8. Non-warships multiply both team types
by 0.5 (round up) to reflect lesser training in damage control and
• DD and smaller are unarmored.
smaller command structures.
• CL have none to light armor on decks and sides.
• Early CAs have light armor on decks and sides. Boiler Units (BUs): These reflect a ship's power genera-
• Some late war CA had medium side armor. tion capability and not actual numbers of engines or boilers.
• BBs have medium deck and heavy side armor. The percentage of BUs a ship must have remaining to achieve
• Large BBs (USS Missouri) had very heavy side armor. a certain speed is shown in the chart below. The left most col-
• CVs have none to medium armor on decks & sides. umn is the ship's max allowed speed. Read to the right to find
• Light carriers (CVL) & tenders (AV) have no armor. the percentage of boilers required, rounded normally to nearest
• Only 1940 Royal Navy CVs and some IJN CVs commis- integer, for each step of possible ship speed. Use this chart to
sioned in late 1944 or 1945 had armored flight decks. generate a ship data card's speed line.
Torpedo Protection Points (TPPs): Most CAs, BBs and Max Minimum BUs remaining to produce Ship Speed
CVs had torpedo bulges. TPP formula = H / 15. Round TPPs Speed 3/4 2/3 1/2 1/3 1/4 1/6 DIW
to nearest 5 points. The TPP applies equally and separately to 3/4 100% 80% 60% 50% 30% 15% 0
each side of, and each hex of, the ship. See Chapter 28. 2/3 ––– 100% 80% 60% 40% 20% 0
1/2 ––– ––– 100% 75% 50% 25% 0
Note: CAS is a good source for torpedo protection info.
1/3 ––– ––– ––– 75% 50% 25% 0
1/4 ––– ––– ––– ––– 67% 33% 0
31.3 –– SHIP DIRECT HIT NUMBERS 1/6 ––– ––– ––– ––– ––– 50% 0
FW defines an "on target" weapon as one landing within 125 Speed Line Example: A 10,000 ton oiler (AO) has a max speed
feet of its aim point. The direct hit number of a ship for on target of 1/3 and four BUs. At least 3 (75%) must be available to sustain
weapons is based on the rectangular area of a ship in each hex speed 1/3, 2 (50%) for speed 1/4 and so on. Its speed line on its
it occupies divided by the area of a 250' wide circle (the random data card would appear as follows:
area of on-target impacts) rounded to the nearest 100 feet.
Boilers (4) –– 4 3 2 1 0
Target Circle Area: Circle Area (C) = πr2, which for a 250' Max Speed — 1/3 1/3 1/4 1/6 DIW
circle is 49,088 square feet rounded to 49,100.
Ship Area / Hex: Ship area (S) = L x W in feet rounded to 31.5 –– SHIP A/C & CARGO CAPACITY
the nearest 100 square feet. L = longer of flight deck or waterline Flight Deck Capacity (FDC): Ships with flight decks will
length listed in source. W = widest of beam, flight deck or torpedo have two FDC numbers expressed as the fraction: Normal / Max
bulges. If a ship occupies two hexes, divide by 2 to find the area FDC. The formulae for FDC for each hex of the ship are:
in each target circle. If a ship occupies three hexes, its length in
the center hex is always 300' and the length in each of the bow Norm. = (Deck L x W) ÷ 1000. (Round to nearest integer).
and stern hexes is the remaining length ÷ 2. Max. = (Deck L x W) ÷ 667. (Round to nearest integer).

"Direct Hit" Numbers: The number or less on a modified Hangar Deck Capacity (HDC): HDC = most reliable of:
D10 roll required for a direct hit = (S ÷ 4910) rounded to nearest (hangar deck L x W) ÷ 667, or number of A/C known to fit in
integer (Note: 4910 = C ÷ 10, a design trick to move the decimal each hangar bay, or 55% of FDC in each hex of ship. Round all
one to the left). A direct hit number cannot be < "1" or > "10". values to nearest integer.

Direct Hit No. Calculation Example: A Brooklyn Class Restricted Deck Capacity (RDC): RDC = same as twice
light cruiser is 612 feet long by 62 feet wide at the beam. This the number of catapults carried (if not a CV, CVL, or AV).
is a two-hex ship. Its area in each target circle = (612 x 62)÷2
Elevator Deck Capacity (EDC): EDC = most reliable of known
= 18,972 square feet rounded to 19,000. The direct hit no. for
or estimated (elevator L x W) ÷ 667 rounded to nearest integer,
each hex of the ship = 19,000÷4910 = 3.87 rounded to 4, or, in
or 2 A/C for a small deck hex elevator, 3 for a side mounted or
game terms, a D10 roll ≤ 4 in each hex the ship occupies.
standard late war deck hex elevator (Essex CV).

Buel Chandler (Order #27244075)


68 CLASH OF ARMS!

Cargo Capacity: For warships, capacity = two percent


(2%) of std. displacement in tons (supplies stacked on exposed PART SEVEN – NIGHT OPERATIONS
decks). For merchants and transports, cargo capacity = 0.8 x
Std. displacement if ≤ 10,000 tons, and 1.2 x Std. displacement CHAPTER 32 — NIGHT FIGHTING
if > 10,000 tons. Oilers typically carry up to 2.0 x Std. displace-
ment in fuel. Round values to nearest 5 tons. Designer's Note: The night combat arena is very different from
the daytime one. For daytime the existing Rules in each of the dif-
Note: A lot of sources list only fully loaded weight for trans- ferent scales of play assume adequate visual observation of enemy
ports. If you can find the ship's GRT (gross registered tonnage), A/C actions the entire time. At night this is not the case. Visual
Full tonnage - GRT = cargo capacity. As a Rule-of-thumb, divide observation is only possible at very short (combat scale) ranges.
full weight by 1.8, 2.2, or 3.0 to get approximate ship tonnage Therefore, successful Op-scale night intercepts and any subse-
for cargo ships ≤ 10K, > 10K, and oilers, respectively. quent Tac-scale maneuvering represent actions taken against
unseen enemy A/C by interceptors made aware of them by some
31.6 –– SHIP ARMAMENT & RADAR means. TMG play represents the tracking process used to initi-
ate a viable combat engagement (visual or via other sensors).
Gun Batteries: Gun batteries and their fields-of-fire must be
estimated using the best available top and side view drawings
32.1 –– NIGHT OP–SCALE ADDITIONS
of the ships. In the absence of better data, distribute AAA guns
evenly in a logical manner about the ship. On large ships, with Night Bombers: A/C not designated as "night fighters" are
multiple gun positions, group any light and medium AAA guns considered night bombers (NBs) regardless of true role.
that are in a similar position or co-located in the same gun tub
together into a battery. Always list main battery guns and turreted Night Fighters: F, L, and MF A/C flying at night are night
AAA guns as individual units. fighters (NFs) whether trained and equipped for it or not.

AAA Gun Data: See the AAA charts in each game's play Night Trained: A/C designed and built for night operations
aids and on each ship's data card. There are sufficient firepower will have an "N" on their ADC in their agility rating.
listings for the most common gun types and groupings of AAA Formations / Gaggles: At night, A/C normally fly and bomb
guns used. Transcribe these as needed to new ship data cards. individually. Formations are not allowed except as specified in
Op-Scale AAA Values: H, M and L Op-scale values are de- certain scenarios. To ease play, friendly A/C starting in the same
termined as follows: dot and altitude band making identical moves may be moved as
a "gaggle" all at once. Gaggles are fired on by AAA, searched
• hand loaded med. guns = 0.1 point per gun barrel.
for by lights, or intercepted as if they were a single formation.
• Other Light and med. AAA = 0.25 points per gun barrel.
• Heavy AAA = 0.75 points per gun > 4" (102mm) and Order of Moves & Initiative: NBs move first, then NFs. If
0.5 points per gun ≤ 102mm in size. both sides have NBs, each side rolls a D10. Roll again to break
Modify values as follows (round fractions up to nearest integer, ties. The low roller moves all of his NBs first (including all or some
unless total < 0.5, then to 0 or 0.5 as required): friendly NFs to disguise their presence), followed by the other
• If majority manually aimed = total value x 1.0 side moving theirs. If both sides have unmoved NFs after that,
• If majority director aimed = total value x 1.2 the interceptor side chooses to move a NF first or second. Both
• If majority radar director aimed = total value x 1.5 sides then alternate moving individual NFs until all have moved.

• Add 0.3 to Med. or Hvy. multiplier if using proximity fuses. Clouds: When A/C end a move in a band affected by broken
or overcast weather, they must declare whether they are flying
Size Definitions: Light AAA = guns ≤ 30mm. Medium AAA inside, above or below any nearby clouds in that band. Only
= guns ≤ 57mm. Heavy AAA = all guns > 57mm. crews with full or limited training for night flying (Rule 32.3.2) may
Gun Directors: Normally, only heavy AAA batteries (and med. choose "inside" broken or overcast clouds. Unless equipped with
batteries on US ships) are linked to directors. In the absence of air-to-surface radar, A/C may not bomb unmarked targets from
good sources, assume separate directors for med. and heavy above or inside broken or overcast weather.
guns on US ships, with one gun director each for med. and hvy. Encounters & Intercepts During Movement: Random en
guns in each hex of a ship (two for CA & BBs). Assign up to three route encounters are allowed, except they are always single A/C
batteries to each director as appropriate for their fields-of-fire. in size and friendly A/C may not be kept in play. Unintentional
A/C encounters are not allowed and are not checked for during
31.7 –– SHIP VICTORY POINTS moves. Movement Phase intercepts are allowed only against
Ship Victory Point (VP) Values: Ship VP value = HC ÷ 4, illuminated or silhouetted A/C, or A/C in GCI radar coverage. If
rounded to the nearest integer if value < 100 and to the near- assisted by GCI movement phase intercept ranges are allowed
est 5 if value ≥ 100. At the end of combat, a ship's VP value is as for day intercepts. Otherwise, they are restricted to the same
multiplied by the Ship's fate percent number shown on the Post dot as, and from one band above to one below the interceptor.
Attack Fate Table to arrive at the VPs earned for the scenario. Intercept & Combat Phase: If both sides have NFs in play,
For CVs and BBs, increase all calculated VP values by 1.5. the non-mission player chooses to attempt deliberate intercepts
Cargo VPs: If ships carrying cargo are sunk or damaged, with an NF first or second. Both sides then alternate intercept
earn 1 VP per each 100 tons or less of general cargo or oil de- attempts by single NFs until all have gone.
stroyed. Troops, tanks, and other equipment carried are worth Each NF is allowed one intercept attempt using all valid
the normal V.P. value of the item carried. sensors. If EWR or GCI radar is assisting, intercept ranges are
unchanged from day intercepts. Otherwise, deliberate intercepts

Buel Chandler (Order #27244075)


Fighting Wings 69

are only possible in the same dot, from one band above to one Exception – Radar aimed Harassing Flak will not target friendly
below the interceptor. Shift successful NFs to the target's altitude A/C having IFF (Identification Friend or Foe) sets. Harassing
band and dot. If the intercepted target is a multiple plane gaggle, Flak (Rule 15.4.3) can only engage illuminated or silhouetted
randomly determine which A/C is actually intercepted. A/C, or if radar aimed, all A/C. Defense Zone Flak (Rule 15.4.3)
Point defense CAP (Rule 15.11) is not allowed at night. Once indiscriminately fires at all A/C over the target, no exceptions.
all NFs are done, NBs may search for and declare attacks on Resolve radar aimed and non-radar aimed AA gun attacks sepa-
located ground targets one at a time, in any order (alternating rately. Radar aimed AAA ignores night related modifiers.
as for NFs if both sides have NBs in the same OMT column).
AAA Altitude Limits: If desired, AAA units in any OMT dot
Intercept Attempt Protocol: may have a max. and min. altitude level burst height imposed
• Announce if radar homer in use, identify eligible targets. at the start of a scenario (It is recorded secretly and cannot be
• Identify the target A/C of the intercept attempt. changed). Different restrictions can be set for different dots.
• Determine if target is illuminated or silhouetted. Enemy A/C not within the targeted heights are simply told they
• Declare which intercept sensors in use. will not be shot at, but not what the AAA restrictions are.
• Reveal presence of jammer or window effects.
AAA Target Groups: For Defense Zone Flak, divide target
• Calculate and sum modifiers, roll LH for intercept.
A/C into three groups; unseen, silhouetted and illuminated A/C.
Combat Scale Coordinated Attacks: Radio equipped NBs Resolve AAA fire against each group separately in each band.
which have the same target located may do a coordinated at-
tack. Announce this when declaring attacks. All such A/C form 32.1.1 – OP-SCALE NIGHT VISIBILITY FACTORS
a pool of attackers. Roll a D5+1. The result is how many (2 to 6)
are randomly selected from the pool. These enter combat scale Moonlight Level: Moonlight levels provide modifiers to in-
play on turn 1, though each A/C rolls separately for map sec- tercept attempts and other actions. If the moonlight level is not
tion of entry (per Rule 15.10). From A/C remaining in the pool, specified for a scenario, roll an unmodified D10 at the start of
a second group may be formed as above and so on. Follow on a mission. Refer to the Moonlight Table (FW – OMT, page 2).
groups enter play two D5 in game turns after the preceding one. The result will be one of the following:
No Moon: Total darkness exists in all altitude bands. In
NF Sensors: In addition to the pilot's eyes, a NF may have
"partial" or "full moon" conditions, total darkness will still
a variety of radars or other sensors. All of them can aid in the
exist in all bands below the highest band affected by
intercept of potential targets. When rolling for intercepts sum
broken or overcast clouds in a weather zone.
the modifiers of all sensors employed against the target. NF's
with multiple radars use only the one providing the best modi- Partial Moon: Some visibility exists at or above the
fier. Radar Homing devices only provide a modifier if the target highest band affected by broken or overcast clouds.
is using a radar of the type they are designed to sense. Full Moon: Good visibility exists at or above the highest
Highlighted NFs: Combats between targets and NFs that band affected by broken or overcast clouds. A full moon's
involve shots, NF illumination, or spot light / turbine light use in glare will back-light the upper surface of broken or over-
encounter attempts highlight the location of a NF, making it more cast clouds in the highest band affected by such weather.
vulnerable to intercepts the next Op-Turn (+5 encounter mod.). If none, it will back-light snow covered terrain.

GCI Radars: A ground controlled intercept radar (GCI) site's Illuminated A/C: A contrailing A/C above all broken or over-
coverage includes all altitude bands in its OMT dot out to 5 dots cast clouds in its OMT dot in a full or partial moon light, or one
to either side of the site. GCI radar sites represent several radars on fire, or one lit up by searchlights is "illuminated".
and control teams and each site may assist friendly NFs (the Silhouetted A/C: A/C are "silhouetted" if in the same OMT
same or different ones) with intercepts up to four times per Op- dot as a searcher and no broken or overcast cloud layers are
turn. To receive GCI assistance, a NF must be IFF equipped and between the searcher and the target and:
both it and its target must be within that GCI site's coverage.
• The target is between the searcher and back-lit broken
Jamming Effects: If an A/C with a GCI communications jam- or overcast cloud layers.
mer is within OMT dots = its jammer power no. of an NF doing • The target is between the searcher & large ground fires
an intercept with GCI assist, reduce the GCI modifier to +5. or back-lit snow covered terrain.
• The target's nighttime wing and tail running lights are on.
Window Effects: Window is the code for strips of aluminum
cut to various radar wavelengths and tossed out of A/C to create Back-light Sources: The glare of a full moon, large ground
false targets. NBs may have a number of Op-turns of window fires, illumination flares and clusters of searchlights can be
use on board. Note on paper which NBs deploy window in their sources for back-lighting clouds or snow covered terrain in an
move and the dots entered. Each leaves 1 point of window in its OMT dot. See details in relevant paragraphs above and below.
altitude band per Op-MP expended in a dot. Window points are
in effect until the end of the Op-turn after the turn of deployment. Illumination & Silhouetting Effects: Affected A/C may be
Window reduces all EW, GCI or NF radar assist and radar aimed attacked by Harassing Flak. NFs intercepting such A/C receive
AAA modifiers used against a target gaggle in the window's alt. beneficial LH modifiers.
band by 1 per point of window in the dot. No radar modifier can Large Ground Fires: Large fires begin as designated by
be taken below +0 by window. the scenario (usually when sufficient bombers are considered
Night AAA: Anti-aircraft guns cannot distinguish between to have attacked a dot position so as to create the fires). Large
friendly or enemy A/C at night and will normally target all A/C. fires back-light the nearest lower surface of broken or overcast
clouds in the LO band or lower.

Buel Chandler (Order #27244075)


70 CLASH OF ARMS!

Illumination Flares: Flares back-light all upper and lower 32.2 –– NIGHT TAC-SCALE ADDITIONS
surfaces of all broken or overcast clouds in the band the flares
are in. If none, they back-light the nearest surfaces of the first First Sight Rolls: Rather than sighting, this roll represents
broken or overcast cloud band (or snow covered terrain) exposed first "detection". NBs in a random encounter with NFs, and in-
to the flares, within two bands above or below the flares. Flares tercepted A/C automatically lose first detection and become the
can be ground launched or dropped by A/C. TMG defender. Random encounters between opposing NBs or
opposing NFs use normal first sight roll procedure.
Ground Launched Flares: Naval units and cities defended
by heavy AAA may place illumination flare clusters in their dot Searchlights (SL): If SLs are in encounter OMT dot, roll a
position at the start of an Op-turn in the VL and LO bands. The D10 at start of each Tac-turn for each A/C on TMG. A roll ≤ 3 =
flares last until the end of the turn. The scenario will designate A/C lit up for the turn (–1 if SL strength in dot > 10, –4 if A/C lit
how many turns of clusters are available. up previous turn and did not evade). A/C entering play lit up from
the Op-scale automatically begin Tac-scale play lit up. If any A/C
A/C Dropped Flares: A/C having illumination flares may in the X box are lit up, all A/C ending in the X box are lit up.
place a flare cluster marker in any dot position they enter during
a move. The clusters may ignite in the same altitude band as, Evading Lights: Lit up A/C may do evasive maneuvers (cork-
or in the band below the launching A/C. A Flare cluster marker screw or similar). If so, roll two D10s. The sum of the rolls x 100
lasts until the end of the same Op-turn. Scenarios designate how is the altitude lost in the maneuvers. For attackers, evasion is in
many clusters are carried by each such A/C. lieu of a normal move (drift still applies). End speed and attitude
will be max attainable level and level flight. Evasive maneuvers
Locating Ground & Naval Targets: Area targets, such as nullify the following turn's –4 SL modifier for being previously lit
airfields, cities, troop positions and naval task forces are visible up and shift attacker positions one space (see TMG).
in full moon conditions or if on fire. In all other cases, they must
be searched for using Rule 15.4.4, adding in night modifiers. GCI & Target Illumination Effects: If defender was illu-
minated or if interceptor was assisted by GCI, the TMG set up
32.1.2 – Op-Scale Searchlights arc is rolled for normally, but the set up band always = D band.
Any attacker using a spot light or turbine light to achieve an
Searchlights: Op-scale searchlight modifiers reflect the intercept or target track is itself illuminated or detected.
temporary illumination of A/C by one or more light beams as
they enter OMT dots with lights. City searchlights are always NF Interceptor Sensor Effects: If GCI or illumination does
active. Ships and military ground targets must declare whether not apply, the set up band is determined by the Night Sensor
their lights are active or not at the start of an Op-turn. Tracking Range Table (TMG Tables). Cross index the longest
ranged sensor used with the moonlight condition. The indicated
Searchlight Points: City and searchlight counters have band is the sensor's max tracking range and NF's set up band.
scenario designated point values, representing the density of In later turns, sensors other than eyes are not usable if a NF
defending lights in their dot positions. Non-military ships, DDs or ends in steep or vertical flight, or is > 1,000 feet higher or lower
DEs have 1 point each. CL or larger ships have 2 points each. per range band away.
Radar guided searchlights are worth double points.
Flight Path Drift: At night relative motion is more difficult to
Back-Lighting Clouds: Searchlight points may be used to control. Attackers still move by the normal Rules, but flight path
back-light broken and overcast clouds instead of seeking A/C. drift distance is D5 – 1 (drifts of 0 to 4) each turn. If the target is
This is declared at the start of a scenario or naval attack. At least illuminated, or once the attacker has established target tracking,
5 points of lights must be dedicated to back-lighting in each dot. flight path drift returns to the normal day rate.
Excess light points used have no additional effect.
Visual Sighting: Visual sighting ranges in TMG bands to
Lighting Up A/C: Each A/C or gaggle entering a dot with A/C vary with the moon light level and number of engines they
searchlights must immediately make an attrition roll using the have (see Night Sensor Tracking Range Table). Whether attacker
searchlight strength as + modifier and NF cloud density as a – or defender, once in visual range to the other, roll for sighting
modifier. The result is the no. of A/C "lit up" (caught in beams). in Defender's Sighting Phase. Illuminated A/C may be visually
Randomly determine which in a gaggle. Double the search light sighted in any band. Successful rolls indicate visual tracking
modifier if radar guided seachlights (designated in scenarios). accomplished, which lasts until the sighter ends a turn out of
Illuminated or silhouetted A/C (as seen by the light crews) can visual range. Multi-crew NBs use the normal eyes line and NFs
be automatically lit up without rolling dice. Lit up A/C are are use their pilot's eye quality for visual sighting ranges.
subject to movement phase intercepts and harassing AAA fire.
Tail Warning Radars (TWRs): Defenders with TWRs can
Searchlight Limits: Searchlights can reach into but not detect attackers ending a TMG move in their rear arc (sectors 8
through altitude bands affected by overcast weather. They may to 10) on a D10 roll ≥ 3, 6, or 9, if in bands A, B & C respectively.
not light up A/C or back-light clouds above the MH band. If lit up,
A/C at level 2.0 or higher with Op-MPs remaining may immedi- Target Tracking: At end of Defender's Sighting Phase deter-
ately attempt to evade the lights, before AAA or intercepts are mine if target tracking by NF sensors can be established. Target
resolved, by expending one Op-MP in place and losing a D5 in tracking occurs if within max tracking range, and:
levels representing evasive maneuvers. If the remaining height • Visual Tracking: Upon attaining visual contact with target.
is less than the D5 of altitude loss rolled for, the evasion fails • Spot or Turbine Light Tracking: on defender's 6:00 line.
and the A/C is placed at level 1.0. Otherwise, roll a D10. Even • IR Scanner Tracking: On defender's 6:00 line & in range.
= lights evaded, odd = not. If an evasion fails and Op-MPs and • A.I. Radar Tracking: On defender's 6:00 line or in rear arc
altitude remain, further evasions may be attempted. A successful to either side of 6:00 Line at any range.
evasion cancels the "lit up" status of the A/C.

Buel Chandler (Order #27244075)


Fighting Wings 71

Initiating Combat Scale Play: The defender may initiate Ground-to-Air Sighting: Ground units and ships automati-
combat upon detecting an attacker. Attackers may not initiate cally sight A/C once the A/C ends a move within air-to-air visual
combat on arrival turn. Attackers may initiate combat after target range to the ground unit or ship.
tracking is established on any turn after arrival turn.
Escape Die Rolls: Add +2 to defender's roll at night.
32.3.1 –– CBT. SCALE NIGHT VISIBILITY FACTORS
Illumination Flares: Flares reveal all ground units, ships and
Combat Scale Set Up: As for day time except use the night
A/C at, or below the flare's altitude within a range of 10 hexes to
set up ranges (see Tactical Scale Tables).
the flare's position. Flares back light both the upper and lower
surfaces of the first cloud deck or layer, above and below the
32.3 –– NIGHT COMBAT SCALE ADDITIONS flare, within 30 hexes and 9,000 feet of the flare, whether the
Designer's Note: Night visual ranges could vary depending flare is above or below the surfaces. If immersed in a deck or
on moonlight, weather and other conditions. A/C might appear layer only the upper and lower surface of that one deck or layer
and disappear in seconds, visible only as passing shadows, dark will be back lit. Once ignited, an illumination flare descends at
silhouettes or simply points of bright blue exhaust flames from 100 feet per turn by parachute and lasts 15 game turns or until
their engines. The Rules below reflect these considerations. it reaches the ground, whichever occurs first.

Night Visual Ranges: At start of play and in initiative phase A/C Flares: A/C with illumination flares may drop one per
of every 5th game turn determine the maximum visual range to turn, in any hex or hexside of their move as long as the A/C does
A/C on the map by rolling D5s as directed below. Visual sight- not do any maneuvers that would prevent gun reloading (Rule
ing is automatic if within range and not in the sighter's blind arc. 10.6). Flares ignite at the start of the next game turn. The fall
Visual sighting is lost if A/C end a game turn outside visual range. distance prior to igniting is a D5 in 100 foot increments.
Maximum visual sighting ranges to target A/C are:
Ground & Ship Flares: As designated in scenarios, ground
Light Condition Max Visual Range in Hexes units and warships may launch illumination flares. Announce a
• Full Moon = (4 x D5) + Twice A/C engines direction of launch (facing) and roll two D10 for random horizontal
• Partial Moon = (2 x D5) + A/C engines range. Next, roll two D10 and add 10 for ignition height in 100
• No Moon = (1 x D5) + 1/2 A/C eng. (round down) foot increments. The flares ignite at the start of the next turn in
• Illuminated = Unlimited. the location and at the height determined by the die rolls.
Note: Double engine value if engine exhausts not shrouded Air-to-Surface Radar: A/C surface search radars function
(see scenarios). All "N" class A/C have shrouded exhausts. for long range detection of ships at sea and for locating large
Air-to-Surface Visual Ranges: Unless specified otherwise ground targets like cities, which can then be bombed at night or
in scenarios, ground units are visible only if illuminated. A ground through clouds. At the combat scale of play, search radars are
unit in flare light, on fire, which fired AAA the turn prior, or which useless against individual ground targets, but can be used to
is an active searchlight is considered illuminated. localize unsighted (hidden) ships on the water.

Air-Naval Visual Ranges: Due to their large size and lumi- Searchlights (SL): SL counters represent a single light and
nescent wakes, ships are visible as follows: crew. Non-warships ≥ 500 tons and DD or smaller warships
each have one SL. Larger warships have two SLs. All SLs have
Full Moon: If moving or anchored, ships of any size are vis- a 360° arc coverage. Unlit SLs may be switched "ON" in the
ible at any range if not under broken or overcast clouds. combat phase (see Rule 8.3). Once "on" they stay lit for at least
Partial Moon: Anchored ships are visible to A/C within 5 3 full game turns, and a D10 roll ≤ 5 is required to switch them
times the ship's counter size in range. Moving ships are off after that (place a "searchlight on" marker near the SL as a
visible to A/C within 10 x ship's counter size in range. reminder). A lit SL may attempt to capture and track one A/C in
No Moon: "No moon" is in effect under broken or overcast any game turn in which it did not switch on or off as follows:
clouds regardless of actual moonlight. Anchored ships not SL Capture Procedure: Place the SL's beam marker next to
visible. Moving ships visible to A/C within 5 x ship's counter the target A/C In the combat phase and roll a D10. If the modi-
size in range. All may be "localized" by air-to-surface radar. fied roll is ≤ 2 the A/C is captured (flip the beam marker over),
Illumination: Ships in flare light, on fire, firing guns, or using otherwise it is not. The following modifiers apply:
searchlights, are illuminated and visible at any range. • +1 if range to A/C is > 30, and +1 if A/C speed > 5.0.
Hidden Ships: In scenarios where ships begin unsighted, • –1 per capture attempt after first of same A/C by SL.
they are not placed on the map until self-illuminated, under flares, • ± the A/C's size modifier. –2 if SL is radar assisted.
or seen by A/C. If so, place them in their actual map position. An A/C revealed by flare light, or which is on fire, silhouetted
While hidden, their movement is tracked on paper. by backlit clouds, or illuminated by other SLs at the start of the
combat phase, may be automatically capture by new SL beams
Radar "Localized" Ships: Night scenarios may start with (no die roll required).
ships "localized" (only approximate position is known) by radar
equipped A/C. The ship player places a marker anywhere within Capture Duration: Once a beam has captured an A/C it will
five hexes of a ship's bow's true position (including its actual po- track and follow the captured A/C until the light is knocked out,
sition). This is the A/C's "radar estimated position" which never switched off, the A/C flies out of its coverage (into clouds for
moves. The actual ship is hidden until its position is revealed, at example), the A/C is destroyed, the SL crew voluntarily drops
which time the ship is placed in its true position. the A/C to seek another, or the A/C eludes the light beam.

Buel Chandler (Order #27244075)


72 CLASH OF ARMS!

Eluding SL Capture: If a captured A/C uses HT+ rates in its Low Level Flight Hazard: If A/C end a move at an altitude
move, or an end speed of > 5.0, it may roll a D10 in the combat of ≤ 200 feet above terrain, roll percentile dice. On a modified
phase. If modified result is ≤ 1 + sum of HT+ rate pitch and fac- result ≥ 98, the A/C crashes due to misjudging height, killing the
ing changes made, all searchlight beams currently tracking it are crew. Add the following modifiers to the roll:
eluded. The following modifiers apply: • +2 for each 30° facing or pitch change > 1 done in its move.
• +1 for each SL more than one currently tracking the A/C. • +2 for each full FP of speed > 4.0
• –1 if the A/C's speed is > 6.0. • +5 each if only one pilot or if no moonlight exists.
• –1 if the total range from closest SL is >30. • –5 each if equipped with a radar altimeter, or pilot is veteran.
• –5 if in the illumination area of a flare, or in full moonlight
SL Vulnerability: Land based SLs can be eliminated or
knocked out (if heavily damaged) by normal air-to-ground at- "Disengage in Three Option": A/C may automatically dis-
tacks. Land based SLs Defense Factor = 10 and a Hit Capacity engage if they end three night game turns in a row, out of visual
= 6. Ship mounted searchlights are treated as light AAA batter- or NF sensor tracking parameters of all enemy A/C.
ies for elimination. Deck strafing can be concentrated against a
  Night Plotted Moves: If both sides have A/C in play, and
searchlight by declaring it. In this case, the light is the first battery
one or both sides have A/C not visually sighted or sensor tracked
eliminated if any AAA is eliminated.
(hidden), they must pre-plot these A/C moves on paper and reveal
them after all sighted or tracked A/C have moved.
32.3.2 –– COMBAT SCALE SPECIAL NIGHT RULES
AAA Fire: AAA is divided into three fire types: blind, visual
Surprise Attacks: If a target A/C is bounced (Rule 14.6),
and radar aimed. Fire types may engage the same targets with
it sets up wings level, in level flight, at last TMG speed. It may
different shots. Visual fire is allowed against silhouetted, sighted
only fly straight ahead and may not fire any guns until one of the
or illuminated targets but with night modifiers. Radar aimed fire
following triggers occurs, after which, it may fly and fight freely:
is allowed normally. Blind fire is allowed against hidden A/C but
Surprised A/C Triggers: limited to one fire order, two guns or naval batteries per shot
1. The defender is fired on by the interceptor.
2. The attacker is illuminated or sighted as given below. 32.4 –– NIGHT FIGHTING A/C EQUIPMENT
3. A TWR or defensive FCR detects the attacker.
NF Radars: NFs equipped with radars can track an unsighted
Attacker Sighting: The attacker must be within visual range target if all the following criteria are met:
and not in defender's blind area. At the end of each game turn,
defender rolls two D10s if attacker silhouetted, or two D5s if 1. It is in the radar's horizontal and vertical tracking arc.
not, and sums the result. If sum > range to attacker, it is visually 2. It is in the radar's tracking range.
sighted. Normal sighting Rules apply for rest of combat. Defensive 3. The NF used TT or less rates, did not do any skids
guns may return fire against unsighted attackers, but only after with a facing change, is not inverted or disoriented.
the attacker's shot is resolved. NF Radars: NF radars have a max and min range listed on
"Window": Window may not be deployed once combat is the A/C's ADC. Targets inside min range or beyond max range
initiated (the NB crew is focused on self defense instead). may not be tracked. A radar's horizontal tracking arc is defined
in terms of deflection arcs. Its max vertical tracking arc above or
Night Training Levels: M class, H class, and (N) type A/C below the NF is defined in terms of level, shallow or steep, and
pilots are fully trained in night flying. Non (N) type F, L, and MF uses the further limit parameters in both directions as defined
A/C pilots have limited night training. Recruit pilots of any A/C for fixed guns on the Fixed Gun Field-of-Fire Table. Only one
class have no night training. Pilots exceeding their night training target at a time, the nearest, may be tracked by an NF's radar.
maneuver
limits (given below) risk disorientation:
Tail Warning Radars (TWR): A TWR has a detection range
Training Night Maneuver Limits of 02 to 30 hexes. It's coverage is the A/C's 04 to 08 clock lines
• Full: Up to steep attitudes, ≤ HT turns & transitions. and double the vertical parameters listed for fixed guns on the
• Limited: Up to shallow attitudes, ≤ TT turns & transitions. Fixed Gun Deflection Determination Play Aid (use the reverse
• None: Up to shallow attitudes, EZ turns & transitions. nose pitch angle as the TWR is pointed aft). If an enemy A/C
(+20 to disorientation rolls). ends a turn in a TWR's detection area, roll three D10s. If the sum
Disorientation Risk: A/C which transition to vertical or is ≥ the range to the enemy A/C, it is detected.
inverted attitudes, were inverted at any time, used BT+ rates, Radar Aimed Defensive Guns: Some A/C have defensive
started skids with facing changes, or which violate their training guns with fire control radars (FCR). An FCR's max range is 20
level maneuver limits must roll percentile dice at the end of the hexes and has the same arcs of coverage as the gun itself. If an
movement phase. If result is ≥ 51% the pilot is disoriented until A/C ends a move in the FCR's tracking arc, roll two D10. If the
a re-orientation roll is made (% roll ≤ 40, unless in clouds, then result is ≥ the range to that A/C, it is detected and may be fired
≤ 20). Add primary Pilot's Stall / Spin modifiers, and –10 if multi- on normally by the FCR aimed guns, even if unseen.
piloted to all orientation rolls.
IR Scanners: These have the same field-of-view (FOV) as
Instrument Loss: A/C with no flight instruments risk disori- a fixed gun's field-of-fire. A target in an IR scanner's FOV may
entation if in clouds or no moonlight conditions and must add be seen and tracked out to a range of six hexes. However, an IR
+50 to all orientation rolls (NA if in formation with friendly A/C). scanner may not be used if the A/C used greater than TT rates,
Night Stall / Spin Rolls: A +30 mod. applies to all stall into is inverted, or the pilot is disoriented.
spin and spin recovery checks. Radar Homers: These have no effect at the combat scale.

Buel Chandler (Order #27244075)


Fighting Wings 73

Carry, Accel & Decel 4.3 9


YOU MAY NOW PLAY ANY SCENARIO Carry, Aiming 18.2 50
Carry, Half FPs 3.5 7
FIGHTING WINGS RULES INDEX Carry, Rolling 5.1 12
SUBJECT TITLE RULE PAGE Carry, Turning 5.2 12
A Changing A/C Altitude 6.0 15
A/C Ceilings 6.3 17 Changing A/C Facing by Turning 5.2 12
A/C Configuration Changes, Gear & Flaps 16.3.1 47 Changing A/C Speed 4.0 8
A/C Damage 11.0 28 Climbs, Shallow, Steep & Vertical 6.2 17
A/C Data Card Format 2.1 5 Clouds, Combat Scale Play 16.2 46
A/C Firepower 9.1 23 Cockpit View Effects 8.1.2 20
A/C Flight Attitudes 6.0 15 Codes, A/C Agility Class 8.1 19
A/C Flight, Random 5.7.1 14 Codes, Altitude Bands 3.1.1 6
A/C Formations 8.5 21 Codes, Angles-of-Bank 5.1 12
A/C Loads 12.0 30 Codes, FATT Entries 6.1 16
A/C Movement 3.5 7 Codes, Flight Attitudes 6.0 15
A/C Placement Phase, Tactical Scale Play 14.3 33 Codes, Fixed and Defensive Guns 2.1 5
A/C Speed Differences, Tactical Scale Play 14.4.2 34 Codes, Naval Vessels 26.0 60
A/C Turn Chart, Usage 5.2 12 Collateral Damage 18.3 50
A/C Transitions & Movement 6.1 15 Collisions, A/C 3.3 7
Anti-Aircraft Artillery (AAA) 24.0 57 Collisions, Head-On 10.3 25
AAA Attacks, Operational Scale Play 15.4.3 40 Collisions, Range "0" 10.2 24
AAA Basics & Facing, Combat Scale Play 24.1 57 Collision Risk Range (CRR) 10.3 26
Aborting A/C Fate 15.3 38 Collisions, Ship 26.4 61
Ace Characteristics 13.4 31 Combat Phase, Combat Scale Play 8.3 20
Accel Points 4.1 8 Combat Scale Play 8.0 19
Accel Effect on Speed 4.3 9 Combat Scale Weather 16.2 46
Aerobatics 7.0 18 Compressibility 4.7 11
Agility Class 8.1 19 Concentrated Fire Bonus, Nose Guns 10.2 24
Aiming, Air-to-Ground 18.2 50 Contrails 15.2 38
Aiming at Ships 27.0 61 Counter Positions 3.1 5
Air-Naval Op-Scale Additions 30.1 65 Counter Stacking Limits 3.2 7
Air-Naval Tactical Procedure 30.2 66 Crack Shot Characteristics 13.4 31
Air-to-Air Gun Combat 9.0 22 Crew Quality 13.0 30
Air-to-Ground Combat 18.0 50 Critical Hits, A/C 11.2 28
Air-to-Ground Rocket Attacks 19.3 52 Critical Hits, Ships 28.2 62
Air-to-Surface Attacks, Operational Scale Play 15.10 44 Critical Hit Ratings, Tables, Use Of 11.2 28
Altitude Change Basics 6.1.3 16 Cruise Power 4.1 8
Altitude Change, Mandatory (MC), Optional (OC), by VFP 6.1.3 16 Cumulative Damage Effects 11.1 28
Altitude Structure 3.1.1 6 D
Ammo Usage 10.1 24 Damage Factors, A/C 11.0 28
Angles-of-Bank 5.1 12 Damaging Ships 28.0 62
Armored Ships 28.1 62 Danger Zones (DZ) 10.3 26
Attacker's Movement Phase, Tactical Scale Play 14.4 33 Dangerous Dives 4.7 11
Attrition, Take-Off, Operational Scale Play 15.3 38 Decel, Climbing 4.2 9
Attrition, Landing, Operational Scale Play 15.12 45 Decel, Excess Speed 4.2 9
B Decel, Transition 4.2 9
Back Up Oxygen 11.3 29 Decel, Transition Credit 6.1.4 17
Bailing Out, Bailout Limits 13.5 32 Decel, Turning 4.2 9
Barrage Balloons 16.4 47 Decel, Turning at High Speeds 5.5.1 14
Beam Attacks 10.2 25 Decel Points 4.2 9
Benefits, of being in Formation 8.5 22 Decel Effect on Speed 4.3 9
Big Guns (37mm+) 10.4 26 Deck Strafing 19.4 52
Black Outs 5.7 14 Defender's Intercept Phase, Tactical Scale Play 14.5 34
Blast Zones 20.8 54 Defender's Response Phase, Tactical Scale Play 14.6.1 35
Blind Arcs, A/C Sighting 8.1.2 20 Defender's Sighting Phase, Tactical Scale Play 14.6 34
Blind Spots, Defensive Gunfire 10.5 27 Defensive Gun Attacks 10.5 26
Bomb Bay Effects on Loads 12.0 30 Defensive Gun Fields-of-Fire 10.5 26
Bomb Fusing, Fuses 20.6 54 Deflection Arcs 9.3 23
Bombing Basics 20.1 52 Deflection Shooting 9.3 23
Bombing, Level, Glide, Steep Dive, Vertical Dive Methods 20.0 52 Deliberate Encounters, Operational Scale Play 15.7 42
Bombing, Air-to-Air 20.7 54 Direct Hit Results, Damaging ships 28.1 62
Bombs, Scattering 20.1 53 Disorientation, Turn Stall 4.6 11
Breaking Off from Air Combat 8.4 21 Disorientation, in Clouds 16.2 46
Breaking Off to the TMG 14.10 37 Disorientation, at Night 32.3.2 72
Bursts, Half and Long 10.1 24 Dive Brake Decel 4.2 9
B-Zones, Heavy AAA 24.3.1 58 Dives, Shallow, Steep & Vertical 6.2 17
C Diving Accel 4.1 8
Campaigns & Pilot Improvement 13.4 31 Drop Tanks 12.0 30
CAP, Point Defense 15.11 45 E
Elevator Damage, A/C 11.3 30

Buel Chandler (Order #27244075)


74 CLASH OF ARMS!

Emergency Power 4.1 8 J


Endurance, Fuel Use 15.4.2 40 Japanese Kamikazes 23.1 56
Engine Accel 4.1 8 Jettison of Loads, Drop Tanks 12.0 30
Engine Loss, Power Loss 11.3 29 K
Engine Shutdowns 11.3 29 Kamikazes 23.1 56
En route Join Ups & Events Phase, Operational Scale Play 15.5 40 Keen Eyes 13.3 31
Erratic Running Torpedoes 22.0 55 Komet, Me 163 Special Rules 17.3 49
Excess Firepower 9.4 23
Excess Speed Decel 4.2 9 L
Explosions, of A/C 11.3 30 Landings, Combat Scale Play 16.3 46
Explosive Cargo, Ships 28.3 63 Landing Group (LDG) 15.12 45
F Landings, Normal & Forced, Operational Scale 15.12 45
Facing Changes, A/C, by Turning 5.2 12 Large Cannon (75mm+) Strafing 19.2 51
Facing Changes, A/C, Transition Induced 6.6 18 Learning the Game System 1.2 4
Facing Changes, A/C, Vertical Rolling 5.3 13 Level Flight 3.6 8
Facing Changes, Ships 26.3 61 Lift-Vector Mismatch (LVMM) 10.2 25
FATT (Flight Attitude Transition Tables) 6.1 15 Likelihood (LH) Events 1.6 5
Feathering Propellers 11.3 29 Limits, Aiming, Air-to-Ground 18.2 50
Fields-of-Fire, AAA Guns 24.1 57 Limits, Available Power 4.3.1 9
Fields-of-Fire, Fixed Guns 9.2 23 Limits, Bailing Out 13.5 32
Fields-of-Fire, Defensive Guns 10.5 26 Limits, Breaking off from Combat 8.4 21
Fields-of-Fire, Naval AAA 25.2 59 Limits, Facing Reversals 6.4.1 17
Firepower, Excess 9.4 23 Limits, Formations 8.5 21
Fires, Spitfires & Hurricanes, Special Rule 17.1 48 Limits, Hammerhead, Aerobatics 7.0 18
First Sight Determination, Tactical Scale Play 14.2 33 Limits, Head-On Attacks 10.3 25
Flaps & Slats, Combined Effects 5.8.1 15 Limits, Inexperienced Pilots 13.1 30
Flight Attitudes 6.0 15 Limits, Intercepts, Operational Scale Play 15.7 42
Flight Attitude Transition Tables, Use of 6.1 15 Limits, Jet Engine Throttle 4.3.1 9
Forced Idle Power 4.3.1 9 Limits, Load Points 12.0 30
Formations, Leaders 8.5 21 Limits, Max Attainable Speed 4.3.1 10
Formations, Fixed & Flexible Parameters 8.5 21 Limits, Movement 8.2 20
Formations, Scattering 14.7 36 Limits, NG Turns & Combat 5.9 15
Formations, Staying Engaged With 14.9 37 Limits, Slips & Skids 5.4 13
Four-Engine A/C Damage, Special Rules 17.2 48 Limits, Speed & Power 4.3.1 9
Fractional Values Table 3.5.1, 6.1.2 7, 16 Limits, Turning & Transitions 6.1.4 17
Fuel Injected Engines 4.3.1 9 Limits, Weapon Stations 12.0 30
Fuel Use & Endurance, Operational Scale Play 15.4.2 40 Lines of Approach (LOA) 18.2 50
G Loops, Aerobatics 7.0 18
Game Components 1.5 4 Loss of Control, Compressibility 4.7 11
Game Concept 1.1 4 Low Level Flight & Obstacles 16.1 46
Game Scales, Combat, Operational, Tactical 1.3 4 M
Game Turn, Explanation 1.4 4 M.G. Sighting Bursts for Cannons 10.2.1 25
GCI Intercepts 32.1 69 Making New Ship Data Cards 31.0 66
Gifted Flyer Characteristics 13.3 31 Mandatory Altitude Changes (MC) 6.1.3 16
Glide Bombing 20.3 53 Max Listed Speeds 4.3.1 9
Glider Flight & Notes 17.6 49 Max Speed Effects 4.4 10
GLOC, Effects of 5.7 14 Min Speed Effects 4.4 10
Ground Attack Basics, Aiming, etc. 18.2 50 Min Adjusted Speeds 4.3.1 10
Ground Unit Counters 18.1 50 Moonlight Levels 32.1.1 69
Gun Jamming 10.1 24 Movement Phase, Combat Scale Play 8.2 20
Gunfire Arcs & NG Turns 5.9 15 Movement and Search Phase, Operational Scale Play 15.4 39
H Moving Naval Units 26.3 60
Half Flight Points 3.5 7 Multiple TMG Attacker Limits 14.4.1 34
Hammerhead, Aerobatics 7.0 18 N
Hard Targets, Hard Point Targets 18.2 50 Naval A/C Operations 29.0 64
Head-On Attacks 10.3 25 Naval AAA Basics 25.1 59
Heavy AAA 24.3 57 Naval AAA Fields-of-Fire 25.2 59
Heavy AAA Fire Order (FO), Barrage Zone (BZ) 24.3.1 58 Naval Unit Damage 28.1 62
Hero Characteristics 13.3 31 Near Miss Results, Damaging Ships 28.1 62
Horizontal Flight Points (HFPs) 3.5 7 Negative-G Transitions & Effects 6.5 18
I Negative-G Turning 5.9 15
Idle Power 4.1 8 Night Fighting 32.0 68
Immelmann, Aerobatics 7.0 18 Night Combat Scale Additions 32.3 70
Initiative, Phase & Die Rolls 8.1 19 Night Op-Scale Additions 32.1 68
Initiating Combat, Attacker, Tactical Scale Play 14.4 33 Night Tac-Scale Additions 32.2 71
Initiating Combat, Defender, Tactical Scale Play 14.6.1 35 Non-F.I. Engines 4.3.1 9
Intercept & Combat Phase, Operational Scale Play 15.8 43 Nose Gun, Concentrated Fire Bonus 10.2 24
Intercept & Attack Time Lines 15.9 43 O
Intercept Techniques, Night Fighting 32.1 69 Oblique Mounted Guns 10.2 25
Inverted Level Turning, Inverted Turning & Transitions 5.5 14 Obstacles, Low Level Flight 16.1 46

Buel Chandler (Order #27244075)


Fighting Wings 75

Odd Engine Configurations (Do 335, P-39, P-63 etc.) 17.4 49 Setting Up Operational Scale Play 15.1 37
OMT Dots 15.4 39 Setting Up Tactical Scale Play 14.3 33
OMT Movement 15.4.1 39 Severe Damage Effects 11.1 28
Operational Scale Play 15.0 37 Ship Armor Effects Table 28.1 62
Op-Scale Carrier Operations 29.1 64 Ship Handling, Naval Operations 26.0 60
Optional Altitude Changes (OC) 6.1.3 16 Side Slips & Skids 5.4 13
Optional Vertical Reversals 6.4 17 Significantly Damaged A/C 15.12 45
Overstressing A/C 5.6 14 Simplified A/C Flight Rules 16.5 48
Oxygen Loss 11.3 29 Skip Bomb Attacks 21.1 54
P Slatted Wing Effects 5.8 14
Penetrating Ship's Armor 28.1 62 Snap Rolls, Aerobatics 7.0 18
Pilot & Crew Generation Tables 13.2 31 Snap Shots, Air-to-Air 10.1 24
Pilot Characteristics & Effects 13.3 31 Soft Targets, Explanation 18.2 50
Pilot Improvement 13.4 31 Special Damage Considerations 11.3 29
Pitch Attitudes 3.4 7 Speed Effects, Max & Min 4.4 10
Post Combat Placement, Combat Scale Play to OMT 14.7.1 36 Spit-ess, Aerobatics 7.0 18
Post Attack Fate, Ships 28.4 63 Stacking Ships 26.2 60
Power, Idle, Cruise, Military, Emergency 4.1 8 Stalls & Spins 4.5 10
Procedures, Air-Naval Tactical 30.2 66 Staying Engaged with Enemy Formations 14.9 37
Procedures, Bailing Out 13.5 31 Strafing with Guns 19.1 51
Procedures, Basic A/C Flight 6.1 16 Strafing Ships, Deck Strafing 19.4 52
Procedures, Hammerhead, Aerobatics 7.0 18 Swept Wings & Compressibility 17.3 49
Procedures, M.G. Sighting Bursts 10.2.1 25 Systems Loss 11.3 30
Procedures, Rolling 5.1 12 T
Procedures, Stalled Flight, Spinning Flight 4.5 10 Tactical Maneuvering Grid (TMG) 14.0 32
Procedures, Turn Stalls 4.6 10 Tactical Scale Play 14.0 32
R Tailing Enemy A/C 8.1.1 19
Radio Loss 11.3 30 Tailing & Initiative 8.1.1 19
Random A/C Flight 5.7.1 14 Take Off Attrition, Take Off Groups (TOG) 15.3 38
Random Events, Operational Scale Play 15.5.2 41 Take Offs, Combat Scale 16.3 46
Randomness Checks 1.6 5 Take Off & Join Up Phase, Operational Scale 15.3 38
Range Between Counters 3.1.2 6 Taran Attack Parameters, Russian Taran Attacks 23.2 56
Range Doubling, Strafing 19.1 51 Time-of-Intercept (TOI) 15.9 43
Range "0" Attacks 10.2 24 Torpedo Bombing 22.0 55
Reading A/C Data Cards 2.0 5 Tracking Shots, Air-to-Air 10.1 24
Rechargeable Guns (unjamming) 10.1 24 Transitions & Movement 6.1 15
Red Outs 5.7 14 Transition Induced Facing Changes 6.6 18
Regrouping / Landing / Servicing Phase, Op-Scale Play 15.12 45 Turn Modes, Ships 26.3 60
Relative Altitudes, Tactical Scale Play 14.1 32 Turning Decel 4.2 9
Release Points, Air-to-Ground 18.2 50 Turning Decel at High Speeds 5.5.1 14
Reloading A/C Guns 10.6 27 Turning, Inverted Level 5.5 14
Reloading Heavy AAA (Rates of Fire, ROF) 24.3 58 Turning, Negative G (NG) 5.9 15
Repairs, Temporary Ship 28.5 63 Turning Stalls 4.6 10
Rescue, Post Bailout Fate 13.5 32 Turning with Gravity while Inverted 5.5 14
Resolving AAA Attacks, Lt. & Med. Guns 24.2 57 Turns in Steep & Vertical Attitudes 5.5 14
Resolving Air-to-Air Attacks, Guns 9.4 23 Turns and Loss of Consciousness 5.7 14
Resolving Events of Chance (Die Rolls) 1.6 4 U
Restrictions, Air-to-Ground Attacks 18.2 50 Unintentional Encounters, Operational Scale Play 15.6 42
Restrictions, Defensive Fire 10.5 27 Unbalanced Wing Guns 10.2 24
Restrictions, Tailing 8.1.1 19 V
Restrictions, Turning and Vertical Flight 5.3 13 Vertical Flight & Blind Arcs 8.1.2 20
Reversal Effects on Roll Carry & Bank Angle 6.4.1 18 Vertical Flight & Facing Changes 5.3 13
Reversal of A/C Facings, Mandatory 6.4 17 Vertical Flight Points (VFPs) 6.1.3 16
Reversal of A/C Facings, Optional 6.4 17 Vertical Rolls & Facing Changes 5.3 13
Right of Combat Refusal, Operational Scale 15.8 43 Victory Points, A/C Scenario Book
Right of Combat Refusal, Tactical Scale 14.6.1 35 Victory Points, Ships 31.7 68
Rockets, Air-to-Ground 19.3, 19.4 52 Visual Ranges, Night, Combat Scale 32.3 71
Rudder Response Rule 26.3 60 W
Russian "Taran" Attacks 23.2 56 Weather Change Phase, Operational Scale 15.2 38
S Window Effects 32.1 69
Same Hex Attacks 10.2 24 Wing Flap Effects 5.8.1 15
Searching for Targets, Operational Scale 15.4.4 40 Wing Gun Harmony 10.2 24
Searchlights, Op-scale 32.1.2 69 Wing Guns as Nose Guns (Fw 190, etc.) 10.2 24
Searchlights, Tac-scale 32.2 70 Wingover, Aerobatics 7.0 18
Searchlights, Combat scale, Evading searchlights 32.3.1 71, 72 X
Sequence of Play, Combat Scale 8.0 19 X Agility Class 8.1 19
Sequence of Play, Operational Scale 15.1.1 38 Z
Sequence of Play, Tactical Scale 14.0 32 Zero Deflection Attacks 10.2 25
Sensor Effects, Night Fighting 32.2 70 Zero Range Attacks 10.2 24
Setting Up Combat, from Tactical Scale Play 14.7 35

Buel Chandler (Order #27244075)


Buel Chandler (Order #27244075)
Buel Chandler (Order #27244075)
Fighting Wings - Ship Damage Record Grids & Move Log
Ship:
GT Orders & Progress Bow End Hex Facing GT Orders Progress Bow End Hex Facing
1 11
2 12
3 13
4 14
5 15
6 16
7 17
8 18
9 19
10 20

Critical Hit Record & Damage Notes:

(Mark off hits below)

100 200 300

400 500 600

Buel Chandler (Order #27244075)


Buel Chandler (Order #27244075)
80 CLASH OF ARMS!

COUNTER UNIT IDENTIFICATION TABLE Terrain Effects Chart


The following are samples of counters that may be in various Map Terrain All Fire Rocket Gun
Fighting Wings games. Not every kind will be in each game. Sample Type Bombs Wpns. shots Strafe
Counter Counter Type
Front Back
Open +00 +00 +00 +00
Fighter Aircraft. Front de-
Clear
picts top view and ID no.
Back side has generic A/C

or severe damage indicator.
Turnip Field +00 +00 +00 +00
Wheat Field
Bomber Aircraft. Front
depicts top view and ID no.
Back side has generic A/C
or severe damage indicator. Plowed Field +00 +00 +00 +00

AAA Gun. Combat & Op.


scale counters. Upper right Woods +20 +10 +20 +20
no. is eff. range for combat (+30 mod. to forced landings)
scale. Other nos. as below.

Orchard +10 +00 +10 +10


Hard Targets. Underlined
left no. is defense strength,
right is damage capacity.
Bunkers are always hard. Rough +10 +00 +10 +10
or Brush (+15 mod. to forced landings)
Mech Inf Soft Targets. Left no. is
defense strength, right no.
is damage capacity. Swamp +30 +30 +20 +10
10 3
(+15 mod. to forced landings)

Armored Vehicle Target.


As hard target. Damage fac- All Water +00 1/2 str. +00 +00
tor is circled or bold to denote
hits are not cumulative.
Partial +00 +10 +00 +00
Naval Unit. One, two or three Water
hexes in size. Back side has
generic ship symbol on it.
Wooden +00 +00 +00 +10
Housing (S) (+30 mod. to forced landings)
Information Marker.
Two sided markers
used to indicate aircraft Stor. Sheds & +00 +00 +00 +00
status such as smoke Wk. Shops (S) (forced ldg. = fatal crash)
or fire.
OMT Formation or Fleet
Large Brick +10 +00 +10 +10
Marker. Used to track air-
Bldgs. (S) (infantry entrenched)
craft and ships on OMT.
Note: forced ldg. = fatal crash in any bldg. hex*

OMT Markers. Large Stone +10 +00 +10 +30


Markers denoting borders, Bldgs. (H)* (infantry entrenched)
airfields and other locations.

Concrete & +10 +00 +10 +30


Weather Markers. Used on Steel Bldgs. (H)* (infantry entrenched)
OMT. Back side indicates
inclement weather in effect.
Maj. Concrete +10 +00 +10 +30
Buildings (H)* (infantry entrenched)

Buel Chandler (Order #27244075)


Buel Chandler (Order #27244075)
FW – OPERATIONAL MISSION TRACK - PAGE 1
HOME BASE EN ROUTE ZONE-1 EN ROUTE

43,000+ UH Clear Scatt. Brkn. Hi-Ovc. Lo-Ovc. VL-incl. Clear Scatt. Brkn.

42,900
37,000
EH

36,900
31,000
VH

30,900 HI
25,000

24,900
19,000
MH

18,900
13,000
ML

12,900
7,000
LO
6,900
400 VL 1 2 3 4 5 1 2 3 4 5 1 2 3 4 5 1 2 3 4 5 1 2 3 4 5 1 2 3 4 5 1 2 3 4 5 1 2 3 4 5 1 2 3 4 5

≤ 300
(+2 end.) 1 2 3 4 5 1 2 3 4 5 6 7 8 9
HOME BASE
WEATHER > Clear Scatt. Brkn. Hi-Ovc. Lo-Ovc. VL-incl.

OMT Movement Rules SUMMARY (15.4.1) Horizontal Moves: One Op-MP per OMT dot moved left or right.
OP-MPs: One Op-MP is given per FP of speed available to slowest A/C Vertical Move Limits: Apply all altitude gains either at the start or at
in a formation. Choose from the following speeds each turn: the end of a formation's move. A/C may descend up to 3,000 per dot
Take-Off: Climb speed if climb multiple > 1, else use cruise speeds. position entered or they may expend one Op-MP to lose up to 6,000
feet without moving. A/C may climb and descend in same Op-turn.
Endurance Speed: From adjusted minimum speed to 1/2 of max
attainable speed. If adjusted min speed is greater, end. speed NA. Climbs: Changes in altitude depend on A/C speed and load status:
Climb Speed: Adjusted min. to listed min. speed +1.5, but not > max Selected Altitude Change*
attainable level speed. Climb speed uses fuel at Dash speed rate. A/C Speed Normal Loaded Over-Load
Fighter Cruise (F & MF) Speed: Any speed greater than highest avail- Take-off turn = Listed ROC x 4 x 3 x2
able endurance speed up to: Dash or cruise = Listed ROC x 3 x 2 x1
Climb = Listed ROC x 8** x 7** x 6**
• max. attainable level speed –1.0 if in the HI or higher band.
Endurance = Listed ROC x 1 NA NA
• max. attainable level speed –1.5 if in the MH or lower band.
* Climbs must stop at A/C's ADC ceiling defined for A/C load status.
Bomber Cruise (L, M, & H+) Speed: Any speed greater than highest
** Minus 1 per 2 or less bands > VL A/C started at (but not to <1).
available endurance speed up to lesser of:
• max. listed level speed –1.0 in current alt. band. Notes: If adjusted minimum speed is > 1/2 listed max or lowest cruise
• or max. attainable speed –0.5 in current alt. band. speed, endurance speed NA. Half MPs are used and carried normally.
Take-off climbs use fuel at 1, 2, or 3 min. per full or partial multiple of
Dash Speed: Any speed greater than highest available cruise speed
altitude gained for normal, loaded and over-loaded A/C respectively.
up to max. attainable level speed of formation (NA for fixed formations).

(Play Aids ver. 3.8)

Buel Chandler (Order #27244075)


Fighting Wings - Third Edition
Play Aids Booklet - Table of Contents

Directions - Remove staples, separate by sets of aids


Page Item (Description)
1. Front Cover Cover Page
2. Operational Mission Track - I (Left Half of OMT)
3. Play Aids Table of Contents (List of Play Aid Booklet Sheets)
4. Tactical Maneuver Grid (TMG Grid and Placement Tables)
5. Op-scale Tables - Page 1 (Expanded - Sequence of Play part I)
6. Op-scale Tables - Page 2 (Expanded - Sequence of Play part II)
7. Naval Tables - Page 1 (Ship Movement and Torpedo Attack Tables)
8. Naval Tables - Page 2 (Ship Critical Hit Tables)
9. A/C Flight Tables - Page 1 (A/C Normal Flight Procedures)
10. A/C Flight Tables - Page 2 (Special Flight Procedures Summary, Stalls etc.)
11. Combat Tables - Page 1 (Combat Odds and Likelihood Table)
12. Combat Tables - Page 2 (Aircraft Critical Hit Tables)
13. Combat Tables - Page 3 (Gunfire & Deflection Arc Clock-Line Diagrams)
14. Combat Tables - Page 4 (Fixed Gunfire Deflection Determination Aid)
15. Combat Tables - Page 5 (Defensive Gunfire Deflection Aid, Modifiers)
16. Combat Tables - Page 6 (AAA Combat Tables)
17. Combat Tables - Page 7 (Ground Attack Procedures, Terrain Effects Chart)
18. Combat Tables - Page 8 (Additional Bombing Rules, Bomb Scatter Table)
19. Combat Tables - Page 9 (Bombing Release Point Tables, Accuracy Mods.)
20. Combat Tables - Page 10 (Rocket Firing Tables, AtA and AtG)
21. Flight Rules Summary - Page 1 (Game Flight Rules Summary)
22. Flight Rules Summary - Page 2 (Game Flight Rules Summary)
23. A/C Flight Tables - Page 3 (A/C Turn Tables, Standar Flight Type Table)
24. A/C Flight Tables - Page 4 (A/C FATT Tables, Pull and Push Transitions)
25. Naval Tables - Page 3 (Critical Hit Explanations, Post-Attack-Fate Table)
26. Naval Tables - Page 4 (Naval AAA Fields-of-Fire, Air-Naval Tactical Proc.)
27. Op-scale Tables - Page 3 (Combat scale Wx, CV options, Crew Fate Tables)
28. Op-scale Tables - Page 4 (Search & Intercept LH Tables, A/C Attrition Table)
29. Tac-Scale Tables - Page 1 (Tac Scale Sequence of Play, Set Up Range Table)
30. Tac-Scale Tables - Page 2 (Sighting Table, Night Encounter Tables)
31. Operational Mission Track - II (Right Half of OMT)
32. Back Cover (Sequence of Play, A/C Load Effects, for photocopy)

(Play Aids ver. 3.8)

Buel Chandler (Order #27244075)


FW – TACTICAL MANEUVERING GRID

Relative Flt. Path Drift ≤ 1 = 12:00L


Direction =
2 = Front arc to D 3 = Front arc to
left of 12:00L right of 12:00L

Start arc C Combat scale


position roll set up arcs
D10 result description

B
4 = Left front 5 = Right front
side arc side arc

Target

9:00L D C B A A B C D 3:00L

"X" Box

A
6 = Left rear 7 = Right rear
side arc side arc

Clock Lines: Clock Lines:


Left Front Side = (09) to (11) 8 = Rear arc to 9 = Rear arc to Front Arc = 11 to 01
Left Rear Side = (07) to (09) left of 6:00L D right of 6:00L Right Front Side = (01) to (03)
Rear Arc = 05 to 07 ≥ 10 = 6:00L Right Rear Side = (03) to (05)

Current
Tac-Turn

1 2 3 4 5 6 7 8 9 10 Start Next
Op-Turn

TMG START POSITION D10 MODIFIERS ATTACKER'S TMG MOVE OPTIONS (14.4)
Declare if mods. + or – before roll, amount after roll. 1. Remain level and gain up to 200 or lose up to 400 feet while moving
• Formation leader is Vet., Hero, or Ace = ± up to 2 up to 2 spaces. Set speed between cruise and max attainable level
• EWR Radar guiding attacker (day only) = ± up to 2 inclusive. Flight attitude may be level, shallow climb or shallow dive.
• GCI Radar guiding attacker (day & night) = ± up to 4 2. Dive from 500 to 5,000 feet while moving up to 2 spaces (or 3 if
• Defenders contrailing, or illum. at night = ± up to 4 second or subsequent turn of diving). Set end speed from max listed
• If Broken or Overcast clouds in OMT band, then level to max safe dive inclusive (increase may not be > +0.5 speed
cancel 1 or 2 favorable modifiers, respectively. per 500 feet dived. Flight attitude may be any dive type, or level if
TMG START RANGE D10 MODIFIERS altitude lost was ≤ 2,500 feet.
• Senior formation leader has "keen" eyesight = + 1 3. Climb ≤ Half available ROC and move 1 space. Set speed between
• Early Warning Radar in use (day only) = + 2 climb and cruise speed. Flight attitude may be level or shallow climb.
• Scattered or Broken clouds in OMT band = – 1 4. Climb > Half available ROC up to all and stay in place. Speed =
• Overcast clouds in OMT band = – 2 climb speed. Flight attitude may be any climb type.
• Inclement weather (storms) in OMT band = – 3
Extra Spaces - One extra space may be moved per 2.0 of start speed >
SUN ARC & DAZZLE ZONE (see 14.8) defender's. Drift one extra space for each 2.0 of start speed < defender's. (A/C
• Roll D10 for Arc. Dazzle depends on height. drifting off TMG must match off-grid spaces with moves to re-enter TMG)

(TMG version 3.8)

Buel Chandler (Order #27244075)


FW – OPERATIONAL TABLES – PAGE 1

OP–SCALE SEQUENCE OF PLAY OP–SCALE AAA TABLE (15.4.3)


Procedure: Roll once on Attrition Table (page 4) for harassing AAA
1. WEATHER CHANGE PHASE (15.2) and twice for defense zone AAA. Total no. of random AAA attacks
• Roll D10 for weather changes every 3rd Op-turn in summer, occurring = No. of A/C affected from Attrition Table roll(s). Randomly
every even turn in spring or fall, and every turn in winter. determine which A/C, and resolve attacks using data below. A/C
above overcast bands may only be attacked by radar-aimed AAA.
Weather Change TABLE For random heavy AAA, roll D10, ≥ 6 = radar-aimed (–1 per year
D10 Modifiers before 1945 scenario is set in).
• Northern Europe, Asia, Pacific in Winter, Summer = +2 / –1 Attrition LH Modifiers
• Central Europe, Asia, Pacific in Fall, Summer = +1 / –1 • Target formation size = (+1 per F/L, +2 per M/H AC) = +Variable*
• Tropics in rainy (Jun-Sep) / dry (Dec-Mar) season = +2 / –2 (*but not greater than 2 x total points of AAA firing)
D10 Weather Change D10 Weather Change • Each point of naval or land AAA firing (any size) = +01
≤ 1 No change any zone. 6 Zone 3 Worsens. • If AAA radar aimed (ignore night & cloud modifiers) = +15
2 Home base Improves. 7 Zone 2 Worsens. • If light or heavy AAA, If Naval AAA of any size = +10, –10
3 Zone 1 Improves. 8 Zone 1 Worsens. • Light or medium AAA firing at hedge-hopping A/C = +10
4 Zone 2 Improves. 9 Home Base Worsens. • Each band over LO to reach target altitudes = –10
5 Zone 3 Improves. ≥ 10 No change any zone. • Firing into, through broken, overcast bands (each) = ­ –05, –20
• Night unseen = –50, Night silhouetted, illuminated = –30, –10
2. take-off & join-up PHASE (15.3) AAA Land / Naval Attack ≤ / > 102mm
• Mission then interceptor player declares take-offs. Size Eff. Altitudes Odds Crit. Hit No.
• Both sides resolve take-off attrition, launch spare A/C. Heavy ≤ HI / ≤ ML 2 - 1 3/2
• Check for unintentional encounters after take-off. Medium ≤ LO / ≤ LO 1 - 1 2
• Execute post take-off join ups as desired. Light ≤ 3,000 2 - 1 3

TAKE–OFF ATTRITION TABLE 4. EN ROUTE JOIN UP & EVENTS PHASE (15.5)


• Conduct same OMT dot en route join ups as allowed & desired.
Procedure: Roll LH for each TOG. Use Attrition Table to determine • Check for random events (≥ 90 per occupied OMT column).
if any A/C abort their take-off (random which). Damaged or severely • Randomly determine which formation or A/C suffers event.
damaged A/C must be in their own separate TOGs. Take-off limits:
Home base = none; other base ≤ 24; CV deck ≤ 20; CV catapult
≤ 4 per catapult. Formation JOIN UP Table
Procedure: Any no. of flights, each of ≤ four A/C, may be formed
Take-Off Attrition LH Modifiers automatically from a TOG. For other join ups, roll percentile dice once
• A/C damaged = +05 • A/C severe damage = +10 per formation joining, refer to table below. Limits = one join up try per
• A/C loaded = +10 • Inclement weather = +10 formation per join up phase. Join up leaders may not do joins in the
• A/C over-loaded = +15 • Prepared runway = –10 same phase. Joiners must be within 1 x their listed ROC below, or up
• Single engine A/C = –25 • Poor runway = +15 to 5,000 feet above (F or unladen L), or up to 3,000 above (all others)
• Twin engine A/C = –15 • Good maintenance = –15 the join up leader. All join ups (incl. automatic ones) use D5 endurance.
• 3 & 4 engine A/C = –05 • Poor maintenance = +20 Not more than three F or unladen L class formations, or 2 other class
• Rough sea take-off = +05 • Catapult take-off = –10 formations may rendezvous with a join up leader per join up phase.
• Night take-off = +05 • CV deck run take-off = +05
• Each clear CV deck hex >1 available for take-off roll = –05 Percentile Modifiers % Roll Join Up Result
• In Clear weather = –10 ≤ 60 Normal join up
Take–off ABORT Fate TABLE • In Broken weather = +10 61 to 70 Delayed join up
• Roll percentile dice for each aborted A/C to resolve its fate. • In Overcast weather = +20 71 to 80 Formation straggles
• In Inclement weather = +30 81 to 85 En route delay (ER)
Fate Modifiers • Joining leader is Vet. = –05 86 to 95 Join up incident
• Recruit pilot = +15 • Green pilot = +05 • Joining leader Green = +10 ≥ 96 No Rendezvous
• Veteran pilot = –05 • Gifted pilot = –10 • Joining leader Recruit = +20
• A/C loaded or damaged < severe level (each) = +05 • Joining leader has no radio, or Keen Eyes = +20 / –10.
• A/C over-loaded or damaged ≥ severe level (each) = +10 • Joining up over own airbase, major land mark, rally point = –10.

% Roll Aborted Aircraft Fate
Delayed = Joiners use D5 of end. in extended tail chase to join.
≤ 50 Mechanical problem. A/C out for D5 of Op-turns.
Straggle = Joiners use D5 of end. & are straggled if intercepted.
51 to 80 Mechanical failure. A/C out for 5+D10 Op-turns.
ER Delay = Join up leader must circle for 2 MPs in dot next turn
81 to 95 Land: Take-off accident, suffer two D10 of
(joiners straggle) – Or choose No Rendezvous.
damage (1 crit. per 4 hits). Sea: A/C ditches and
No Rndvz. = Join up fails, joiners circle in dot for D5 MPs next turn.
is lost, roll for crew survival (ditched).
Incident = Random A/C in joining formation has incident, roll D10.
96 to 99 Take-off crash, A/C lost. Roll for crew survival.
≥ 00 Fatal stall & crash after take-off, A/C lost, crew killed. Join UP Incident Table
D10 Modifiers
3. MOVEMENT & SEARCH PHASE (15.4) • Recruit = +2 • Green = +1 • No Radio = +1
• Determine A/C order of moves & initiative (low rolls go first). • Veteran = –1 • Gifted = –1 • Incl. Wx. = +1
• +1 to initiative if formation led by veteran, ace, or hero. 10 Roll
D Incident Result
• Move A/C in order determined (H, M & MF, L, then F). ≤ 4 Sloppy flying, over-use of throttle, A/C uses D5 of fuel.
• Formations may split at start of move. All parts move at same time. 5, 6 A/C straggles and falls out of formation.
• Check for unintentional encounters during moves. 7 A/C veers toward others, makes own formation straggle.
• Check for searchlight captures (night only) during moves. . 8, 9 A/C blunders toward neighbors, check for random
• Free hunters & CAP may attempt intercepts as allowed. collision in own formation as if A/C had overstacked.
• Resolve harassing AAA attacks as allowed. ≥ 10 A/C randomly collides with one A/C in joint formation.
• Search for enemy naval or ground targets as allowed. (same speed, same direction modifiers)

(Play Aids ver. 3.8)

Buel Chandler (Order #27244075)


FW – OPERATIONAL TABLES – PAGE 2
EN ROUTE EVENT TABLE 6. REGROUPING / LANDING / SERVICING PHASE (15.12)
• A/C or formations split up as a result of combat that are in same
Procedure: Roll percentile dice for each OMT column containing
dot position and altitude band may attempt to join up (15.5)
friendly or enemy A/C in any amount. A result ≥ 90 = event occurs.
• A/C in VL band and same dot position as an airfield may land
Add +2 modifier per formation > one, or per 3 or less independent
if they were not involved in combat that Op-turn.
A/C > three present in column. All AAA attacks are of harassing type.
• A/C forced to descend to ground level must force land.
% Roll Event Type • Resolve landing attrition and any forced landings.
100 Weather change roll. • Previously landed A/C may refuel or rearm.
99 One A/C suffers two engine critical hits.
95-98 One A/C suffers one engine critical hit. LANDING ATTRITION TABLE
91-94 One A/C suffers one equipment critical hit.
86-90 One A/C loses one weapon group / def. gun. • Landing Limits: As for take-offs except CVs = 14 max landings.
78-85 One A/C's drop or aux. fuel tanks fail to transfer • Use Aircraft Attrition Table to find how many A/C in LDG have a
76-77 One A/C's drop tanks all permanently stick landing incident. Randomly determine which, resolve incident for
71-75 An A/C's oxygen system fails (≤ 7 to detect) each with percentile roll on the Landing Incident Table.
69-70 Unforecast headwind (back up one dot position) • Forced landing or ditching = Automatic Ldg. incident roll.
67-68 Unforecast tailwind (advance one dot position) • Significantly damaged A/C = No attrition, Ldg. incident if D10 > 5*.
62-66 Nav. error (lose D5 end., spend 2 Op-MP in place). *+1 if sev. dmg., +1 if minor fire, +2 if ldg. pilot WIA, +2 if major fire.
61 Major nav. Error (stay in place one Op-turn). Landing Attrition LH Modifiers
56-60 Enemy non-fighter if allowed, else no event. • Prepared runway = –10 • Poor or grass runway = +05
55 One enemy A/C of enemy player's choice. • CV Landings = +15 • Inclement Wx, Night ldg. = +10 ea.
51-54 Two enemy fighters if allowed, else no event. • Rough Seas = +10 • Each A/C > 10 for CV ldg. = +05 ea.
41-50 Four enemy fighters if allowed, else roll again.
36-40 Heavy AAA attack (18 pts.) if allowed, else no event.
LANDING INCIDENT Table
33-35 Med. AAA attack (12 pts.), if allowed, else roll again.
26-32 Light AAA attack (24 pts.) if in VL band else roll again. % Roll Result
25 One friendly A/C encounter player's choice. ≤ 40 Clumsy but safe landing! (D5 of hits if forced landing).
16-24 Four friendly fighters join if allowed, else no event. 41 to 60 Poor approach with go around, reroll for incident.
11-15 Two friendly fighters join if allowed, else roll again. Use D5 of fuel. If gliding, ignore & reroll for incident.
06-10 Friendly non-fighter encounter. 61 to 80 Heavy landing (D5 of hits to landing A/C).
01-05 Weather change roll 81 to 85 Ground loops off runway (if CV = barrier engagement)
for one D10 of hits to A/C with one critical per 3 hits.
Event Limits: Friendly & enemy A/C encounters in territories only as 86 to 90 Skidding crash landing (on CV = barrier flip crash),
scenarios permit. No random AAA over water or neutral territory. If two D10 of hits to A/C with one critical per 3 hits.
random AAA occurs in friendly territory, roll D10. A result ≥ 8 = affected 91 to 96 CV = bad bounce and crash over-side, on land
formation (only) is fired on (accidentally) by AAA type indicated. If or ditching = A/C stalls and crashes. In both
navigation error affects a lead formation of a force, it applies to entire cases, A/C destroyed with D5 of critical hits.
force. If not, the affected formation separates from larger force. Players 97 to 99 CV = crash beyond barrier, with D10 of flight deck
choice = any type listed in scenario tables as allowed. hits on hex just forward of landing hex, two D10
of hits on random D5 of A/C in hex just forward
5. INTERCEPT & COMBAT PHASE (15.8) of landing hex wth one critical per 3 hits. On land,
• Determine intercept and surface attack order of initiative (15.8). or ditching = severe crash. In both cases, A/C
• +1 to initiative roll if formation led by veteran, ace, or hero. destroyed with D10 of critical hits.
• Attempt intercepts & declare surface attacks in initiative order. ≥ 100 Fatal crash and explosion, all crew killed.
(High rolls go first. One "pass" allowed per formation) On CV, treat as kamikaze hit on landing hex.
• Check for unintentional encounters during day A/C shifts (15.6).
Dot shifts use 2 min. of endurance per OMT dot shifted (15.4).
LANDING INCIDENT MODIFIERS
• Establish a Time-of-Intercept (TOI) for all combats (15.9). Landing Incident Percentile Roll Modifiers
• Use tactical and combat scale play as required. • Engines damaged (each), or knocked out (each) = +05, +10
• Use Air-Naval Tactical Procedure for ship attacks (30.2). • A/C severely damaged, instruments out (each) = +15, +05
• Conduct defense zone AAA attacks as allowed (15.4.3). • A/C loaded, or over loaded = +05, +10
• After combat, return A/C to DP of the fight and pick an altitude • Recruit pilot, or Green pilot = +20, +10
from 3,000 feet below up to listed ROC above altitude held • Gifted pilot, and / or Veteran pilot (each) = –10, –05
when the combat ended (14.7.1). • Landing pilot wounded = +20
• Friendly A/C ending play on the combat map together, or which • Non-pilot flying plane, if with backup controls = +30, +40
disengage to same DP and base altitude on same combat turn • Rudder out, Flaps disabled (each) = +05
may automatically regroup into formation (14.7.1). • Elevators, ailerons damaged (each such critical) = +05
• Landing gear damaged but down = +10
(Note: "DP" = OMT dot position)
• Flaps in landing position (and not damaged) = –05
INTERCEPT & ATTACK RANGE TABLE Forced Landing or Ditching Percentile Modifiers
During Movement Phase (air-to-air) Use applicable Landing Incident % Modifiers except
• F, L free hunters & CAP: same DP, 1 band above to 3 below. "gear damaged" if gear is up for forced landing.
• MF free hunters & CAP: same DP, same band to 2 below. • Gear is down or trailing: over land, while ditching = +15, +25
During Combat Phase (air-to-air & air-to-ground) • Forced landing on prepared, or grass/dirt runway = –10, –05
• F, L close escorts: same DP, 1 band above to 1 below. • A/C ditching in calm seas, rough seas = –10, +05
• MF close escorts: same DP, same band to 1 below. • Forced landing locale = rough, undesirable terrain = +15, +30
• All other F, L: within 1 DP, 1 band above to any below. Note: Incidents which cause damage that destroys an A/C (inflicts hits
• All other A/C: within 1 DP, same band to any below. over its destruction level), or inflicts critical hits that causes the A/C to
• Pin point attacks: same DP, attack from any band on OMT. catch fire, explode, or involves a ditching at sea, require player to roll
• Air-to-ship attacks: within 1 DP, attack from any band on OMT. D10 on the Crew Crash Survival Table (Op-Tables, page 3) for each
• Strategic area attacks: same DP, bomb from any band on OMT. crew member present on the A/C.

(Play Aids ver. 3.8)

Buel Chandler (Order #27244075)


FW – NAVAL TABLES: PAGE 1
AIR-NAVAL DIRECT HITS (28.1)
Roll D10 for direct hit or near miss for all "on target" bombs and
torpedoes intercepting a ship. Roll separately for each weapon.
Direct Hit Modifiers:
• Anchored or "dead in water" (DIW) Ship = –2
• Moving ship's speed less than 1/3. = –1
• Skip bomb is "on target". = –3
SHIP RANDOM MOVEMENT TABLES (26.3) • Attack resulted from bomb scattering onto ship = +1
• Torpedo attack from ship's side arcs. = –3
• Torpedo attack from ship's bow or stern arcs. = +1
LARGE SHIP MOVEMENT (>500 tons)
• Each 10 pts. bomb's final accuracy LH is < –35 = –1
D10 Roll Commanded Action • On target bomb's accuracy roll was 00, odd = Auto Dir. Hit
1*, 2, 3 Move ahead 1 hex
Bomb Direct Hit: Inflicts damage = half bomb's attack strength +
4, 5, 6 Move to face right 30° (starboard)
one D10 per 50 or less points of strength remaining.
7, 8, 9 Move to face left 30° (port)
Torpedo Direct Hit: Inflicts damage = half torpedo's attack strength
10 Repeat last command
+ one D10 per 10 or less points of strength remaining.
SMALL SHIP MOVEMENT (≤ 500 tons)
D10 Roll Commanded Action TORPEDO ATTACK PLANNER (22.0)
1*, 2 Move ahead 1 hex Crossed Index Result = target lead distance in hexes
3, 4 Move 1 hex and face right 30°
5 Face right 60° (30° if displ. > 50 tons) WATER ENTRY RANGE FROM SHIP IN HEXES
6 Face left 60° (30° if displ. > 50 tons) Target Torpedo Speed = 1 / 1
7, 8 Move 1 hex and face left 30° Speed 2 3 4 5 6 7 8 9 10 12
9, 10 Repeat last command 3/4 1 2 3 3 4 5 6 6 7 9
"1*" = Increase speed one step if not already at max speed. 2/3 1 2 2 3 4 4 5 6 6 8
1/2 1 1 2 2 3 3 4 4 5 6
NAVAL UNIT TURN CHART 1/3 0 1 1 1 2 2 2 3 3 4
1/4 0 0 1 1 1 1 2 2 2 3
Ship Size Rudder Response Times Turn 1/6 0 0 0 0 1 1 1 1 1 2
in Tons Start Turn / Reverse Turns Mode
≤ 100 tons Instant / Instant Instant Target Torpedo Speed = 3 / 4
≤ 1,000 tons 1 game turn / 2 game turns 1 Speed 2 3 4 5 6 7 8 9 10 12
≤ 10,000 tons 1 game turn / 2 game turns 2 3/4 1 2 3 4 5 6 7 8 9 11
> 10,000 tons 2 game turns / 3 game turns 3 2/3 1 2 3 4 5 6 6 7 8 10
1/2 1 1 2 3 3 4 5 5 6 7
Rudder Response: Before a ship's movement will count for turn- 1/3 0 1 1 2 2 3 3 3 4 5
ing its rudder response time in game turns must be met. Continued 1/4 0 0 1 1 1 2 2 2 3 3
turning in the same direction does not require a rudder response 1/6 0 0 0 1 1 1 1 1 2 2
time. However, a new rudder response time delay is required when
reversing a turn direction, or after a move ahead command. Target Torpedo Speed = 2 / 3
Speed 2 3 4 5 6 7 8 9 10 12
Turn Mode: Once a ship's rudder response time is met, it will change 3/4 1 2 3 5 5 7 8 9 10 12
facing in the direction the rudder is set for, after advancing a number 2/3 1 2 3 4 5 6 7 8 9 11
of hexes equal to its turn mode. 1/2 1 2 2 3 4 5 6 6 7 8
1/3 1 1 1 2 2 3 3 4 4 5
1/4 0 1 1 1 2 2 2 3 3 4
SHIP ARMOR EFFECTS TABLE (28.1) 1/6 0 0 0 1 1 1 1 2 2 2
Armor Armor Damaging Hits Crit. Hits Hint: Charts assume 90° attack angle and ship is starting it's full pause
Type Rating canceled canceled cycle when torpedo first moves. If ship is in mid-pause, or moving when
Light (1) 1 x D10 1 torpedo starts moving, you may have to adjust lead by ± 1 hex. Count
Medium (2) 2 x D10 2 aimpoint lead from center hex of a three hex target or from the stern hex
Heavy (3) 3 x D10 3 of a two hex for best chance. The chart does not account for changes in
Very Hvy. (4) 4 x D10 4 target's course or for torpedo time-of-fall before water entry.
Bomb Type Fuze Type Armor Penetration Ability Turn Command Torpedo Exceptions (26.3): These may apply if a
All Contact None torpedoe is within 10 hexes of, and headed toward the ship (see rules).
All Pen. or delay Unarmored ships.
SAP, AP Pen. or delay Level 0, 1 resp. from any altitude Torpedo Aiming (22.0):
SAP, AP Pen. or delay Level 1, 2 resp. from ≥ alt. 4.0. • Minimal = FPs equal to A/C launch speed (one game turn).
SAP, AP Pen. or delay Level 1, 3 resp. from ≥ alt. 8.0. • Full = FPs equal to 3 times A/C launch speed (3 game turns).
• Each turn of aiming less than full adds –1 to erratic run D10 roll.
SAP and AP bombs ≥ 1,000 lbs. increase pen. ability by 1 level.
Effect of Penetration and Armor: Bombs penetrating all layers Erratic Torpedoes (22.0): Automatic if minimum aiming not done. Else,
of armor cause "internal" instead of "surface" critical hits. If a ship when a torpedo is launched, roll a D10. A result ≤ 1 = erratic runner.
has flight deck armor, the main deck armor is considered one level Roll D10 again: 1 or 2 = Porpoising Torpedo, 3 to 5 = left drift, 6 to 8 =
higher than actual until the flight deck is no longer operational due right drift, and 9 or 10 = Circling torpedo. See Chapter 22 for specifics.
to damage. Attacks penetrating a functional armored flight deck that If an erratic torpedo intercepts a ship, roll a D10, a result ≥ 8 = miss
do not penetrate a ship's main deck armor have damaged absorbed due to running too deep. Torpedoes that pass under targets in this way
as if the main deck armor were one level higher. Determine total hit continue moving on subsequent turns and still pose danger to other
and critical hit amounts before reducing any for armor. ships they may encounter.

(Play Aids ver. 3.8)

Buel Chandler (Order #27244075)


FW – NAVAL TABLES: PAGE 2
CRITICAL HITS (28.2): For each 20 hits inflicted in an attack, roll a D10
for a critical hit of the appropriate kind, for the type of vessel struck on the
tables below. Each 20% of a ship's hit capacity inflicted by any means,
causes 1 internal critical hit. Internal critical hits to small vessels cannot
exceed the hit capacity of the vessel. Example: A US Landing craft cannot
suffer > 2 internal criticals. Weapons whose attack strength is ≥ 50 or ≥ 100
inflict critical hits in groups of two or less, or three or less, respectively (all
criticals in a group being determined by one roll). Hits added by critical hits
SHIP CRITICAL HIT TABLES do not cause more criticals but do count for reaching 20% damage levels.

SURFACE HITS INTERNAL HITS SEA WORTHINESS HITS

A/C Carrier (CV, CVL, CVE) A/C Carrier (CV, CVL, CVE) ALL CV & WARSHIPS
1, 2 1 x D10 of flight deck damage. 1 One sensor lost (radar, sonar, etc.). 1 to 3 One flooding hit.
3 Explosion, 3 x D10 of hits. 2 DC mains damaged. 4 to 6 Two flooding hits.
4 Command team wiped out. 3 Minor fire, one fire hit. 7, 8 2 x D10 of extra hits.
5 to 7 One AAA battery (any size), radar, 4 Major fire, 1+D5 of fire hits. 9 Rudder jammed.
searchlight or gun director lost. 5, 6 DC team wiped out. 10 One boiler knocked out
8 Roll on Internal Critical Table. 7 Explosion, 3 x D10 of hits.
9 One flight deck elevator disabled. 8, 9 Hangar deck hit - first time this result OILER, Transport, TENDer
10 Bridge steering lost - Shift to aft steer- occurs from a penetrating weapon, (AO, AP, AK, AV), ships > 500 tons
ing, +1 to rudder resp. & turn modes. use final attack value to destroy and 1 to 3 One flooding hit.
damage A/C in hangar per rule 28.3. 4, 5 Two flooding hits.
Fighting Ship Any fires render hangar deck unusable 6 Three flooding hits.
(BB, BC, CA, CL, DD, DE) for all purposes until fires neutralized. 7, 8 2 x D10 of extra Hits.
1 If torpedo mounts or depth charge 10 One boiler knocked out. 9 Rudder jammed.
racks located on section of ship hit, 10 One boiler knocked out.
roll a D10. If result ≥ 9, a D5 of such Fighting Ship
weapons explode, D5 x 10 hits each. (BB, BC, CA, CL, DD, DE) SHIP ≤ 500 TONS (ANY TYPE)
2 Command team wiped out 1 One sensor lost (radar, sonar, etc.). 1 to 3 One flooding hit.
3 to 5 One searchlight, light or medium 2 DC mains damaged. 4, 5 Two flooding hits.
AAA battery lost. 3 Minor fire, one fire hit. 6, 7 2 x D5 of extra hits.
6 One gun director, heavy AAA 4 Large fire, two fire hits. 8 Rudder jammed.
battery, or radar lost. 5, 6 DC team wiped out. 9 One boiler knocked out.
7 Roll on Internal Critical Table 7, 8 Explosion, 2 x D10 of hits. 10 Hull ruptured, ship sinks.
8 Explosion, 2 x D10 of hits. 9 Large explosion, (1+ D5) x 10 hits. Submarine (SS)
9 One offensive weapon, seaplane, + D5 of fire hits. 1 to 4 One flooding hit.
catapult, crane, sensor, or entire 10 One boiler knocked out. 5 Two flooding hits.
restricted flight deck disabled. 6, 7 2 x D5 of extra hits.
10 Bridge steering lost - Shift to aft steer- OILER, Transport, TENDer
(AO, AP, AK, AV), Ships > 500 tons 8 Rudder jammed.
ing, +1 to rudder resp. & turn modes. 9 One engine knocked out.
1, 2 3 x D10 tons of cargo destroyed.
OILER, Transport, TENDer 3 DC mains damaged. 10 Hull ruptured, SS sinks.
(AO, AP, AK, AV), Ships > 500 tons 4 Minor fire, one fire hit.
1, 2 Explosion, 2 x D10 of hits. 5, 6 Major fire, 1+D5 of fire hits. Special Considerations (28.3)
3 Command team wiped out. 7 DC team wiped out.
4, 5 One AAA battery (any size), gun 8 Explosion, 2 x D10 of hits. Flooding Hits: Torpedo hits inflict one flooding
director, weapon or searchlight lost. 9 Cargo explosion, D5 x 10 of hits. hit for each 10 points of damage not absorbed
6 Cargo explosion, D5 x 10 of hits. (twice the result = tons of cargo lost). by Torpedo Protection Points.
(same result = tons of cargo lost). 10 One boiler knocked out. Fire Hits: Each bomb penetrating a ship, and
7 to 9 D5 x10 tons of cargo destroyed. each 3 or less fueled A/C destroyed on a ship in
10 Bridge steering lost - Shift to aft steer- SHIP ≤ 500 TONS (any type)
1 Lose all sensors. a single attack, inflicts one fire hit. Any critical
ing, +1 to rudder resp. & turn modes. hit explosion doing ≥ 10 hits inflicts one fire hit.
2 Command team wiped out.
SHIP ≤ 500 Tons (ANy type) 3 Minor fire, one fire hit. Destroying A/C on Ships: Take no. of hits at-
1, 2 One command team wiped out. 4 Major fire, two fire hits. tack inflicted on ship divided by 5 to determine
3 to 5 One AAA battery (any size) lost. 5, 6 DC team wiped out. odds. Roll for damage, LH modifier –1 per A/C
6, 7 One weapon or searchlight lost. 7, 8 Explosion, 1 x D10 of hits. in affected flight or hangar deck hex. No. of hits
8, 9 Explosion, 1 x D10 of hits. 9 All boilers / engines knocked out. resulting = no. of A/C destroyed.
10 Bridge steering lost - Shift to aft steer- 10 Vessel explodes and is destroyed.
Exploding A/C Ship Damage: A/C destroyed
ing, +1 to rudder resp. & turn modes.
Submarine (SS) x D5 = hits against ship. One Surface / Internal
Submarine (SS) Each Automatic watertight hull damage plus: crit per 20 hits from A/C on deck / in Hangar.
1, 2 Deck gun or torpedo tube set lost. 1 One sensor lost Damaged A/C on Ships: Take sum of hits
3, 4 Command team wiped out. (sonar, radar, periscope, etc.) inflicted on ship by attack plus by destroyed
5, 6 One AAA battery wiped out. 2 DC mains damaged. A/C and divide by 5 for odds. Roll for damage,
7, 8 Water tight hull damaged. 3, 4 Minor fire, one fire hit. LH modifier –1 per undestroyed A/C in the
9 Diving planes disabled. 5 Battery power disabled. flight or hangar deck hex. Resulting hits = no.
10 Bridge steering lost - Shift to aft steer- 6 DC team wiped out. of undestroyed A/C randomly damaged and
ing, +1 to rudder resp. & turn modes. 7, 8 Explosion, 1 x D10 hits. unusable further in play.
9 One set of torpedo tubes out
10 One Engine knocked out. Note: If a ship lacks an item rolled for, the criti-
cal hit is in an empty area (no effect).

(Play Aids ver. 3.8)

Buel Chandler (Order #27244075)


FW –­FLIGHT TABLES: PAGE 1
,
Flight Procedures Summary (6.1) Common combat scale die rolls

A. Select throttle: Idle, Cruise, Military, or Emergency (4.1). If idle Type of Event Roll Type Range Rule
used, reduce start speed by 0.5 and use idle overspeed decel. • A/C collisions % dice ≥ 85 (3.3)
Speed Limits (4.3.1): • Spin if stalled % dice ≥ 60 (4.5)
• Spin recovery % dice ≤ 50 (4.5)
A/C Condition Attainable Speed Adj. Min. Speed
• Dang. dive destruction % dice ≥ 95 (4.7)
Loaded Max listed –0.5 Min listed +0.5
• Compressibility % dice ≥ 60 (4.7)
Overloaded Max listed –1.0 Min listed +1.0
Severely damaged • Compress. recovery % dice ≤ 50 (4.7)
Max listed –1.0 Min listed +0.5
• Overstressing A/C % dice ≥ 95 (5.6)
Power step losses = –0.5 to attainable speed per each single engine, • Black or Red outs % dice ≥ 95 (5.7)
each two twin-engine, and each 2 to N (3+) engined A/C step losses. • Hammer-Head success % dice ≤ 60 (7.0)
Cruise power (F, MF) Max attain. –1.5 / –1.0 if ≤ MH / ≥ HI band • Gun jam, (if long burst) Raw % roll ≥ 98, (≥ 85) (10.1)
Cruise power (others) Lesser of Max attain. –0.5 or Max listed –1.0 • Recharging guns D10 ≤ 7 (once) (10.1)
Idle, or End. power 1/2 of Max listed, or 1/2 Max attain. (resp.). • Gun reload time D5 in turns (10.6)
• Engine shut down D10 ≤ 7 (11.3)
B. Roll % dice for spin if stalled, for recovery if spinning (4.5). • Propeller feathering D10 ≤ 7 (once) (11.3)
Roll % dice for A/C destruction if over max safe dive speed (4.7). • O2 failure crew loss D5 & D10 D5 – D10 (11.3)
Roll % dice for compressibility or compr. recovery if needed (4.7). • Non-pilot take over A/C % dice ≤ 40 (once) (11.3)
Roll % dice for hammerhead success or fail (Chapter 7). • Drop external tank D10 ≤ 9 (once) (12)
C. If transitioning, find A/C's start attitude on FATT (6.1). Choose • 2d try on stuck tank D10 ≤ 7 (once) (12)
transition rate from options. Code gives VFPs & HFPs allowed. • Attack parachute D10 ≥ 7 (once) (13.6)
If no transition, use Standard Altitude Change Table FP ratios. • Barr. balloon collision D10 ≤ 5 (16.4)
If stalled, in spin, or doing hammerhead, execute procedure. • Balloon cables slip off D10 ≥ 9 (once) (16.4)
• 75mm gun reload D10 ≤ 7 (19.2)
D. Move A/C as follows: Apply any mandatory altitude change (MC)
• Mortal wounding % dice ≤ 40 (once) (23.1)
(6.1.3). Expend all full FPs. Carry unused half FP & unfinished
• Self-sacrifice Kamikaze % dice ≤ 40 (once) (23.1)
maneuver FPs. Take optional altitude change (OC) if desired.
• Cloud dis-, re-orientation % dice ≥ 80, ≤ 20 (16.2)
E. Record accel and decel points incurred. Calculate speed change. • Night dis-, re-orientation % dice ≥ 51, ≤ 40 (32.3)
Adjust excess accel to zero if END speed above max attainable
and diving was not part of move. Update logsheet for next turn. Note: Underline = modifiers apply - see rules and summaries.

a/C CollisionS Table (3.3) A/C LOAD EFFECTS TABLE (12.0)
Collisions possible if A/C over stacking limits (3.2), doing a range "0" Loaded A/C
attack (10.2), upon entering head-on DZ (10.3), or if range "0" to an out • Use loaded ceiling. –0.5 to max level and safe dive speeds.
of control A/C (3.3). Tailing can eliminate risk of collision. • +1 to bank & slip / skid FPs if ≥ 1/2 load carried under wings.
Safe Stacking Limits (3.2): • +0.5 to all minimum level and turn rate speeds.
• In fixed formation = 3 x F or L, or 2 x M or H class. • Engine power = 2/3 of available power accel.
• If flexible or no formation = 2 x F or L (unless facing > 60 apart) • For Tac-scale reduce ROC by 1/3 (round up to nearest 100 FPM)
• If from opposing sides = automatic collision check. • For Op-scale use loaded climb multiples with listed ROC.

Procedure: Roll percentile dice. A result ≥ 85% = collision. OverLoaded A/C
Collision Modifiers (ignore** if spinning A/C involved) • Use overload ceiling. –1.0 to max level and safe dive speeds.
• Shooter stacked with or at range "0" to target = +05 • +1 to all bank and slip / skid FP requirements.
• Entered stack, or range "0" shot from aft of 3/9 line = –05** • +1.0 to all minimum level and turn rate speeds.
• As above but speed less than all others in stack = –05** • Engine power = 1/2 of available power accel.
• Size modifier of largest A/C involved in check = +5 x mod. • For Tac-scale reduce ROC by 1/2 (round up to nearest 100 FPM)
• Entered stack or range "0" shot from front of 3/9 line = +comb. spd. • For Op-scale use overloaded climb multiples with listed ROC.
• One / both A/C in head-on DZ is / are turning = –05 / –10
• A/C in head-on DZ did not fire fixed guns at other = –05 each Severe Damage EffectS (11.0)
• Head-on shot CRR range modifiers (see below) = Variable
• ET turns destroy A/C, BTs risk overstress (+20 mod.)
• Instigating pilot quality modifiers (see below) = Variable
• –1.0 to max level and safe dive speeds.
Head-On Attack Table (10.3) • +20 modifier to dangerous dive rolls.
• +1 to all bank and slip / skid FP requirements.
• +0.5 to all minimum level and turn rate speeds.
• Head-on = shooter in target's front arc & final deflection ≥ 150°, or • Reduce available engine power accel by 1/4.
• Head-on = both A/C firing at each other with fixed guns. • For Tac-scale reduce ROC by 300 FPM (but not to < 0).
• Collision risk range (CRR) = 1/3 combined speed (round up). • Reduce Op-scale climb multiplier by 1 (but not to < 0).
• Danger zone (DZ) = one hex, ± 300 feet of either A/C. • –1 to initiative roll, pilots have their hands full.
• Pilots must make determination roll if firing from within CRR.
• Roll for collision if either enters DZ during follow on movement. A/C Load Notes:
1. Internal Bomb bays: Use 1 load point for every 500 lbs. carried
Pilot Determination % roll & Collision % roll modifiers and 0.5 load points for each 250 lbs. or less left over. Unless F or
• Recruit pilot = +10 Green pilot = +05 D class, A/C carrying bombs in bays may not use inverted banks.
• Veteran or gifted = –05 each Hero, ace or both = –05
2. Loads and Movement Order: A/C loads affect order of moves
Hexes inside CRR: ≥ 5 4 3 2 1 within the combined F and L class as follows:
Determination % Roll: ≤ 30 ≤ 50 ≤ 70 ≤ 80 ≤ 90 a). Overloaded "F" and overloaded "L" A/C move first.
Collision % modifier: +30 +20 +10 +05 +0 b). Loaded "L" A/C move next.
"Hexes inside" formula = (CRR range +1) – firing range. c). Normal "L" and normal or loaded "F" A/C move last.

(Play Aids ver. 3.8)

Buel Chandler (Order #27244075)


FW –­FLIGHT TABLES: PAGE 2
Special flight procedures Dangerous DiveS (4.7)
If, after power selection, start speed is greater than adjusted max safe
A/C Stalls & Spins (4.5) dive speed, roll percentile dice. A/C destroyed on result ≥ 95.
If start speed < adjusted min., A/C stalled, roll % dice for spin check.
Dangerous Dive Modifiers:
Gifted, reg., vet. pilots may force spin (reverse pilot mods., add +20).
• Each continuous turn of dangerous dive after first = +05
Stall turns into spin: ≤ 59 = normal stall ≥ 60 = A/C spins • Each 0.5 speed > adjusted max safe dive speed = +05
Spin recovery Check: ≤ 50 = A/C recovers ≥ 51 = A/C spins • A/C severely damaged, or is a glider = +20 each
• Each existing wing spar or tail structure critical hit = +10
Stall into Spin & Spin Recovery Modifiers:
• A/C has turn carry or just faced (ignore if spinning) = +05 Compressibility (4.7)
• A/C has slatted wings, contra-rotating props. = –15 each If, after power selection, start speed is both ≥ transonic and in excess of
• Single-engine A/C in military, emergency power = +10, +15 A/C's max listed level speed, roll percentile dice. If compressibility occurs,
• Multi-engine A/C in military, emergency power = +05, +10 it continues until recovery made or compressibility conditions no longer
• Multi-engine A/C with unbalanced power = +20 exist. Effects = Rolls, turns, & maneuvers NA. A/C must pitch in shortest
(more engines above idle on one wing than other) direction to VD at EZ rate. Use max VFPs & OC each turn. 2nd turn of
• Rudder out*, no pilots flying* (* = no spin recovery) = +30, +30 VD = pure VD (no opt. HFP). Roll for recovery at start of next move.
• Recruit pilot, or green pilot = +10, +05
• Veteran or gifted pilot (each), all pilots wounded = –10, +20 Compressibility: ≤ 59 = No ≥ 60 = Yes
• At night or in clouds, A/C severe damage = +30, +10 Recovery Check: ≤ 50 = A/C recovers ≥ 51 = No recovery
Compressibility & Recovery Modifiers:
Stall Procedure: Take MC normally unless speed < 1.0, then MC =
• Each turn after first at compressibility speed = +05
–0.3. Adjust A/C's attitude toward, but not through, VD by 3 steps (use
• Dive flaps or dive brakes deployed, Gifted pilot = –20, –05
pull direction if inverted, push if upright). Roll D10, if ≤ 6 wings roll to LV
• For recovery, each alt. band above VL A/C starts in = +05
if upright, IV if inverted, If > 6, wings roll one step left if odd, right if even.
HFP / VFPs are per ending attitude on Standard Altitude Change Table.
Climb VFPs or OC = NA. Dive VFPs = max allowed. Level or dive OC OVERSTRESSING A/C (5.6)
= max downward. Turns, rolls, maneuvers NA. Forfeit all carries except If severely damaged, ET or NG-BT rates destroy A/C. If ET or NG-BT
accel or decel. Add dive & engine accel, climb decel normally. If new start rates used, or if severe damage, tail structure or wing spar hits exist and
speed ≥ adjusted minimum, stall ends, A/C may fly normally next turn. BT or NG-HT or higher rates used, roll percentile dice for possible over-
stress at end of move. If final result ≥ 95, A/C is damaged.
Spin Procedure: No FPs (speed = 0). Roll D10: Odd = spin left, bank
goes to LB; Even = spin right, bank goes to RB. Roll D10: result = 30° Overstress Modifiers:
facings in spin direction. Accel, decel = 0. Forfeit all carries. Altitude loss • Each 30° facing and trans. step (sum) at overstress rate > 1 = +05
in 100' incr. = Turns in spin x listed min speed +D5. Tailing, tracking shots, • Each existing tail structure or wing spar critical hit = +10
near-0 deflection and LVMM mods. NA vs. spinner. Spinner defends at x • If A/C severely damaged = +20
3, and may not drop stores or fire weapons. Spin until recovery roll made. If damage occurs, roll D10, ≤ 7 = wing spar hit, ≥ 8 = tail structure hit.
(–2 for each prior wing spar hit, +2 for each prior tail structure hit).
Spin Recovery: Roll % dice and modify per table above. Upon recovery,
speed = adj. min. +0.5 (or adj. min. if idle used). Angle of bank = LV, select
either steep dive or vertical dive flight attitude at no cost (MC based on
GLOC & Random Flight (5.7)
• If ET or NG-BT turn or transition rates used, roll percentile dice per
selection). Recovery counts as the A/C's transition for the turn.
crewman. If final result ≥ 95%, black out or red out occurs, resp.
• Black out causes incapacitation for 1+ D5 game turns.
A/C Turn Stalls (TS) (4.6) • Red out causes incapacitation for 2 game turns.
• If recruit or wounded, BT or NG-HT turns risk incapacitation.
Penalty Procedure: If caught in Movement Phase return A/C to point of
first illegal action. Lose action but keep first decel & other effects caused Incapacitation Modifiers:
by action, perform TS. If caught in following Movement Phase, return to •  Crewman WIA, using G-Suit (NA for red-out check) = +20, –10
start position, perform TS. If caught in Combat Phase of current or next • Each 30° facing and trans. step (sum) >1 at GLOC rate = +02
• 
Each game turn of continuous GLOC rate after first
turn, damage caused by A/C since illegal action is annulled, start next = +10
turn with TS. If caught > two turns after fact, A/C must do two turn stalls
in succession, the second starting on the first FP after the first is finished. RANDOM FLIGHT TABLE (5.7)
Turn Stall Procedure: Roll D5 for duration in FPs, +1 if veteran, +2 if Random flight A/C move before all others in their class. If pilot incapaci-
regular, +3 if green, +6 if recruit, –1 if gifted, (never > 2 x speed). D10 for tated, throttle cannot be changed. Roll D10 once each for flight attitude
roll direction. Odd= left, even= right. D5 for no. of stall roll FPs instantly pitch change, bank angle change and, if starting banked, for turning.
credited to A/C in roll direction. Applied at snap roll rate (no decel) & stall D10 Roll Flight Attitude Rolling Turn Rate
roll FPs not to exceed duration of TS. If vertical attitude, stall rolls are also 1 to 3 Lower nose, EZ rate Roll left EZ
vert. rolls with bank changes and 90° facing changes required. 4 to 5 Lower nose, free rate No change TT
Execute Turn Stall as follows: 6 to 7 No change No change No Turns
• If in TS at start of move - Transition NA, retain half FP & energy carry. 8 to 10 Raise nose, EZ rate Roll right No Turns
• No turns, maneuvers, or rolls allowed during Turn Stall FPs.
• HFP / VFP ratio, and MC is based on attitude at start of stall. Pitch Changes: Raise or lower nose relative to ground at indicated
• If in climb, do VFPs first until minimum VFPs met, then rest HFPs. transition rate, if not able, then no change. Lowering past VD or raising
(This is zero for shallow climb, 1 for steep climb, etc.). No OC. past VC = no change. Exiting vertical flight is via pull transitions. In all
• If in dive, do VFPs first until maximum VFPs allowed limit is met. other cases lowering pitch is by push if upright, pull if inverted; raising is
• If in level or dive attitude and still in TS at end of game turn, take by pull if upright or push if inverted. Rolling: Expend FPs to roll 1 step in
max OC as altitude loss. indicated direction at normal rate. A roll toward LV or IV stops unfinished
• At end of game turn in which TS procedure started - adjust nose one turns. If roll FPs occur in pure vertical flight, do as vertical roll with 60°
step of attitude toward earth (use push direction if upright, pull if inv- facing. Turning: If not rolling toward LV or IV, expend FPs to face 30° once
erted and never past vertical dive) at rate rolled for (use EZ if unable TT rate). Rolls & turns may combine
• Incur 5 decel, +1 decel per credited FP of stall rolling done. normally. Carry unfinished turns & rolls. Altitude Changes: MC is done
normally. Take full OC in appropriate direction (down for level attitudes).
Once Turn Stall FPs spent, normal flight allowed with remaining FPs. Use max VFPs allowed for by transition, or A/C's current attitude.

(Play Aids ver. 3.8)

Buel Chandler (Order #27244075)


FW – COMBAT TABLES: PAGE 1

Final
BZ or Expl. (1) Expl. (0) COMBAT ODDS (9.4)
Likelihood 1–6 1–4 1–2 1–1 2–1 3–1 4–1 5–1 6–1 7–1 8–1 9–1 10–1
≤ –91 4 4 5 6 7 8 9 10 12 14 16 18 20
–71 to –90 2 3 4 5 6 7 8 9 10 12 14 16 18
–51 to –70 1 2 3 4 5 6 7 8 9 10 12 14 16
–31 to –50 – 1 2 3 4 5 6 7 8 9 10 12 14
–11 to –30 – – 1 2 3 4 5 6 7 8 9 10 12
–10 to +09 – – – 1 2 3 4 5 6 7 8 9 10
10 to +29
+ – – – – 1 2 3 5 5 6 7 8 9
+30 to +49 – – – – – 1 3 4 5 5 6 7 8
+50 to +69 – – – – – – 2 3 4 5 5 6 7
70 to +89
+ – – – – – – – 2 3 4 4 5 6
+90 to +109 – – – – – – – – – – 2 4 5
≥ +110 – – – – – – – – – – – – –
Procedure: Determine odds (Firepower / Def. Strength). Roll for base LH & modify. Cross index final LH with odds to find damaging hits.
Concentrated Guns: A/C firing ≥ 4 nose guns & def. shots including quad turrets increase results, if > 1 hit, by 1 hit per four actual guns used.
Odds Shifts: Two left for half burst (one if crack shot), one left for "beam" attack, one right for long burst or tracking shot.
Excess Odds: If > 10–1 use 10–1 column & –10 LH for each full odds > 10–1. If < 1–6 use 1–6 column & +5 LH for each full odds < 1–6.

UNIVERSAL A/C LH MODIFIERS AIR-TO-AIR GUN COMBAT LH MODIFIERS (Ch.10)


A/C used Neg.-G, is inverted = +30, +20 If gyro gunsight with tracking shot, then target deflection factor reduction = N-1
A/C in or did Slip, in or did Skid = +15, +30 If telescope or simple gunsight used and final deflection not 30° or less = +15
A/C severely damaged = +15 If ring and bead gunsight used, or firer has unbalanced wing guns = +20, +15
A/C at < min. speed or used slats = +15 Gun Harmony-A: If ≥ half actual guns used are wing guns & range is 2, 3 = –15, –10
A/C used slat + flap assist turning = +00 Gun Harmony-B: If < half actual guns used are wing guns & range is 2, 3 = –05, –05
A/C used snap-rolls = +10 each Each hex past harmony if ≥ half, or < half, actual guns used are wing guns = +10, +05
No gun or bombsight used = +40
Lift Vector Mismatch: Target or firer used HT+ rates, each bank angle diff. = +05 per A/C
Target size no. (See ADC) = –05 x No.
Excess Firepower if odds ≥ 1-1: If excess ≥ 1/3, 1/2, 2/3 of tgt. defense str. = –05, –10, –15
Firer or aimer wounded = +20 Fixed Gun Combined Speeds: Per full speed point or less greater than 6.0 = +05
Recruit, Green pilot / crew = +30, +15 G-Rates: F or L class used or carried TT, HT, or BT rate (highest of, once) = +00, +10, +20
Veteran or hero pilot / crew = –05 each G-Rates: M or H+ class used or carried TT, HT, or BT rate (highest of, once) = +10, +20, +30
Ace or crack shot pilot* = –10 each Def. Fire Relative Speed: If > 2.0 use (+2 x rel. speed over 2.0), or, If < 2.0 = –10
*Note - Scenarios may double or triple these Def. Fire vs. Jinking Target, per 30° of HT+ rate transition or facing change = +05
mods. to model certain exceptional pilots. Def. Fire Prime shooter versus A/C using tracking shot against it = –10

BASE LH TABLE (1.8)


% Roll Base LH % Roll Base LH % Roll Base LH % Roll Base LH % Roll Base LH
00 even +130 80 +35 60 +10 40 –10 20 –35
99 +115 79 +33 59 +9 39 –11 19 –36
98 +97 78 +32 58 +8 38 –12 18 –38
97 +87 77 +30 57 +7 37 –13 17 –40
96 +79 76 +29 56 +6 36 –14 16 –41
95 +74 75 +27 55 +5 35 –15 15 –43
94 +69 74 +26 54 +4 34 –17 14 –45
93 +65 73 +25 53 +3 33 –18 13 –48
92 +61 72 +24 52 +2 32 –19 12 –50
91 +58 71 +22 51 +1 31 –20 11 –52
90 +55 70 +21 50 0 30 –21 10 –55
89 +52 69 +20 49 –1 29 –22 09 –58
88 +50 68 +19 48 –2 28 –24 08 –61
87 +48 67 +18 47 –3 27 –25 07 –65
86 +45 66 +17 46 –4 26 –26 06 –69
85 +43 65 +15 45 –5 25 –27 05 –74
84 +41 64 +14 44 –6 24 –29 04 –79
83 +40 63 +13 43 –7 23 –30 03 –87
82 +38 62 +12 42 –8 22 –32 02 –97
81 +36 61 +11 41 –9 21 –33 01 –115
Directions: Roll % dice. Read base LH no. to right of % result. On "00" % result, roll D10 for even-odd result. 00 odd –130
(Play Aids ver. 3.8)

Buel Chandler (Order #27244075)


FW – COMBAT TABLES: PAGE 2

A/C CRITICAL Hit AREA Table (11.2) D10 COCKPIT Critical Effects
≤ 3 Random living crew member killed (KIA).
D10 Area Hit D10 Area Hit
4 to 6 Random living crew member wounded (WIA - see notes).
≤ 2 Engine (random which) 6 Cockpit
3 7, 8 Roll once each on Equipment & Controls tables.
Fuel Tanks 7, 8 Wings
≥ 9 Roll once on Equipment table.
4 Fuel Tanks 9 Equipment
5 Hollow Space (no effect) ≥ 10 Flight Controls Modifiers: + Cockpit protection, (Prot. –1 if beam attack, not < +0).
Modifiers: –1 if final deflection ≥ 150° or defensive fire enters from Notes: Cockpit criticals disable pressure cabins. If living crew ≥ 8, roll
arcs 11 to 01 (–2 if also hit from 12:00 line). +1 if final deflection ≤ 30° or twice for effects per critical. 2nd crew WIA result = KIA, 2nd pilot WIA
defensive fire enters from 05 to 07 arcs. –1 if multi-engine A/C. See note = disabled. Disabled pilots roll D10. If ≤ 5, pilot can function twice that
at bottom right about crack shot pilot effects. many combat turns before disabling takes effect, else KIA. D10 times
3 = Op-turns disabled crew or pilots can survive without medical help.
D10 ENGINE Critical Effects (visible damage)
D10 WING Critical Effects (visible damage)
≤ 1 Engine seized, lose synchronized guns (propeller stops)
≤ 1 Wing spar fails (wing rips off, A/C is destroyed).
2, 3 Coolant leak if liq. cooled, else Oil leak (both = white smoke*)
2, 3 Wing spar damaged. ≥ BT turns risk overstress.
4 Minor fire breaks out (flickering fire with dark smoke**)
–1.0 to max safe dive speed per wing spar hit.
5, 6 Lose 1 step power (wh. smoke; dark smoke if cum. > 2 steps)
4 Ailerons hit. +1 to bank and slip/skid FPs, no snap-rolls.
7 Roll D10, Odd = minor fire**, Even = lose 2 steps power*
5* Two functional wing weapon groups or stations disabled.*
8 Oil leak. Roll D10: Odd = oil on canopy if nose mounted eng.,
6 Roll D10, odd = landing gear damaged, even = flaps jam.
else ignore. Even = smoldering oil* (also, fire check mod.)
7 Roll D10, odd = wing engine critical, even = 1 fuel critical.
≥ 9 Roll D10, Odd = lose 1 step power (no smoke), Even = No eff.
8 If bombs, torpedoes, rockets carried, roll D10. If roll ≥ 6
Modifiers: +2 if Radial engine, +Eng. protection, –1 if in emergency A/C explodes (Fireball, 10% of load's soft attack strength =
power, –2 if second or subsequent hit on same engine. – LH modifier to explosion attacks on nearby A/C).
9* One functional wing weapon group or station disabled.*
Power Loss: Fractional Values Table steps = 2/3, 1/2, 1/3, 1/4, engine ≥ 10 Torn surface skin, permanent +1 decel per game turn.
seized. Each single-engine step loss and each two-to-N multi-engine step
losses reduce max attainable speed by 0.5 (N = total no. of engines). Modifiers: +1 for H class A/C, –1 if A/C severely damaged.
Turbojets: Result 2, 3 = power reduced 1 step instead (white smoke). Notes: Two spar hits destroy F, L class, three destroy ≥ M class. *Bays
Rocket Motors: Any pwr. loss or leak critical disables rocket. Roll D10 never disabled. Wing mounted defensive guns included If no wing
upon taking critical; 1 = A/C blows up if any fuel remains. weapons or stations remain, but A/C has wing mounted engines, roll
Oil on Canopy: Prevents tailing, disables gunsights, –2 to initiative, +10 for engine critical, else = hollow space.
to landing incident rolls, front arc = blind area at night.
D10 EQUIPMENT Critical Effects
Coolant / Oil leaks: 2 x coolant and/or oil leaks for liq. cooled, 3 x oil
leaks for air cooled, or 2 x oil leaks for turbojets = engine seized. With any 1 Random living crew member wounded.
2 Landing gear jammed; fixed gear, skis, floats or hull damaged.
leaks, roll D10 at end of move to check for additional leakage (Exception:
No check required at combat scale if ≤ cruise power used). 3 Gear / flap systems hit, retractable landing gear trails down
unless jammed, and flaps jam in place. If A/C has fixed gear,
Combat turn Tac-turn Op-turn skis or floats or sea plane hull, these items are damaged.
Extra leakage if: D10 ≤ 2 D10 ≤ 5 D10 ≤ 9 4 Fixed gunsight lost, if none, bombsight lost, else hollow.
Tac / Op turn modifier: +1 if endurance speed used. 5 Roll D10, odd = Oxygen out, even = lose radios & radar.
6 Gun synchronization fails. If synch. guns fired, roll D10, if
Engine Fire: Fire goes out in D10 of combat turns after engine shut
≤ 3, propeller shot off & engine knocked out. If no synch.
down (D10 ≤ 7). Do fire progress checks until game turn fire goes out.
guns, one living non-pilot crew WIA; if none, hollow space.
Fire Progress: Roll D10 at end of each game turn after turn fire started.
7 Flight instruments out, roll for disorientation if A/C ends in
–1 if in emerg. power, –1 if minor fire with smoldering oil leak, +1 if idle
clouds / no moonlight (+50 mod. to rolls. NA if in formation).
power, +1 if speed ≥ 6.0 for minor fire, or ≥ 8.0 for major fires. Two minor
8 One functional weapon group, defensive gun or wpn. station
fires on same eng. = automatic major fire. If fuel fed, power mods. NA.
disabled, if none = oxygen out. If no oxygen, hollow space.
Minor Fires (fire with smoke) Combat turn Tac-turn Op-turn 9 Navigation instruments, radios and radar knocked out.
Increase to major fire ≤ 2 ≤ 3 ≤5 10 One exit / canopy jammed, +30 to bail out rolls from exit.
Fire continues as is 3 to 9 4 to 6 6 (NA if jammed exit is already open canopy or bay doors).
Fire goes out ≥ 10 ≥ 8 ≥7
D10 FLIGHT CONTROLS Critical Effects
Major Fires (large flames) Combat turn Tac-turn Op-turn
≤ 2* Tail structure hit, –1.0 to max safe dive speed. Two such
A/C explodes ≤ 2 ≤ 4 ≤7
hits destroy F, L class, three destroy M, H+ class A/C.
Suffer 1 Flt. controls critical hit 3 5, 6 ––
3** Key control cables severed. A/C permanently out-of-control.
Suffer 1 hit (F, L), or 2 hits (≥ M) 4, 5 7 ––
4* Rudder knocked out. No snap rolls, slips, skids, or spin recovery.
Fire continues as is 6 to 9 –– ––
5* Elevators hit, only TT or less rates may be used.
Diminishes to minor fire ≥ 10 ≥8 ≥8
6 Ailerons hit. +1 to bank and slip/skid FPs. No snap-rolls.
7 Throttle hit, roll D10, odd = eng. limited to ≤ cruise power,
D10 FUEL TANKS Critical Effects (visible damage)
even = throttle jammed in place. See Chap. 11 if multi-eng.
≤ 1 Aircraft explodes and is destroyed (fireball & debris).
8 Control cables jamming, roll D10 at start of each move,
2 Fuel Fed Fire (large flames). Treat as major fire from above
odd = only TT or less rates allowed, even = OK.
(eng. power mods. NA), lose fuel as major leak until fire ends.
9 Controls sluggish, allowed maneuver rates reduced by one
3 If current fuel protection ≤ +0 for any reason, then Fuel Fed
(If speed allows BT, then ≤ HT possible. EZ always OK).
Fire. If protected (+1 or better), then major fuel leak as below.
≥ 10 One def. gun, wing gun, weapon station or bay disabled.
4 Major Fuel Leak. Lose one D10 of end., double all end. costs.
Leak ends in D5 Op-turns (white smoke until leak ends). Modifiers: +1 for M or larger class A/C.
5 to 8 Steady fuel leak. Lose D5 endurance per Op-turn per leak. Notes: *Subsequent rudder, elevator hits = tail structure hit.
≥ 9 Minor fuel loss if odd (lose D10 endurance), no loss if even. **First such hit does not affect ≥ M class, but 2nd does.
Modifiers: +Fuel protection. –2 if prior fuel hit exits. –1 if extra aux. or Crackshots may adjust the critical hit area roll result by ±1 if range ≤
drop tanks on board (even if empty, due to vapors). –1 per existing major 2. If range ≤ 1, they may name a specific engine or defensive gunner
fuel leak not due to fuel fire prior to critical roll. –3 if rocket fuel. to be affected in lieu of random engine or random crew member pick.

(Play Aids ver. 3.8)

Buel Chandler (Order #27244075)


FW – COMBAT TABLES: PAGE 3

FIXED FORWARD FIRING GUNFIRE ARCS DIAGRAM (9.2)


Illustrated below are the horizontal fields-of-fire for A/C not turning and for A/C turning (i.e., with turn carry in progress or having just faced due to
a turn, skid, transition induced facing or reversal maneuver). Examples are shown for A/C facing a hex side, a hex juncture and for A/C located
on a hex side. Any target located in the shaded area or on a line that is a border of the shaded area may be fired upon.

A/C Turning Left A/C Turning Right

A/C Turning Left A/C Turning Right

A/C Not Turning


A/C Turning Left A/C Turning Right

A/C Not Turning A/C Not Turning

11 Deflection Arcs Diagram (9.3)


11
10 12 The twelve "clock" lines used to define deflection 10 12
arcs are shown for A/C facing a hex or hex side,
09 01 and for A/C located on a hex side. A/C front and
rear arcs are defined as follows: 09 01
• Front Arc = Clock lines 11 to 01 inclusive.
08 02 • Rear Arc = Clock lines 05 to 07 inclusive. 02
Some rules refer to specific lines about an A/C, such 08
07 03 as the 12:00 (o'clock) line or 6:00 line. These are
the same lines as the depicted clock lines. 07 03
06 04
06
05 05 04
12:00 Line
Blind Arcs (8.1.2)
Tailing (8.1.1)
Rear: If cockpit vis. = poor, sighter 11 12 01 Simple Test: Tailing A/C must be in
is blind to targets in rear arc (clock tailed A/C's rear arc (lines 05 to 07,
lines 05 to 07 included). If cockpit 10 02 inclusive), with range ≤ 8, and with
vis. = fair or good, sighter is blind to tailed A/C in own front arc (lines 11
targets between, but not on, clock to 01, inclusive).
lines 05 to 07. 9:00 Line 09 03 3:00 Line
Deflection Test: If diving, tailing A/C
Rear-Low: If in upright bank angles, must be above tailee; if climbing,
sighter is blind to lower targets in rear 08 04 below. If in level flight, horizontal
arc, or if in inverted bank angles, to range must be > vertical range.
higher targets in rear arc. 07 05 Tailing A/C must have tailee in own
Vertical Flight Effect: If sighter in
06 front arc, range ≤ 8 and show final
VD or VC attitude, & vertical range deflection of 30° or less if horizontal
> horizontal range, a lower or higher 6:00 Line range ≥ vertical range, or 60° or less
target (resp.) in rear arc is visible. if vertical range > horizontal range.

(Play Aids ver. 3.8)

Buel Chandler (Order #27244075)


FW – COMBAT TABLES: PAGE 4

FIXED GUNFIRE DEFLECTION Heading Difference (12:00L) Deflection Factor


DETERMINATION PLAY AID (9.3) 180° x 3
Nose Attitude Steps
3: Vertical Climb 150° x 4 150° x 4
2: Steep Climb Example: Steep
1: Shallow Climb climb is three
0: Level Flight steps away from
1: Shallow Dive shallow dive. 120° x 6 120° x 6
2: Steep Dive
3: Vertical Dive
Directions: Start at target A/C position on the
sight ring at left showing the facing difference
between the shooter & target as it appears
on game map. Adjust position around ring as 90° x 5 90° x 5
directed below under the applicable shooter (3:00L) (9:00L)
& target flight attitude & facing relationship.
Adjustments through the 180° or 0° positions
are allowed. Multiply the target's defense
strength by the deflection factor found at the
final position reached to get a final defense 60° x 3 60° x 3
strength for determining combat odds.
Spinning Targets: Use "60° x 3" for final
deflection factor. Lift vector, tracking shot,
beam shot, near 0° shot and critical hit shot
angle mods. NA against spinning A/C. 30° x 2 30° x 2
0° Final Deflection: Allowed only if target
also in shooter's non-turning gun arc (whether Beam Attack: Occurs if final 0° x 1 Very Low Deflection Shots:
turning or not). If not, deflection = 30°. deflection = 90° and shooter on (6:00L) If shooter's 12:00 line super-
target's 3:00 or 9:00 line. If so imposes target's 6:00 / 12:00
Long Bursts: Allowed if target in shooter's
shift combat odds column one lines, and final deflection is:
horiz. field-of-fire for 2/3 of any of shooter's
to the left. (a) ≤ 30°, then apply a –20 LH
FPs (rounded up).
Head-on Attack: Occurs if modifier to shot roll or...
Tracking Shots: Allowed if shooter had shooter in target's front arc and
target in horiz. field-of-fire for final 2/3 of its (b) ≥ 150°, then reduce final
final deflection is ≥ 150° or both deflection factor by 1, but never
FPs (rounded up) and final deflection ≤ 60°. firing fixed guns at each other. to less than "x 1".
Shooter

Target AND shooter BOTH in Level flight: Lift Vector Match


Any angle: No adjustments for any heading difference.
Final Deflection ≤ 60° =
Shooter and target must
Target AND shooter Both climbing or Both diving:
have same bank angle.
0° difference: Move marker away from 0° for each step difference between shooter and target.
60° or 30° diff.: Move marker away from 0° for each two steps difference between shooter and target. Final Defl. = 90° = Both
90° difference: Sum the steps shooter and target are from level. Move marker toward 0° for each three steps. in same LV or IV bank, or
150° or 120° diff.: Sum the steps shooter and target are from level. Move marker toward 0° for each two steps. in same direction bank.
180° difference: Sum the steps shooter and target are from level. Move marker toward 0° for each step.
Final Defl. ≥ 120° = Both
Target or shooter in level flight AND other Not: upright or both inverted
0° difference: Move marker away from 0° for each step difference between shooter and target. with opposite direction
Any other: Move marker toward 90° for each two steps difference between shooter and target. banks, or both in same
90° difference: No adjustments required. LV or IV bank, or one up-
180° difference: Move marker toward 0° for each step difference between shooter and target. right, other inverted, both
in same direction bank
Target or shooter climbing AND other diving: and any turning would be
0° difference: Move marker away from 0° for each step diff. between shooter and target. toward each other's posi-
30° or 60° diff.: Move marker away from 0° for each step diff. more than one between shooter and target. tion (not away).
120° or 90° diff.: Move marker away from 0° for each two steps difference between shooter and target.
150° difference: Compare steps away from level climber is with diver. For each step difference more than one, move marker toward 0°.
180° difference: Compare steps away from level climber is with diver. For each step difference from level move marker toward 0°.

FLIGHT Attitude Fixed Gun field-of-fire limits


Shot Limits Level flight Shallow flight Steep flight Vertical flight
Same Hex Attack: Same Altitude 0 or 1 increment 1 to 3 increments 1 increment to Any.
Further Limit ± 1 incr. per 2 hex or less 2 incr. per hex 6 incr. per hex Any amount in range
Nearer Limit Same Altitude 1 incr. per 3 hex or less 2 incr. per hex 6 incr. per hex

(Play Aids ver. 3.8)

Buel Chandler (Order #27244075)


FW – COMBAT TABLES: PAGE 5

DEFENSIVE GUNFIRE PLAY AID (9.3) High Aspect Shot: Prime shooter & target diverging in altitude & flight
attitude is ≥ 2 steps apart, apply following modifiers:
a. If Horizontal range ≥ Vertical range, +10 LH
b. If Vertical > Horizontal by 100' or more, +20 LH
Example: Bomber in level flight is the prime shooter firing at a higher
target in a steep climb. Horizontal range is 3 hexes (900 feet) and the
vertical range is 1,000 feet = apply +20 LH modifier to shot.
Formation Effects: Up to two A/C not in formation, up to three in same
flexible formation, or up to six in same fixed formation may combine fire
at a single target (exception: see Turret-Armed Fighters 10.5).
Directions - For each A/C firing defensive guns in an attack: Prime Shooter = Defensive firing A/C with strongest total firepower (after
1. Total firepower of all guns with same crit. rating firing at target. deflection mods.). If > one A/C is equally strong, use closest. If > one is
2. Using clock line diagrams below, determine firepower modifier. equally close, firing player chooses which is prime shooter.
3. Multiply A/C's total firepower by modifier to get final firepower. Defensive Fire Strength Modifier Diagram: Find clock line entry of shot
4. Sum final firepowers of all A/C firing at target into a single attack. from shooter to target. Multiply firepower by fractional modifiers given in
5. Resolve shots normally using applicable LH modifiers. diagram below. Note: a ( ) around clock line nos. in table below means:
6. If target climbing or diving away from prime shooter's altitude, or "excluding that clock-line". Examples - Bomber A below fires at fighter B.
target in level flight and prime shooter is climbing or diving away The fire enters B's hex between the 09 and 07 clock lines = multiply total
from target, AND difference in flight attitudes between the two is firepower by 1/3 to get final firepower. Against fighter C, the fire enters
2 or more steps, use High Aspect Shot LH modifiers. between the 11 and 09 clock lines = multiply by 1/2 to get final firepower.

Defensive gun Vertical


Field-of-Fire shifts

11 12 01 11 12 If A/C in steep or vertical flight,


09 adjust vertical field-of-fire limits
for front and rear hemisphere
01 coverage by amount given
09 03 below. Front = clock lines (09)
A to (03). Rear = lines 03 to 09.
07 B
Arc Climb shift
07 05 03 Code Front / Rear
06 06 05 A/C± = (A/C±) +3 / –3
N+ = (N+) +5 / –5
U+ = U+ / 6+
U– = 6– / U–
N– = (N–) +5 / –5
Defensive Firepower 12
Strength Modifiers Arc Dive shifts
11 Full 01 Code Front / Rear
12:00 line = x Full A/C± = (A/C±) –3 / +3
(12) to 01 = x 2/3 N+ = (N+) –5 / +5
2/3
(01) to 03 = x 1/2 U+ = 6+ / U+
(03) to (05) = x 1/3 U– = U– / 6–
1/2
1/2

05 to 07 = x 1/2 N– = (N–) –5 / +5
09 03
(07) to (09) = x 1/3 C Vert. Field-of-Fire Codes
09 to (11) = x 1/2 A/C = A/C altitude, 0 at "0"
11 to (12) = x 2/3 1 = 100 / hex, 100 at "0"
1/3

1/3

1/2 2 = 200 / hex, 100 at "0"


( ) = clock line excluded. 3 = 300 / hex, 200 at "0"
4 = 400 / hex, 200 at "0"
07 06 05 5 = 500 / hex, 300 at "0"
6 = 600 / hex, 300 at "0"
Defensive Gunfire Rules Summary (10.5) 7 = 700 / hex, 400 at "0"
Limits 8 = 800 / hex, 400 at "0"
• A defensive gun may only fire once per turn (snap shots, long bursts, tracking shots not applicable). 9 = 900 / hex, 500 at "0"
• Target may be attacked once by each critical hit value during a defensive fire response. >9 = U = unlimited / hex
• Defensive fire allowed in response to declared head-on shot, and in defensive fire portion of combat phase. and 600 at range "0"
• Defensive gun may not fire if aircraft incurred Neg.-G, snap rolled, was inverted at any time in game turn, or "+" = above shooter
ended in a vertical flight attitude (exception: F, MF, D class may fire from vertical attitudes). "–" = below shooter
• Turrets may not fire if > HT rate used, manual guns may not fire if > TT rate used (or > EZ rate for H+ class).
Relative Speed Calculation
Shot LH Modifiers
Defl. Formula
• All maneuver, crew, A/C related modifiers, and quad. turret guns hit bonus are based on prime shooter's A/C.
• Target jinks = +05 per 30° of facing or transition at HT+ rates. Target hanging (rel. speed < 2.0) = –10.
150+ Add both
• Relative speed LH modifiers are based on prime shooter and target aircraft relationship. 120 Faster +1/2 Other
• Relative speed = +(2 x (relative speed – 2)) (per formula at left, but ignore if negative value). 90 Fastest of both
• Tracking shot used by target against prime shooter = –10 LH to defensive shot. 60 Faster –1/2 Other
• Concentrated fire damage bonus allowed if prime shooter using any quadruple gun turrets in shot. 30– Target – shooter

(Play Aids ver. 3.8)

Buel Chandler (Order #27244075)


FW – AAA COMBAT TABLES: PAGE 6

Vertical Range Table (3.1)



Range to Target (3.1): "Total Range" = Longer of horizontal or vertical range, in hexes, plus half the shorter range rounded down. 300 feet of
altitude difference = one hex of range. Use Vertical Range table below and find entry closest to, but not > listed altitude difference in levels. Read
range in hexes under entry. For ranges > 1, round any extra 100 feet to target down and any extra 200 feet up to next range.

Alt. Diff: 0.3 0.6 0.9 1.2 1.5 1.8 2.1 2.4 2.7 3.0 3.3 3.6 3.9 4.2 4.5 4.8 5.1 5.4 5.7 6.0 6.3 6.6 6.9 7.2
Range: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24

Alt. Diff: 7.5 7.8 8.1 8.4 8.7 9.0 9.3 9.6 9.9 10.2 10.5 10.8 11.1 11.4 11.7 12.0 12.3 12.6 12.9 13.2 13.5 13.8 14.1 14.4
Range: 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48

Alt. Diff: 14.7 15.0 15.3 15.6 15.9 16.2 16.5 16.8 17.1 17.4 17.7 18.0 18.3 18.6 18.9 19.2 19.5 19.8 20.1 20.4 20.7 21.0 21.3 21.6
Range: 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72

AAA GUN COMBAT (24)

AAA Limits: All land guns of same critical rating firing at same target must total all firepower values into a single attack. Naval guns do same but
each ship resolves its fire at A/C separately. Any no. of naval AAA batteries of 20mm or smaller may combine fire at an A/C & up to six batteries
of guns > 20mm may combine fire at an A/C. Radar and Director modifiers do not apply unless ≥ 1/2 the batteries firing are under such control.
Light and Medium AAA Gun Aimed Fire Procedure: Select target A/C. Sum FP of all guns with same critical rating into one attack. Roll for LH
to determine number of unmodified 1-1 odds damage rolls allowed against target by that critical rating. Total hits from all 1-1 damage rolls before
rolling for critical hit damage. One turn of non-firing required for a light or medium AAA gun to switch targets.
Heavy Gun Barrage Fire Procedure: If first shot, reveal FO target hex and altitude in the combat phase and place a barrage marker in the target
hex. Conduct first shot scatter (24.3.1). If not first shot, FO barrage marker may be adjusted by up to 10 shifts per turn. A shift = 1 hex or 500 feet
of altitude. Roll for attack LH (applying modifiers) for each set of guns with the same critical hit rating firing into B-zone to find number of unmodi-
fied 1-1 odds damage rolls generated (limited to not more than twice the number of guns firing). Randomly distribute any damage rolls against
A/C targets (real or phantom) in zone. No single A/C target may be allotted more than three damage rolls. Total hits from all damage rolls before
applying critical rolls. Heavy guns may be either on standby, become engaged, shoot or cease fire in a game turn.

LT. & MED. AAA AIMED FIRE AAA CHARACTERISTICS SUMMARY

AIMED FIRE MODIFIERS AAA Size Type Crit. Rating Damage Notes
Summed Firepower = – Total Firepower ≤ 8mm Light 4 –––
Target Size Modifier = – 05 x A/C size modifier. ≤ 15mm Light 3 –––
Target Speed = + 02 x A/C speed ≤ 25mm Light 2 –––
Target Flight Attitude = + 05 if steep, +10 if vertical. ≤ 35mm Med. 1.5 2 x critical hits
Target Horizontal Jinks = + 05 x no. of 30° facing changes done ≤ 40mm Med. 1 2 x hits, 2 x critical hits
via any means except vert. rolls. ≤ 57mm Med. 1 3 x hits, 3 x critical hits
Target Vertical Jinks = + 05 x no. of 30° transition steps. ≤ 102mm Heavy 3 –––
Target Vert. Roll Jinks = + 05 per VR > 1, separated from > 102mm Heavy 2 –––
prior VR by ≥ 1 non-VR HFP.
AAA on moving vehicle / ship in rough seas = +20 / +10 HEAVY GUN BARRAGE FIRE DAMAGE ROLLS
Naval AAA director aimed / manually aimed = +00 / +10 One unmodified 1-1 odds Damage Roll per each –20 LH.
Radar Aimed pre-Oct. 44 / Oct. 44+ / Jun. 45+ = +00 / –10 / –20
Incidental Target = +10 Heavy AAA Shot Modifiers:
At Night, Tgt. sighted or illuminated = +20 (NA if radar aimed) Summed Firepower of guns used = – Total FP
At Night, Tgt. silhouetted = +30 (NA if radar aimed) Per F or L / M, H or SH aircraft in Zone = –1 / –2
At Night, Tgt. hidden (two gun / batt. limit) = +60 (NA if radar aimed) Radar Aimed before Oct. 1944 = –10
Radar Aimed Oct. 1944 or after = –20
Searchlight A/C Capture: D10 ≤ 2, +1 if range > 30, +1 if speed > 5.0,
Proximity fused shells in use = –15
± A/C size, –2 if radar aimed, cumulative –1 per attempt on same target.
Concentrated / Normal / Long range Barrage = +30 / +40 / +50
Searchlight Evasion: If HT rates used or speed > 5.0. D10 ≤ 1+sum of HT+
Barrage Firing at Night (NA if radar aimed) = +30
rate facing & att. changes. +1 per SL >1, –1 if speed > 6.0, –1 if range > 30.
Naval AAA > 1/2 manually aimed = +10
1-1 ODDS DAMAGE ROLLS EARNED (unmodified) Zone overlapped by other zones = +20
Each fire order aiming shift on turn of shot = +05
One roll if final LH ≤ –30 (Percentile ≤ 23)
Two rolls if final LH ≤ –50 (Percentile ≤ 12)
Actual Guns Barrage Zone Radius = Target hex out to:
Three rolls if final LH ≤ –70 (Percentile ≤ 05)
Firing For Concentrated / Normal / Long Ranges

Incidental AAA Targets (24.2): Any A/C stacked with, or at range zero 1 to 2 = Tgt. Hex / = 1 hex / = 2 hexes
to the actual target (range 0 = same hex / hexside within 200 feet) are 3 to 6 = 1 hex / = 2 hexes / = 3 hexes
attacked using the same FP applied to the original target. If total firepower 7 to 12 = 2 hexes / = 3 hexes / = 4 hexes
is ≥ 50 or ≥ 100, then any A/C at a range of 1, or 2, respectively, to the > 12 = 3 hexes / = 4 hexes / = 5 hexes
original target, are also attacked. In this case, reduce FP by half (round B-Zone Notes: Minimum targets in zone = zone radius, add "phantom"
down) for each hex of range the incidental target A/C is from the original targets as needed. Engagement area = any hex or hexside of the
target. For all incidental fire attacks use the same modifiers that applied hexes in the zone, + or – 500 feet from target altitude. Concentrated
to the original target +10 for being an incidental attack.­­ zones allowed if range ≤ 30. Long range zone mandatory if range > 60.

(Play Aids ver. 3.8)

Buel Chandler (Order #27244075)


FW – COMBAT TABLES: PAGE 7
GROUND ATTACK PROCEDURES SUMMARY

STRAFING (19.1 & 19.2)


Parameters: Target in gun's field-of-fire or on LOA to target for at least one FP. If staying in level flight and target lower, ≥ one altitude
increment must be lost per turn of aiming. A/C gun ranges are doubled. Deflection modifier always x1. Tracking shots NA.
Large cannon non-turning field-of-fire widens one hex for each 10 hexes of range, roll to hit LH listed on ADC.
Aiming: Minimum: FPs ≥ to 1/2 speed. Full: FPs ≥ to speed. Note: Attacks do not cancel aiming if primary target unchanged.
Modifiers: • Universal A/C mods. = variable • Big Gun MG sighting = –20 • Terrain effects mods. = Variable
• 1 turn extra aiming = –10 • 2 turns extra aiming = –20 • Minimum aiming = +20
• No aiming or Sec. Target = +40 ea. • Each hex of range past 6 for N only or unharmonized guns = +2

ROCKETRY (19.3)
Parameters: Have target in fixed-gun field-of-fire, wings level or in upright bank, within min and max range of rockets fired.
If in level flight and target lower, one altitude increment must be lost during move. Rockets do double damage to targets.
Aiming: Minimum: FPs ≥ to 1/2 speed. Full: FPs ≥ to speed. Attacks do not cancel aiming if target unchanged.
Modifiers: See ATG Rocketry Tables, page 6 for attack mods. Use Terrain Effects mods. when resolving damage.

BOMBING (20.1)
Parameters: All bombs must be released from legal release point hex (Combat Tables, page 7).
Level Bombing (20.2) - Aim while in level flight, with wings level or in upright bank. Drop bombs from level flight.
Glide Bombing (20.3) - Aim while in level, shallow or steep dives, wings level or in upright bank. Drop from shallow dive.
Steep Dive Bombing (20.4) - Aim while in any mix of shallow, steep, or vertical dives, with wings level or in upright bank.
Drop from steep dive. Any "L", "F" or "D" class A/C may use this method unless scenario stipulates otherwise.
Vertical Dive Bombing (20.5) - Aim while in any mix of steep or vertical dives, with wings level or in upright bank.
Drop bombs from vertical dive. Only "D" class A/C may use vertical dive bombing.
Aiming: Minimum: One full game turn on LOA to target. Full: Two full game turns on LOA to target.
Modifiers: Bomb Accuracy LH Mods. Table (Combat Tables, page 7). Use Terrain Effects mods. when resolving damage.

LOW-LEVEL (21.0 & 22.0)


Parameters: Skip Bombing (21.1) - Drop from one increment above water, in level flight with wings level. May strafe in same attack.
Parafrags & CB Dispensers (21.2) - Drop from ≤ 1,500 above target, in level flight with wings level, at speed ≤ 6.0.
CB bombs, cannisters, bundles use normal bombing rules, but must preselect bombing type and release altitude range.
Torpedo Bombing (22.0) - See Naval Play Aids, page 1.
Release Points: Skip Bombing - Proper RP = 1/2 speed rounded up in hexes away. RP may be from one to A/C speed rounded up, away.
Parafrag or CB Disp. Bombing - Use Level bomb RP ranges for A/C altitude at time of drop minus 2 hexes (but not < 0).
Aiming: Skip, Parafrag, CB Dispenser - Time as for Strafing. Note – Strafe aiming and attacks count as aiming for skip bombing.
Modifiers: • Bomb accuracy mods. = variable (Combat Tables, page 7) • Each hex beyond skip bomb proper release point = +20
• Skip & Parafrag / CB dispenser base modifiers = –30 / –60 • Each hex inside skip bomb proper release point = +10

LINES OF APPROACH DIAGRAM (18.2) 19.1 Hard (armored) Target Effects on Strafing: Guns < 12.7mm = no effect (0 att.
str.), but can still be used for sighting. Guns of < 30mm, and 30mm Mk-108 guns, cause
only 1/2 damage (rounded up). Guns of 30 to 35mm attack normally. Big guns of ≥
37mm double firepower. 37mm to 40mm guns do double damage, guns > 40mm do
triple damage, Large Cannons ≥ 75mm do quintuple damage.
19.4 Strafing & Rocketing Armor: Top attack if attacker in steep or vertical dive, else
front if attacking from target's 11 to 01 clock lines (inclusive), rear if from 05 to 07 clock
lines (inclusive), else side attack. Shift odds two columns right for side attack, three
columns right for rear or top attack and –10 LH mod. if top attack.
20.1 Large Bombs, Very Large Bombs and Secondary Targets: Bombs ≥ 1,000,
10 10 ≥ 4,000, ≥ 8,000 and ≥ 16,000 lbs can also attack targets in adjacent or further hexes
from their impact point. See Rule 20.1 for specifics.­­­

Terrain Effects Chart (18.2)


Target entrenched / Bunkered* = Defense factor x 2 / x 4 (*soft targets = hard)
Type Attack Terrain LH Mod. Notes
Bombs Rough, Buildings, Woods +10, +10, +20 –––
Fire Bombs Towers, Buildings, Woods +00, +00, +10 Starts Fire if...*
Water hexes +00 1/2 Strength
Rockets Buildings, Woods +10, +20 –––
Any LOA that passes through center of target hex
Strafing Rough, Large Buildings** +10, +30** Infantry Entrenched**
(see solid lines), or a hexside of the target hex (see
Light housing, Woods +10, +20 ––––
dotted lines) is a valid LOA for aiming. If Target on
a hexside, LOA must bisect hexside or touch either * If summed F attack strength ≥ 2 x wood structure defense strength, or 3 x stone or
end of hexside to be a valid for aiming. brick building defense strength, or always if in woods hex regardless of target.

(Play Aids ver. 3.8)

Buel Chandler (Order #27244075)


FW – COMBAT TABLES: PAGE 8

ADDITIONAL BOMBING RULES (Ch. 20)

FIRE, SMOKE & BLAST ZONES (20.8) BOMB FUSE EFFECTS (20.6)
Blast Zones (BZ): A BZ is created in any hex hit by bombs (other than Contact Fuses:
CB or Fire types), torpedoes or "on-target" rockets having a summed • All bombs use soft attack strength versus soft targets.
soft attack strength ≥ 50 pts. If an attack will result from falling bomb or • HE and SAP bombs use hard attack strength vs. hard targets.
torpedoe movement, immediately place a BZ marker in the attacked hex, • AP bombs use soft attack strength vs. hard targets.
before A/C move start moving, For rocket attacks, a BZ marker is placed • No penetration ability against any ship target.
when the attack is resolved in the combat phase. • Fuse extenders: –30 LH vs. soft, +30 LH vs. hard targets.
BZ Size & Effects: The BZ includes the impact hex, any extra hexes Penetration Fuses:
affected by bomb size and all hexsides forming them, from ground level • All bombs = +30 LH to attacks vs. soft land targets.
to 1,000 feet above, immediately upon placement. This rises to 2,000 • All bombs use soft / Hard attack strength vs. soft / Hard targets.
feet above the ground during the turn after placement, and falls back to • Unarmored ships penetrated. AP bombs penetrate level 1 armor.
1,000 on second turn after placement. BZ markers are removed at the • SAP, AP dropped from ≥ 4,000 penetrate level 1, 2 armor, resp.
end of second turn after placement. A/C situated in a BZ in the Combat • SAP, AP dropped from ≥ 8,000 penetrate level 1, 3 armor, resp.
Phase of the turn BZ was placed are attacked at 1-1 odds. Otherwise, • SAP, AP bombs of ≥ 1,000 lbs. increase armor pen. by 1.
A/C that enter, exit, or transit an existing blast zone during movement • Bombs dropped in steep or vertical dives reduce the minimum
undergo a "1-4" attack in the Combat Phase, adding a –05 LH to roll for altitude for penetration by 1.0 for each 2.0 of speed they have.
each FP expended that left them within the BZ during their move. A –10
modifier applies for each 100 soft attack strength points the weapon(s) Delayed Action Fuses (preselect 1 or more turns of delay)
exploded with. BZ attacks have a critical hit rating of 3. • All bombs +60 LH vs. soft land targets or for ship near miss attacks.
• All bombs use Soft / Hard attack strength vs. Soft / Hard targets.
Fires & Smoke Palls: Incendiary bombs (code F) can set wooded terrain • Required for bombs used in skip bombing. Normally 1 turn delay.
or flammable structures on fire (see Terrain Effects Chart). Infantry and
• Ship armor penetration same as for penetration fused bombs.
mobile AAA inside or on buildings that are on fire, exit to the outside in a
D10 of turns. Non-mobile AAA guns on burning buildings cease fire (are FALLING BOMB PROCEDURE (20.1)
abandoned) after a D10 of turns. Fires and bombs of ≥ 2,000 lbs. in size
create permanent smoke palls when started or their attack is resolved. • Place a falling bomb marker under A/C when bombs are released.
Smoke palls occupy the target hex and hexsides, and each pall adds • Marker HFPs = HFPs used by A/C on turn of release (never < one).
+10 to any future strafe or rocket attacks conducted into the hex, or any • Each turn, prior to A/C moves, advance marker down LOA toward
AAA firing out of the hex for the rest of the game. target hex using all marker HFPs. Stop once marker reaches target
hex. The bomb attack occurs in the Combat Phase of the turn the
TOF expires if the marker reaches the target on or before that turn.
BOMB SCATTER (20.1.1)
• If TOF expires before marker reaches target hex, the attack occurs
Scatter: A final LH ≥ –34 = bombs scatter in clock direction and distance at START of Combat Phase of turn after the turn the TOF expired.
in hexes given below in Bomb Scatter Table. Scatter Limits: Bombs may • On the turn of attack, resolve scatter before A/C move for purposes
not scatter further than average (rounded down) of bomb's horizontal of identifying BZ danger areas.
speed and time-of-fall; nor to positions behind the A/C's 3:00 - 9:00 line
as existed at release point (unless dropped from steep or vertical dives). Bomb Accuracy Rolls: A final LH ≤ –35 = bombs "on target". A final
If so, reduce scatter distance as needed to obtain a legal position. If a LH ≥ –34 = Bombs scatter, and ≥ +116 = random bombs.
scatter is to a hexside, randomly determine which of two hexes sharing Enhanced Bomb Attacks: If final LH is ≤ –55, or ≤ –75, double, or
the hexside the bombs actually land in (unless occupied by ship target, triple attack value of bombs vs. land targets.
see rule 27.1). Example Bomb Scatter: If bomb accuracy roll final LH =
+42, bomb scatters two hexes in the 12:00 direction relative to A/C flight Random Bombs: A final LH ≥ +116 = random bombs (see rule 20.1.1
path as indicated by the star symbol in diagrams below. for additional scatter effects). Random bombs have no scatter limits.

BOMB SCATTER TABLE


11 12
LH Dir. – Dist. LH Dir. – Dist. 10 12 11 01
≤ –35 On Target ≤ +76 02 - 2
≤ –29 12 - 1 ≤ +79 08 - 2 09 10 02
01
≤ –23 06 - 1 ≤ +82 10 - 2
≤ –17 01 - 1 ≤ +85 04 - 2
≤ –11 07 - 1 ≤ +88 03 - 2
≤ –05 11 - 1 ≤ +91 09 - 2 08 ≤ –35 02 09 ≤ –35
03
≤ +01 05 - 1 ≤ +94 12 - 3
≤ +07 02 - 1 ≤ +97 06 - 3
07 03 08 04
≤ +13 08 - 1 ≤ +100 01 - 3
≤ +19 10 - 1 ≤ +103 07 - 3
≤ +25 04 - 1 ≤ +106 11 - 3 06 04 07 05
≤ +31 03 - 1 ≤ +109 05 - 3 05 06
≤ +37 09 - 1 = +110 02 - 3
≤ +43 12 - 2 = +111 08 - 3
≤ +49 06 - 2 = +112 10 - 3
≤ +55 01 - 2 = +113 04 - 3
≤ +61 07 - 2 = +114 03 - 3
≤ +67 11 - 2 = +115 09 - 3
≤ +73 05 - 2 ≥ +116 Random

(Play Aids ver. 3.8)

(Play Aids ver. 3.8)


Buel Chandler (Order #27244075)
FW – COMBAT TABLES: PAGE 9

BOMB RELEASE POINT TABLES (20.1)


Level Bomb Release Points (20.2) Aircraft Speeds Time of Fall
Altitude ≤ 2.5 ≤ 3.5 ≤ 4.5 ≤ 5.5 ≤ 6.5 ≤ 7.5 ≤ 8.5 ≤ 9.5 ≥ 10.0 RP Mod. ≤ 4.5 ≤ 7.5 ≥ 8.0

≤ 8,500 10-13 14-18 19-23 24-28 29-33 33-38 37-42 41-47 45-51 +30 6 6 6
≤ 7,000 9-12 13-17 18-21 22-26 26-30 30-35 34-39 37-43 41-47 +25 5 5 5
≤ 6,000 8-11 12-16 17-20 21-24 24-28 28-32 31-36 35-40 38-44 +20 5 5 5
≤ 5,000 8-10 11-14 15-18 19-22 22-26 25-30 29-33 32-37 34-40 +15 4 4 4
≤ 4,000 7-9 10-13 14-16 17-20 20-23 23-27 25-30 28-33 31-36 +15 4 4 4
≤ 3,200 6-8 9-12 12-15 15-18 18-21 20-24 23-27 25-30 27-33 +10 3 3 3
≤ 2,500 5-7 8-10 11-13 13-16 15-19 18-21 20-24 22-27 24-29 +10 3 3 3
≤ 2,000 5-7 7-9 9-12 12-14 14-17 16-19 17-22 19-24 21-26 +05 2 2 2
≤ 1,500 4-6 6-8 8-10 10-12 12-15 13-17 15-19 16-21 18-23 +05 2 2 2
≤ 1,000 3-5 5-7 6-8 8-10 9-12 10-14 12-16 13-17 14-19 +05 2 2 2
≤ 600 2-4 4-5 5-7 6-8 7-9 8-11 9-12 9-14 10-15 –00 1 1 1
≤ 300 1-3 2-4 3-5 4-6 4-7 5-8 5-9 6-10 6-11 –00 1 1 1

Shallow Dive (Glide bomb) Bomb Release Points (20.3) Time of Fall

Altitude ≤ 2.5 ≤ 3.5 ≤ 4.5 ≤ 5.5 ≤ 6.5 ≤ 7.5 ≤ 8.5 ≤ 9.5 ≥ 10.0 RP Mod. ≤ 4.5 ≤ 7.5 ≥ 8.0
≤ 6,500 8-11 11-16 14-20 17-23 20-27 22-31 24-34 26-38 28-41 +15 4 4 4
≤ 5,500 7-10 10-14 13-18 15-22 18-25 20-28 22-31 23-34 25-37 +15 4 3 3
≤ 4,500 6-9 9-13 11-16 14-20 16-23 17-26 19-28 21-31 22-34 +10 3 3 3
≤ 3,500 5-8 8-11 10-14 12-17 13-20 15-22 16-25 17-27 18-29 +05 3 2 2
≤ 2,700 5-7 7-10 8-13 10-15 11-17 12-20 13-22 14-24 15-26 +05 2 2 2
≤ 2,000 4-6 5-9 7-11 8-13 9-15 10-17 11-18 11-20 12-22 –00 2 2 1
≤ 1,400 3-5 4-7 5-9 6-11 7-12 8-14 8-15 8-16 9-18 –00 2 1 1
≤ 900 2-4 3-6 4-7 5-9 5-10 6-11 6-12 6-13 6-14 –00 1 1 1
≤ 600 2-4 3-5 3-6 4-7 4-8 4-9 4-10 5-11 5-11 –05 1 1 0
≤ 400 1-3 2-4 2-5 3-6 3-7 3-7 3-8 3-9 3-9 –05 1 0 0
≤ 300 1-2 1-3 1-4 2-4 2-5 2-5 2-6 2-6 2-6 –05 0 0 0
≤ 200 1-2 1-2 1-3 1-3 1-4 1-4 1-4 1-4 1-5 –05 0 0 0

Steep Dive Bomb Release Points (20.4) Time of Fall

Altitude ≤ 2.5 ≤ 3.5 ≤ 4.5 ≤ 5.5 ≤ 6.5 ≤ 7.5 ≤ 8.5 ≤ 9.5 ≥ 10.0 RP Mod. ≤ 4.5 ≤ 7.5 ≥ 8.0
≤ 6,500 3-10 5-13 6-16 7-19 8-21 8-23 9-25 9-27 10-29 +10 3 3 2
≤ 5,500 3-9 4-12 5-14 6-17 7-19 7-21 8-23 8-24 8-26 +10 3 2 2
≤ 4,500 3-8 4-11 5-13 5-15 6-17 6-18 7-20 7-21 7-22 +05 3 2 2
≤ 3,700 2-7 3-9 4-11 4-13 5-15 5-16 5-17 6-18 6-19 –00 2 2 1
≤ 3,000 2-6 3-8 3-10 4-12 4-13 4-14 4-15 5-16 5-17 –00 2 1 1
≤ 2,500 2-6 2-7 3-9 3-10 3-11 4-12 4-13 4-14 4-14 –00 2 1 1
≤ 2,000 1-5 2-7 2-8 3-9 3-10 3-10 3-11 3-12 3-12 –05 1 1 1
≤ 1,600 1-4 2-6 2-7 2-8 2-8 2-9 2-9 2-10 2-10 –10 1 1 1
≤ 1,200 1-4 1-5 1-6 2-6 2-7 2-7 2-7 2-8 2-8 –15 1 1 0
≤ 900 1-3 1-4 1-4 1-5 1-5 1-6 1-6 1-6 1-6 –20 1 0 0
≤ 600 0-2 0-3 1-3 1-4 1-4 1-4 1-4 1-4 1-4 –25 0 0 0
≤ 300 0-1 0-2 0-2 0-2 0-2 0-2 0-2 0-2 0-2 –30 0 0 0

Vertical Dive Bomb Release Points (20.5) Time of Fall

Altitude ≤ 2.5 ≤ 3.5 ≤ 4.5 ≤ 5.5 ≤ 6.5 ≤ 7.5 ≤ 9.5 ≥ 10.0 Pure Vt. RP Mod. ≤ 4.5 ≤ 7.5 ≥ 8.0
≤ 8,000 1-5 1-7 1-8 2-9 2-10 2-10 2-11 2-12 0-2 +10 3 3 2
≤ 6,500 1-5 1-6 1-7 1-8 2-8 2-9 2-9 2-10 0-1 +05 3 2 2
≤ 5,000 0-4 1-5 1-6 1-6 1-7 1-7 1-7 1-8 0-1 –00 3 2 2
≤ 4,000 0-3 1-4 1-5 1-5 1-6 1-6 1-6 1-7 0-1 –00 2 2 1
≤ 3,000 0-3 0-3 1-4 1-4 1-4 1-5 1-5 1-5 0 –05 2 1 1
≤ 2,000 0-2 0-3 0-3 0-3 0-3 0-3 0-3 0-3 0 –10 1 1 1
≤ 1,500 0-2 0-2 0-2 0-2 0-2 0-3 0-3 0-3 0 –20 1 1 0
≤ 1,000 0-1 0-1 0-2 0-2 0-2 0-2 0-2 0-2 0 –30 0 0 0

BOMB ACCURACY LH MODIFIERS (Final LH ≤ –35 = on target bomb) Note: Bomb Scatter Diagram on Page 9.
• Sight angle and range = + Horizontal range • Wings not level, wings rolling = +20 • No aiming = +80
• Sight angle and altitude = + RP modifier • Universal A/C modifiers = Variable • Minimum aiming = +20
• Time of fall drift errors = + TOF x 5 (Combat Tables, page 1) • Full aiming = –00
• Per 100 feet above 300 if using tumbling napalm or fire bomb / Skip or Parafrag bomb = +10 / –30 • Per turn of extra aiming = –10
• Trained bombardier doing level bombing with full aiming, early / normal bomb sights = –10 / –20 (max of –20, or two turns)
• Trained bombardier doing level bombing with full aiming, advanced / Norden bomb sights = –30 / –40

(Play Aids ver. 3.8)

Buel Chandler (Order #27244075)


FW – COMBAT TABLES: PAGE 10
AIR-TO-AIR ROCKETRY (10.7)
Firing Parameters: Firer in level or shallow flight with upright bank angle. No turns or transition rates > TT and no maneuvers other than slips
allowed (skids NA) on turn of firing. Select one target A/C in firer's Non–Turning fixed gun field-of-fire and vertical field-of-fire within rocket's max
range. For ranges 7 to 12 = widen the field-of-fire by a half hex equivalent on each side. Determine distance to altitude ratio between firer and
target in 100 foot increments and reduce to a ratio. Example: Target is 5 (300 foot) hexes away and 300 feet higher. = 1500 feet / 300 feet = 5 to 1.
Rocket Danger Zone (RDZ): All A/C in firer's field-of-fire, within 30° of target's heading, 2.0 FP of target's speed, and having the same distance
to altitude ratio as the target are eligible recipients of secondary hits.
WGr.21 Air Burst Attack: When WGr.21s reach their last hex they explode together creating a heavy AAA blast zone (each rocket = one AA
gun, firepower = 15). Resolve attacks per normal heavy AAA procedure (ignore overlapped B-zone modifier. One critical hit is incurred per 2 hits.

Type Min. Max Min. Slant Range Modifiers Hit Crit. Hit
of Rockets Range Range Mult. 0-1 2 3 4 5-6 7-9 10-12 Damage Rating
German Rockets
55mm R4M 1 12 2 –10 –05 0 +10 +20 +30 +40 5 + D10 3
210mm WGr.21 2 7+D5 1 –10 0 +10 +20 +30 +40 +50 10 + (2 x D10) 2
Russian Rockets
RS-82 / BRS-82 1 10 2 –10 0 +05 +20 +30 +50 +70 5 + D10 3
RS-132 / BRS-132 1 10 2 –10 0 +10 +20 +40 +60 +80 5 + (2 x D10) 2
Japanese Rockets
55mm 1 10 2 –10 0 +05 +15 +25 +45 +55 5 + D10 3
120mm 2 12 1 –10 0 +10 +20 +30 +50 +60 5 + (2 x D10) 3
Allied AtG Rockets used Air-to-Air
RAF 3" / 25 lb. 2 8 2 –10 0 +10 +20 +30 +40 NA 2 + D10 3
RAF 3" / 60 lb. 3 6 2 –05 0 +15 +30 +50 NA NA 2 + (2 x D10 2
US 4.5" M10 2 12 1 0 0 +05 +15 +25 +35 +50 5 + (2 x D10) 2
US 5" HVAR 3 8 1 0 +05 +10 +25 +40 +60 NA 5 + (2 x D10) 2

ATA Rocket Hits: One hit if final LH ≤ –20 (percentile ≤ 27), one extra hit per –20 LH under that if any multiples remain in flight.
ATA Rocket Hit LH Modifiers
• Universal A/C modifiers = Variable (Combat Tables page 1) • Per F / L class in rocket danger zone = – 01
• Per actual rocket fired. = – 01 • Per M / H class in rocket danger Zone = – 02
• Firer's12:00L on Tgt.'s 6:00L = – 20 (same as near-zero deflection) • 5 x size mod. of largest target in RDZ = – variable.
• Firer in bank, or turning = +15, +30 • Range to selected target = slant range modifiers above.
• If multi-A/C shot and stacked A/C are of same formation use only lead pilot's universal and pilot quality modifiers.
• If multi-A/C shot and stacked A/C are not in formation or not of same formation use worst pilot's universal and pilot quality modifiers.

AIR-TO-GROUND ROCKETRY (19.3)

Rocket Attack Parameters: Target in firer's fixed gun field-of-fire, at least one FP spent since last facing change, wings upright level or in upright
bank, with no turns or maneuvers in progress. Listed attack strengths are for each multiple fired (*Allied 3"/25 lb. rockets are triple value vs. subs).
ATG Attack Procedure: Sum the attack strength of all multiples fired at the target. If firing at a pin-point target roll a D10, a result ≤ 3 = multiple
"on target" and attack strength can be applied against it. Compare summed attack strengths to target defense strength to get combat odds. Roll
attack per normal Air-to-Ground damage procedures. Modify attack LH roll per the tables below. Rockets inflict double damage to their targets.

Type of Ranges Minimum Slant Range LH Modifiers Att. Str. Service


Rockets Min. Max Multiple 1 2 3 4 5 6-7 8-9 10-12 13-20 Soft - Hard Date
Allied ATG Rockets
"Tiny Tim" 3 15 1 NA NA +0 +10 +20 +40 +60 +80 +100 30 - 30 Apr. 1944
4.5" M10 2 20 3 NA +0 +10 +15 +20 +30 +40 +50 +70 12 - 30 Aug. 1944
5" HVAR 2 10 2 NA +0 +5 +10 +15 +30 +45 +60 NA 10 - 20 Jun. 1944
3" / 25 lb.* 2 15 2 NA –10 +0 +5 +10 +15 +25 +35 +50 2 - 6 (18)* Nov. 1942
3" / 60 lb. 2 12 2 NA +0 +10 +20 +30 +40 +50 +60 NA 10 - 15 Nov. 1943
Russian ATG Rockets
RS-82 1 8 2 –05 +0 +10 +20 +30 +40 +45 NA NA 6 - 3 Aug. 1939
BRS-82 1 8 2 –05 +0 +10 +20 +30 +40 +45 NA NA 2 - 10
RS-132 1 12 2 –05 +0 +10 +20 +30 +40 +50 +60 NA 10 - 20 Jan. 1940
BRS-132 1 12 2 –05 +0 +10 +20 +30 +40 +50 +60 NA 3 - 40
Japanese Rockets used Air-to-Ground
55mm 1 10 2 +0 +5 +10 +15 +25 +35 +45 +55 NA 3 - 1 Late 1944
120mm 1 12 2 +0 +5 +15 +20 +30 +40 +50 +60 NA 10 - 3 early 1945
German Rockets used Air-to-Ground
21cm WGr. 21 2 10 1 NA +15 +25 +30 +40 +50 +60 +70 NA 15 - 5 Sep.1943
55mm R4M 1 10 4 +0 +5 +10 +15 +20 +30 +40 +50 NA 8 - 4 Mar. 1945
88mm Pz.Shr. 1 3 2 +10 +30 +60 NA NA NA NA NA NA 2 - 15 Dec. 1944
80mm Pz.Blitz 1 6 3 +0 +10 +20 +35 +55 +75 NA NA NA 3 - 20 Jan. 1945

Attack LH • Minimal aiming = +20 • One turn of extra aiming = –10 • Wings not level, or rolling = +10
Modifiers • No aiming done = +40 • Two turns of extra aiming = –20 • Universal A/C modifiers = Variable
• Slant range mods. = Variable • Firer in level flight = +10 • Secondary Target = +30
(Play Aids ver. 3.8)

Buel Chandler (Order #27244075)


FW – FLIGHT RULES SUMMARY: PAGE 1
MOVING A/C (3.5) Expend all full FPs. Carry unused half FPs. A/C speed Vertical RollS, Vertical Flight & Facing changes (5.3)
determines allowed rates, maneuver requirements, A/C limits. Total FPs • If A/C transitioned at free or EZ rate, or used > 1 step to reach vertical,
determine flight proportions (HFP / VFP splits & climb / dive distances). FPs in first half of move (rounded up) may NOT be used for VRs.
• After each VR, A/C may keep new bank or reset to previous bank.
Sustained Inverted FLIGHT (3.6 & 4.3.1) • Facing changes from climbing VRs are in direction opposite of roll,
• If inverted entire game turn and pull trans. or positive G turn not used, and facing changes from diving VRs are in same direction as roll.
incur NG effects, and if also stayed in level flight, incur 3 decel points. • If VR completed with only HFPs, 30° of facing allowed.
Engine Oil Starvation: A/C suffering NG effects > 3 turns in-a-row for • If VR completed with mix of VFPs and HFPs, up to 60° allowed.
any reason, incur a 1 step power loss engine critical hit, per eng., per • If VR completed with only VFPs, up to 90° of facing allowed.
turn, after the third of continuous NG effects, due to oil starvation. • If continuous FPs expended to VR twice on a single hexside,

Changing Speed (4.1 to 4.4) A/C may do 180° change and remain on hexside.
• 5 accel or decel = +0.5 or –0.5 speed, respectively. • On turn of transition into vertical flight, both normal turning and VRs
• No–F.I. engines forced to idle if NG effects incurred. allowed but FPs for one may not be mixed with other. If A/C chooses
• Jet engines limited to only 1 step of power change per game turn Pure Vertical Flight - turning not allowed, only VRs allowed.
(Endurance & Cruise are same power setting). Slips and Skids (5.4)
• Slips allowed if in upright bank (LB, LV, or RB); Skids if in upright turn-
COMMON ACCEL & DECEL LIST ing bank (LB or RB). Slips and skids prohibited if NG transition used.
Idle power = 0 accel, 0.5 speed loss before move • If LV, slips allowed in either direction. In LB or RB, slips allowed
Endurance power = 0 accel (less fuel use) only in direction of bank, and skids only in direction opposite bank.
Cruise power = 0 to 1/3 of available military accel • One altitude increment may be lost upon executing a banked slip.
Military power = > 1/3 to all available military accel • HFPs and VFPs may be used to meet slip / skid FP requirements.
Emergency power = > mil. to all accel to right of any slash • HFP must be used to displace A/C. 30° facing allowed in direction of
Start attitude is dive = ADC dive accel number bank if displacing with skid. Slips, or skids without facing incur HT rate
Power No. Mods.: Sum all engine powers (each modified for step loss) decel. Skids with facing incur BT decel (or highest avail. rate +1).
first, then adjust total for severe damage and load status in that order. • If firing from slip or skid, gunfire arc is as for non-turning A/C,
unless skid included facing change, then as for turning A/C.
Excess speed decel = (Start speed – max attain. speed) x 2 • FPs used for slips / skids may not be used for turns or rolling.
Slat assisted turn / trans. = +1 to turn rate decel per step change
Each 30° of turn / trans. = Decel for turn rate / trans. rate used Turns in steep & Vertical attitudes (5.5): If starting in and staying
Transition Decel Credit = 1/2 of pull or push decel may count for in steep and vertical attitudes entire game turn, A/C may turn as if speed
pos.-G or NG turn decel, respectively 1.0 less than actual. If in pure vertical flight, only Vertical Rolls allowed.
Slip / Skid - no facing = HT decel, or highest avail. turn decel+1
Turns With Gravity (5.5): If doing a PULL transition of ≥ 2 steps from
Skid with facing change = BT decel, or highest avail. turn decel+1
one inverted attitude to another inverted attitude, and all turn FPs are spent
Each snap roll = 3 decel
wings inverted (any roll to upright bank must be unfinished when inverted
Start attitude is climb = ADC climb decel number
turn finished), A/C may turn as if speed 1.0 less than actual.
Dive brakes = 5 to 10 decel (player's option)
Maneuver or landing flaps = 1 or 1+1/2 speed, both +1 to rate decel INVERTED LEVEL Turn Limits (5.5): A/C in level flight (no transition
Retr. gear down, in transit = 1/2 start speed in decel used), which do inverted pos. G turns must either adjust nose to SHD at end
Bay doors open, in transit = 1 decel (NA if snap open bay doors) of move (at no cost), OR, lose 100 feet per 30° of facing change started (not
Windmilling propeller = 2 decel until propeller feathered to exceed 1/3 (rounded up) of full FPs in increments) + climbing OC is NA.
Per 100' lost or gained = See Dive Accel - Climb Decel Chart
(see Flight Tables - Page 3) Turns & Gifted pilots (13.3): Gifted pilots may use HT+ rates (or TT+
rates with slats) at adjusted min. turn speed -0.5. +1 decel per 30° of fac-
LIMIT SPEEDS (4.3.1) ing and pitch change. If slats and flaps combined, cancel extra turn decel.
• Adjustments to max and minimum listed speeds are cumulative. Apply < min. speed or slats used +15 shot mod. unless flaps also in use.
• See Flight Tables, Page 1, for max and min speed adjustments list. HIGH SPEED TURN & Transition DECEL REDUCTION (5.5.1)
• A/C with start speeds > max attainable incur excess speed decel. If start speed ≥ 5.0, reduce rate decel to equal next lower rate.*
Speed Effects ON Power ACCEL & ACCEL CARRY (4.4) If start speed ≥ 8.0, reduce rate decel to equal two rates lower.*
• 0 power accel if START speed > max attainable (throttle only defines If start speed ≥ 10.0, reduce rate decel to equal 3 rates lower.*
excess speed decel in this situation). Example - at speed 8.0, each facing change at the BT rate turn would incur
• A/C may not accelerate past max attainable speed, or carry accel if only TT rate decel. *Never reduce rate decel to less than EZ rate.
END speed at or > max attainable unless started in or ended in a dive.
SLATTED WING EFFECTS ON MINIMUM SPEEDS (5.8)
Angles-of-bank (5.1) Veteran and Gifted pilots may fly at adjusted min. level speed -0.5. Add +1
• Must be banked to turn. New bank angle in effect after spending last to EZ rate decel incurred, & D5 decel for wallowing unless veteran & gifted.
FP of roll requirement. Roll carry lost if not married to continued rolling Landing flaps override this benefit. Regular and Veteran pilots may use
next turn. Whether roll carry abandoned or lost, FPs = to carry must HT+ positive "G" rates at adjusted min. turn speeds -0.5. If so, +1 decel
be spent in other activity before rolling in opposite direction allowed. per 30° of facing and pitch change. Gifted pilots may do TT+ positive "G"
rates at reduced speeds as above,.Use slat-assist shot modifier in all cases
Turning FACING CHANGES (5.2)
unless wing flaps also in use.
• Turn FP requirements by speed are depicted on A/C Turn Rate Chart.
• EZ turns incur half TT rate decel. ET turns prohibit combat, have risks. WING FLAP EFFECTS ON MINIMUM SPEEDS (5.8.1, 16.3.1)
• One incomplete or carried turn per game turn may be abandoned. • Flaps down in any setting reduce turn rate speeds by 0.5 for all pilots.
• Turn carry not married to continued turning in a game turn is lost. +1 decel per 30° of facing and pitch change except ignore for gifted.
• A/C may count FPs spent in normal rolling toward turning if rolling • Landing flaps reduce adjusted min level speed by 0.5 for all.
between banks in same direction (e.g., RB to IR, or IR to RB). • Combined use of flaps and slats negates the slats used shot mods.
• Rolling toward LV or IV bank attitudes while turning is not allowed. Such • Combined use of flaps, slats and pilot quality will never lower min. adj.
rolls end any turning in progress and associated turn carry is lost. turn rate speeds by more than 0.5.
• If speed changes from one game turn to next, turn requirement becomes
that for new speed. If, after speed change, turn requirement is already NG TURNING (5.9) AND NG TRANSITIONS (6.5)
met, at least one FP must still be expended before facing. • Only regular or veteran pilots in F, L, or MF class A/C may do NG turns
at up to BT rates. Any pilot may do NG transitions at up to BT rates.

(Play Aids ver. 3.8)

Buel Chandler (Order #27244075)


FW – FLIGHT RULES SUMMARY: PAGE 2
NG TURNING (5.9) AND NG TRANSITIONS (6.5) – Continued TAILING (8.1.1) – M, H may not tail a more agile A/C (MF may).
• Upright A/C completing NG turns must either adjust their flight att. by • Simple & Defl. Test requirements: See Combat Tables, page 3.
one step toward earth at end of move (no cost), OR lose 100 feet per • IF in VC or VD, may tail lower, higher A/C, resp., if vert. ≤ Hor. range.
30° of NG facing completed, not to exceed 1/3 of A/C's full FPs in • Same hex tail with range 1 or less requires speed ≤ tailee's speed.
increments. This negates VFP exception Rule 6.1.4 for next turn. • Same hex tail at range > 1 requires tailer in vert. att. pointed at tailee.
• Inverted A/C do NG turns without any flight attitude adjustments.
• Flaps & slats do not benefit NG turns or transitions in any way. FORMATION PARAMETERS (8.5)
• NG turns NA if "pull" transition used. Allowed with any push trans. • Fixed (2-1-3): Wingmen on or behind lead's 3:00 or 9:00 line
• Positive G normal turns not allowed when NG transitions used. within 2 hexes, 100 feet and 30° of facing of leader.
• Min speed required for NG turns or transitions is that for one turn • Fixed Sub. Flight Leads (3-3-3): On or behind adjacent flight lead's
rate higher than desired NG rate. Decel is for actual NG rate used. 3:00 or 9:00 line, within 3 hexes, 300 feet & 30° facing of higher lead.
• "Non-F.I." engines must use idle next turn. • Fixed Vertical Limits: Wingmen and sub. Flt. leads must be at same
• Upon starting NG turns Lose pos.-G turn carry & any maneuver carry. altitude as leader if in same hex. Subordinate leaders must be within
• Stores may not be dropped, jettisoned or fired if NG rates used. 100 feet of leader per hex away from leader they are following.
• Tracking shots, long bursts, defensive fire NA if NG rates used. • Flexible (6-6-6): Wingmen on or behind lead's 3:00 or 9:00 line, with-
• Air-to-ground aiming lost and new AtG aiming NA if NG rates used. in 6 hexes, 600 feet (300 feet if in same hex) and 60° facing of leader.
• Flexible Sub. Flight Leads (9-9-9): On or behind higher lead's 3:00
transitions (6.1): See FATTs. Available turn rate = transition rate. or 9:00 line, within 9 hexes, 900 feet & 90° facing to receive radio init.
Only one sub. leader per turn per side may receive radio initiative.
TRANSITION RESTRICTIONS (6.1.4)
• M and H class may not voluntarily enter inverted flight or transition CHANGING CONFIGURATION (16.3.1)
to vertical attitudes. Exception: MD class may use vertical dives. • Moving flaps or gear requires 1 turn of transit each (1 per turn).
• MF may use inverted att., and if pilot vet. or gifted, vertical attitudes. • Specify landing, maneuver (combat) or up setting when moving flaps.
• Maneuver flaps set or in transit = 1 decel per game turn. Landing
trans. VFP Exception (6.1.4): If transitioning to a shallower attitude, flaps set or in transit out of landing pos. = 1+1/2 start speed in decel.
required VFPs need not be more than those used the turn prior. Landing flaps in transit toward landing pos. = 1 decel per game turn.
Note - Exception not allowed if transition has mandatory reverse, or start • Non-combat flaps in landing / maneuver setting are damaged if A/C
attitude is from spin or stall recovery, or a nose adjustment on turn prior. speed exceeds listed min. +2.0 / listed min. +3.0, respectively.
• Combat-flaps in combat setting = No damage if speed ≤ max level,
transITION Decel Credit (6.1.4): Half of pull or push transition decel or per ADC notes. In landing setting they can be damaged normally.
may be applied toward pos.-G or NG turn decel, respectively. • Damaged flaps jam in place, offer no benefits, but incur normal decel.
SHALLOW, STEEP, AND VErtical Climbs & DIVES (6.2) • Gear down or in transit = max attainable speed reduced by 1/3 and
• If transitioning, see FATTs, if not see Standard Altitude Change Table. decel = 1/2 start speed (ignore if fixed gear A/C). Gear damaged
if speed exceeds listed min. +3.0. Damaged gear = landing incident.
Flight Above Ceiling (6.3)
• Power halved. If none, as idle. 2 x decel for climbs, turns, maneuvers. PILOT QUALITY LIMITS (13.1)
• Recruits may not snap roll, use ET rate, vertical roll, or tail enemy A/C.
FACING REVERSALS AND EFFECTS (6.4 & 6.4.1) They risk GLOC at BT or NG-HT rates. Always use long bursts.
• From a right or left bank (upright or inverted): From 120° to 150° of • Green may not tail enemy A/C unless 12:00 line super-imposes 6:00
facing change is required (4-5 facings). line of A/C to be tailed. May not use half bursts.
• Rotate A/C in direction of bank angle for a "pulling" reversal and in • Recruits & Greens may not do NG turns, but may do NG transitions.
direction opposite of bank for a "pushing" reversal.
• From LV or IV bank angle: 180° facing change required. A/C may ro- LOW LEVEL FLIGHT (16.1): Minimum safe altitude is 100 feet above ter-
tate in either direction to fall into adjacent hex or remain on a hexside. rain. Unless landing, A/C descending below 100 feet, or crossing a map
• When a reversal is executed, roll carry retains its original direction. contour line at its altitude crash.
Example: A/C in a RB with roll-right carry toward IR reverses, its new FLYING IN CLOUDS (16.2): Only A/C at ≤ range 1 (range 2 to burning
bank is IR and it still has right-roll carry, but now it is toward IV bank. A/C) can see each other and stay in formation. A/C using inverted banks,
• Optional Reverses: If ending in vertical flight and a mandatory re- steep or vertical attitudes, slips, skids, or > TT rates while in clouds must
verse was not required, A/C may reverse facing and bank at end of roll % dice at end of move. A roll ≥ 80 = Disorientation. If so, no attacks, no
move so long as VFPs used in the move exceed HFPs used. tailing and A/C flies randomly until starting a turn not in clouds or the pilot
TRANSITION INDUCED FREE FACING (6.6): If starting a move banked Reorients (roll ≤ 20 at end of random move). Add primary pilot Stall / Spin
left or right and transitioning ≥ 2 steps into, out of, or through steep or verti- mods., –10 if multi-pilot, +20 if no instrument training, and +50 if instruments
cal attitudes while staying banked in the same direction entire game turn lost (unless in formation as wingman to a friendly A/C), to orientation rolls.
(rolling between upright and inverted okay), a 30° facing is allowed after NIGHT MANEUVER LIMITS (32.3)
any FP NOT in the first half of its move (rounded up). Facing is in direc- M, H, (N) crews are fully trained. F, L, MF crews have limited training.
tion of bank if a pull transition used, or opposite the bank if a push used. Recruit crews in any A/C have no night training.

SNAP ROLLS (7.0): NA if rudder knocked out. Banking FP requirement Full Training = Up to steep attitudes, ≤ HT rates allowed.
reduced by 1. Snap roll may not be stopped prior to new bank angle. 3 Limited Tr. = Up to shallow attitudes, ≤ TT rates allowed.
decel for each. Turn FPs may not be combined with snap roll FPs. M, H No Training = Up to shallow attitudes, ≤ EZ rates allowed.
class may not snap roll. MF class or M class with gifted pilot may snap roll.
Night Disorientation: Vertical or inverted attitudes, BT or ET rates, skids
HAMMERHEAD PROCEDURE (7.0) (Declare intent on turn of set up) with facing changes, or A/C violating above night maneuver limits must
• End turn in VC at adjusted min speed ± 0.5. No combat allowed. roll % dice. A roll ≥ 51% = Disorientation. If so, no attacks (defensive fire
• Start of next move, Roll % dice, add pilot & power Stall / Spin mods. okay), no tailing and A/C moves randomly until pilot Reorients himself
(% roll ≤ 40 (or ≤ 20 if also in clouds) at end of A/C's random move). Add
≤ 60 = success, change facing 180°, Req'd. Flight attitude = VD.
modifiers as if flying in clouds to all disorientation and reorientation rolls.
Bank angle = player's choice. Speed = adjusted min. MC = 0.
> 60 = failure, A/C does not reverse facing or pitch. Speed = NIGHT LOW LEVEL FLIGHT (32.3)
adjusted min. –0.5, do Stall / Spin procedure this turn (MC = 0) • If end alt. ≤ 200 feet above terrain, roll % dice. ≥ 98 = fatal crash.
• Each 30° facing or pitch change > 1, or full FP > 4.0 in move = +02.
• A/C may not fire or drop stores on turn of set up. All accel, decel, turn • +05 each if only one pilot, or if no moonlight exists.
or maneuver carries are forfeit. No HH if rudder out, or if in clouds. • –05 each if has radar altimeter, in flare illumination area, in full
• No transitions allowed but may fire guns on turn HH completed. moonlight, or primary pilot is a veteran.

(Play Aids ver. 3.8)

Buel Chandler (Order #27244075)


FW – FLIGHT TABLES, PAGE 3
A/C TURN RATE CHART (5.2)
A/C EASY TIGHT HARD BREAK EMERG. SCALE SONIC
SPEED "EZ" "TT" "HT" "BT" "ET" MPH SPEEDS

1.0 - 1.5 1 60 90 NA NA 50 - 75 ––––


2.0 - 2.5 2 1 60 90 NA 100 - 125 ––––
3.0 - 3.5 3 2 1 60 90 150 - 175 ––––
4.0 - 4.5 4 3 2 1 60 200 - 225 ––––
5.0 - 5.5 6 4 3–2 2–1 1 250 - 275 ––––
6.0 - 6.5 8 6 3 2 2–1 300 - 325 ––––
7.0 - 7.5 10 7 4 3–2 2 350 - 375 ––––
8.0 - 8.5 12 8 5 3 3–2 400 - 425 ––––
9.0 - 9.5 15 9 6 4 3 450 - 475 ––––
10.0 - 10.5 18 10 8 5 3 500 - 525 Transonic if ≥ ML
11.0 - 11.5 22 12 9 6 4 550 - 575 Transonic if ≥ LO
12.0 - 12.5 26 14 11 7 5 600 - 625 Transonic if ≥ VL
13.0 - 13.5 30 16 13 8 6 650 - 675 Mach 1 if ≥ EH
14.0 - 14.5 34 18 14 10 7 700 - 725 Mach 1 if ≥ ML
15.0 + 38 20 15 11 8 750 + Mach 1 if ≥ VL

• Procedure - Cross index speed with turn rate to find turning FPs required per 30° of facing change. Turn decel is per 30° of facing change.
• "90" or "60" entry - Indicates allowed facing change in degrees per FP. Turn decel is still per 30° of facing change.
• Turns with gravity & Turns in steep / vertical flight - Use turn FP requirement for speed 1.0 less than actual start speed if: a) using inverted
"pull" transition of ≥ 2 steps and all turn FPs spent inverted, or b) if staying within steep and vertical attitudes for entire game turn.
• ET Rates - A/C using ET turns or transitions may not fire, launch, or jettison weapons of any sort and must check for GLOC and Overstress.
• Inverted Level turns or upright NG turns - Require either 100 foot loss per facing change started (not > 1/3 FPs) or nose drop toward earth.
• Free Transition Induced Facing - Allowed in 2d half of move if transitioning ≥ 2 steps into, out of, or through, steep or vertical attitudes.
• Compressibility - Occurs if in transonic speed and above max listed level speed. Non-Transonic Jet A/C ending at ≥ Mach 1 are destroyed.

Fractional Values Table FRACTIONAL VALUES TABLE RULES (6.1.3) Dive Accel (4.1)
HFP / VFP Split – This is based on playable full FPs each game turn. & CLIMB DECEL (4.2)
No. 1/4 1/3 1/2 2/3
MC / OC Altitude Distances – Also based on playable full FPs.
0.5 0.0 0.0 0.0 0.5 Table Fraction FP Rounding – If start attitude is:
Current Acc. / Dec.
Speed per incr.
1.0 0.0 0.5 0.5 0.5 • Level or shallow, round VFP portion down, HFP portion up.
1.5 0.5 0.5 0.5 1.0 • Steep or vertical, round VFP portion up, HFP portion down. ≥ 9.0 0.5
2.0 0.5 0.5 1.0 1.5 ≥ 5.0 1.0
2.5 0.5 1.0 1.0 1.5 FATT ENTRY CODE GUIDE (6.1.1) ≥ 3.5 1.5
3.0 0.5 1.0 1.5 2.0 Bold Faced Entry: Exact portion of FPs that must be expended as = 3.0 2.0
3.5 1.0 1.0 1.5 2.5 VFPs or HFPs. Remaining FPs must be of the other type.
= 2.5 2.5
4.0 1.0 1.5 2.0 2.5
4.5 1.0 1.5 2.0 3.0
Single Entry: FP type and amounts indicated must be expended with = 2.0 3.0
5.0 1.0 1.5 2.5 3.5
rest as other type. Both types of FPs may be mixed freely.
= 1.5 4.0
Two Part Entry: First half is how many FPs of indicated type must be ≤ 1.0 6.0
5.5 1.5 2.0 2.5 3.5 expended before any of other kind can be used.
6.0 1.5 2.0 3.0 4.0 Others: "NG" = Neg.–G effects imposed. "RV" = mandatory reversal
• Add listed amount per incr.
6.5 1.5 2.0 3.0 4.5 during move. Flight attitude label in "( )" is an inverted attitude.
gained / lost during move.
7.0 1.5 2.5 3.5 4.5 • + ADC climb decel if start
7.5 2.0 2.5 3.5 5.0 Low Speed VFP Effects: If total FPs < 2.0, treat a "1V" FP entry as
attitude is climb, + ADC dive
"0V" if start att. level or shallow, even if entry boldfaced.
8.0 2.0 2.5 4.0 5.5 accel if start attitude is dive.
8.5 2.0 3.0 4.0 5.5
9.0 2.0 3.0 4.5 6.0 STANDARD ALTITUDE CHANGE TABLE (6.1.3)
9.5 2.5 3.0 4.5 6.5
10.0 2.5 3.5 5.0 6.5 Flight Attitude Mand. Change (MC) VFPs Allowed (Rest HFPs) Optional Change (OC)

10.5 2.5 3.5 5.0 7.0 Level None None ± to 1/4 total FPs +
11.0 2.5 3.5 5.5 7.5 Shallow 1/3 total FPs + 0, 1, or >1 to 1/4 of FPs to 1/3 total FPs –
Steep 1/2 total FPs + 1 to 1/2 of FPs to 1/2 total FPs –
11.5 3.0 4.0 5.5 7.5
Vertical* 1/3 total FPs + > 1/2 of FPs required to 1/3 total FPs –
12.0 3.0 4.0 6.0 8.0
12.5 3.0 4.0 6.0 8.5 (If pure vert. flight)* None All FPs, +poss. free HFP** ± to 1/4 total FPs +
13.0 3.0 4.5 6.5 8.5 • MC is based on starting flight attitude. OC is based on ending flight attitude.
13.5 3.5 4.5 6.5 9.0 • Fractions = change in 100 foot incr. = to that part of A/C's total FPs (+ = round up, – = round down).
14.0 3.5 4.5 7.0 9.5 • In pure vert. flight a free HFP allowed at end of move (before any opt. reverse) if speed ≥ 3.0.**
14.5 3.5 5.0 7.0 9.5 • VFP column of this table only used if no transition used. If transitioning, VFPs are per FATT codes.
15.0 3.5 5.0 7.5 10.0 • In Shallow flight, at least one FP must always be played as an HFP.

(Play Aids ver. 3.8)

Buel Chandler (Order #27244075)


FW – FLIGHT TABLES, PAGE 4
Free 1: All H
FATT # 1 EZ 1: 2/3H, 1V Free 1: 1V
Free 1: 1V
NOSE UP EZ 1: All H
TT 2: 1/2H, 1V to 1/2V EZ 1: 1V to 1/2V
HT 3: 1/2H, 1/3V to 1/2V
PULLS TT 2: All –1H, 0V to 1V–
BT 3: 1/4H, 1/2V to 2/3V
TT 2: 1/3V to 2/3V
HT 3: 2/3H, 1V– to 1/3V– HT 2: 1/2V to All –1V
ET 4: 1H, 2/3V RV at end BT 3: 2/3V to All –1V RV after 2/3+
BT 3: 1/2H, 1/3V– to 1/2V–
ET 4: 1/3H, 1/2V– to 2/3V– ET 4: 2/3V to 1/2V RV after 1/2+

(INV)
Free 1: 1/2V to 1/3V Free 1: 1/3V to 1/2V
EZ 1: 1/3V to 1V (SHC) (SHD) EZ 1: 1/2V to 2/3V
TT 2: 1V
HT 3: All H PULL TT 2: 2/3V to All –1V RV from 2/3+
HT 2: 2/3V to All V RV from 1/2+
BT 3: All –1H, 1V– at end BT 2: 2/3V RV after 1/3+
ET 4: 1/2H, 1V– to 1/3V–
(STC) Free 1: 2/3V (STD) BT 3: 2/3V to 1/2V RV by 1/3+
EZ 1: 1/2V to 2/3V ET 3: 1/2V RV at start
TT 2: 1/3V to 1/2V
EZ 1: 2/3V RV at end HT 2: 1V to 1/3V EZ 1: All V to All –1V
TT 1: 2/3V to 1/2V RV after 2/3– BT 3: 1V to 1/3V TT 1: All –1V to 2/3V
HT 2: 2/3V to 1/2V RV after 1/2+ ET 4: 1V
BT 2: 1/2V RV by 1/2+
(VC) (VD) HT 1: 2/3V to 1/2V
HT 2: 1/2V­
BT 3: 1/2V to 1/3V RV by 1/3+
ET 4: 1/3V RV at start
VC VD BT 2: 1/2V to 1/3V
ET 2: 1/3V to 1V
EZ 1: All V RV at end ET 3: 1V
EZ 1: 1/2V TT 1: 2/3V to All –1V RV after 1/2+
TT 1: 1/2V to 2/3V HT 2: 2/3 V to 1/2V RV from 1/2+ EZ 1: 1/2V
HT 2: 2/3V to All –1V RV after 2/3– BT 2: 1/2V to 1/3V RV by 1/3+ TT 1: 1/2V to 1/3V
BT 2: 2/3V RV from 1/2+ STC ET 3: 1/3V to 1V RV at start STD HT 1: 1/3V to 1V
BT 3: 1/2V to 2/3V RV by 1/3+
HT 2: 1/3V to 1V, no OC+
ET 3: 1/2V RV by 1/3+
BT 2: 1/4V to 1V

EZ 1: 1V
SHC SHD ET 3: All H

TT 1: 1V to 1/3V LVL
HT 1: 1/3V to 1/2V EZ 1: 1V, no OC+
HT 2: 1/2V TT 1: 1V to 0V
BT 2: 1/2V to 2/3V EZ 1: All H HT 2: All H
ET 3: 1/2V to 2/3V RV after 1/2+ TT 1: 2/3H, 1V BT 2: 2/3H, 0V to 1V+
HT 1: 1/2H, 1V to 1/4V ET 3: 1/2H, 1V+ to 1/3V+
HT 2: 1/2H, 1V to 1/3V
BT 2: 1/3H, 1V to 1/2V If total FPs < 2.0: Treat any "1V" FP entry
Key: Trans. rate, Trans. steps: FP proportions, Reversal
ET 3: 1H, 1/3V to 1/2V as "0V" if start attitude = level or shallow.

Free 1: All H FATT # 2


EZ 1: All –1H, 1V
NG TT 2: 1/2H, 1V to 1/3V
NOSE DOWN
Free 1: 1V+, All –1H
Free 1: 1V NG HT 2: 1/3H, 1/3V to 1/2V EZ 1: All H PUSHES
EZ 1: 1V to 1/2V NG BT 3: 1/3H, 1/2V to 2/3V NG TT 2: All H
NG TT 2: 1/3V to 2/3V NG HT 2: All –1H, 0V to 1V–
NG HT 2: 1/2V to All –1V NG BT 3: 1/2H, 1V– to 1/3V–
NG BT 3: 2/3V RV after 1/2+
LVL
Free 1: 1/2V SHD SHC Free 1: 1/2V to 1/3V
EZ 1: 1/2V to 2/3V EZ 1: 1/3V to 1V
TT 1: 2/3V to All –1V PUSH NG TT 2: 1/3V to 1V
NG HT 2: 2/3V to All –1V RV from 1/2– NG HT 2: 1V
NG BT 2: 2/3V to 1/2V RV by 1/2–
NG BT 3: 1/2V RV by 1/3–
STD NG TT 1: 2/3V to All V RV after 2/3– STC NG BT 3: All H
NG HT 1: 2/3V RV after 1/2–
NG BT 1: 1/2V to 2/3V RV from 1/3–
NG BT 2: 1/2V RV by 1/3+ EZ 1: 2/3V to All V
NG EZ 1: All –1V to All V RV by 2/3+ TT 1: 2/3V to 1/2V
NG TT 1: 2/3V to All V RV by 1/2+
VD VC NG TT 2: 2/3V to 1/2V
NG HT 1: 2/3V to 1/2V RV by 1/3+ (VD) NG HT 2: 1/2V to 1/3V
NG EZ 1: All V to 2/3V (VC)
NG BT 2: 1/2V RV after 1 NG BT 3: 1/3V
NG TT 1: 2/3V
NG HT 1: 2/3V to 1/2V
NG BT 2: 1/2V to 1/3V
NG EZ 1: 1/2V, +Max OC–
NG TT 1: 1/2V
NG TT 1: 1/2V
NG HT 1: 1/2V to 1/3V
(STD) (STC) NG HT 1: 1/2V to 2/3V
NG BT 1: 2/3V to All V
NG BT 1: 1/3V
NG BT 2: 2/3V to All V RV after 1/2+
NG BT 2: 1/3V to 1V, No OC+
(SHD) (SHC)
NG EZ 1: 1V or >1 to 1/4V, Max OC– (INV) NG TT 1: 0V to 1V
NG TT 1: 1V, No OC+ NG HT 1: 1V to 1/3V
NG HT 1: 0V to 1V, No OC+ NG BT 1: 1/3V to 1/2V
NG BT 1: All H NG BT 2: 1/2V
NG TT 1: All H, No OC+
NG BT 2: All –1H, 1V+ NG HT 1: 2/3H, 0V to 1V
NG BT 1: 2/3H, 1V or >1V to 1/4V If total FPs < 2.0: Treat any "1V" FP entry
NG BT 2: 1/2H, 1V to 1/3V as "0V" if start attitude = level or shallow.
Key: Neg. G, Trans. rate, Trans. steps: FP proportions

(Play Aids ver. 3.85)

Buel Chandler (Order #27244075)


FW – NAVAL TABLES: PAGE 3

HIGHLY EXPLOSIVE CARGO (28.3)


If a ship carrying "highly explosive cargo" is damaged, total the
number of "explosion" critical hits caused by all attacks that game turn.
Roll percentile dice at the end of the turn. If the result is ≤ (explosions
x 5), the ship explodes being instantly destroyed. Any A/C, ground
unit, or ship within a range of 10 is immediately attacked at 12-1 odds,
with the odds shifted one column left for each hex of range greater
Naval Critical Hit Explanations (28.2) than one from the nearest hex of the ship.

Flight Deck Damage: A flight deck hex can absorb 50% of its FDC in "flight
deck" hits before being put out of action. These hits are tracked separately SHIP POST-ATTACK FATE TABLE (28.4)
from ship's total hits. DC Teams can repair these hits (28.5). A/C cannot
be spotted into, or out of, knocked out areas. Penetrating bombs inflict one
Post Attack Fate checks are required at end of each air-naval
D5 of hits, non-penetrating bombs inflict hits = 1/10 their soft attack value
scenario in which significant damage occurred. For mission scenarios
(Round fractions normally).
check at end of any Op-turn in which ship damage reaches a 10%
Elevator Disabled: A randomly selected elevator in the impacted ship's level of the affected ship's capacity and at the end of the Mission
section is disabled and no longer functions. scenario. Significant damage = sustaining hits which result in:
Shift to Aft Steering: Main steering (bridge) is out and the after steering 1. Cumulative damage past 10% of ship's capacity.
team is used. Add one to rudder response time and turn modes. 2nd or 2. One or more sea worthiness critical hits sustained.
subsequent hit = rudder jammed (keep last order). 3. One or more fire or flooding hits sustained.
DC Team Wiped Out: One trained damage control team is eliminated. Procedure: Roll for LH and apply modifiers.
Note - A ship's DC teams can never be reduced below 1.
LH Modifiers
DC Mains Damaged: DC teams need pumps, generators, and water mains • Each 10% of ship's hits with no hits recorded = +10
to effect repairs. This result indicates some of these are disabled. Each DC • Each DC mains damaged critical recorded = –10
mains damaged result = –10 LH to the post-attack fate roll. • Each 10% of damage not permanently neutralized = –10
Boiler / Engine Hit: Reduce total ship's boilers remaining by one. Lose • Each flooding hit not permanently neutralized = –05
speed in accordance with ship's speed chart. • Each fire hit not permanently neutralized = –02
• If no command teams remain on ship = –20
Fires: Fire hits rage until permanently "neutralized" by damage control
teams. A fire hit on a flight deck hex stops all take-off or landing operations Neutralizing Ship Damage (mission scenarios only): Available
for the ship until permanently neutralized. DC teams can be assigned to neutralize damage as follows: One
team per fire hit, two per flooding hit and three per full 10% damage
Flooding: Water will enter ships from flooding hits until permanently
suffered. Permanently neutralizing hits or damage takes time in Op-
"neutralized" by damage control teams.
turns = no. of teams required. Once permanently neutralized, the DC
Rudder Jammed: Ship's steering lost and the last move command in teams may be shifted to other damage control tasks. During or after
effect remains in effect for the rest of the combat scale battle. Steering can neutralization, fires and flooding cannot progress.
be repaired by DC teams (28.5).
FINAL LH SHIP'S POST ATTACK FATE V.P.s.
Weapons, sensors or Gun Directors Lost: Randomly lose one position,
functional or not, of the indicated item in that ship's hex. NA Ship sunk - total hits exceeded. 120%
≤ –35 DC fails, ship sinks in D5 hours. 100%
Radars or other Equipment Lost: Randomly lose one item, of those –34 to –10 DC fails, ship scuttled within24 hours. 85%
available, as indicated on the ship's data card. –09 to +10 Crippled, shipyard level repairs needed. 70%
Command Team Wiped Out: The bridge watch, engineering watch, and +11 to +25 Not battle worthy, major repairs needed. 50%
combat information center watch are vital units on ships. Having none +24 to +50 Battle worthy repairs made by next day. 30%
of these command teams left affects the ship's ability to survive a battle. +51 to +95 Battle worthy repairs made within hours. 20%
Bigger ships will have more command teams. ≥ +96 Damaged but still battle worthy. 10%
Battery Power Disabled: If on surface, sub may not submerge. If under- Notes: Loaded cargo ships and transports add 1 VP to their value
water, reduce speed by one step each turn until DIW. Battery power may per 100 tons of cargo or oil carried, normal value for vehicles and
be restored after battle (28.5). guns, and 2 points per infantry platoon equivalent. If a ship suffers
more than one fate roll during mission play, only the most severe
Diving Planes Disabled: Submarine may not initiate crash dives or sub-
result rolled for is used. V.P.s for fate awarded only at end of scenario.
merge. If underwater, it must surface. Submarine diving and surfacing
rules are presented as needed in the scenarios.
Sub Watertight Hull Damaged: This is automatically inflicted by any TEMPORARY SHIP REPAIRS (28.5)
weapon that penetrates the hull of a sub in addition to any other critical hits Repairs require a certain amount of time to pass as depicted below.
the weapon may do. If surfaced, the sub may not submerge. If underwater, DC teams must be assigned to damage for the indicated time, after
it must surface. These hits do not cause flooding but are treated as an which, the item is fixed. Below is a list of repairable hits:
un-neutralized flooding hit for Post-Attack Fate rolls.
Hit Type Time to Repair DC Teams Req'd.
=============
Flt. Deck Damage One D10 of Op-turns 1 per hit
Progressive Fire & Flood Damage: For mission scenarios only, check for Aft Steering One D10 of hours 1 per hit
progressive fires or flooding at the end of each Op-turn (including the turn DC Mains One D10 of hours 2 per hit
in which the hits occurred). Roll a D10 for each such hit remaining that is Boiler Unit Out One D10 of Op-turns 2 per hit
not in the process of being neutralized or not already neutralized. A roll of Rudder Jammed One D10 of hours 1 per hit
1 = hit clones itself into another of the same type and a roll of 10 means Lt. or Med. AAA Batt.* One D10 of Op-turns 1 per battery
the hit is permanently neutralized on its own (i.e., fire burns itself out or Restore Sub Batt. One D10 of hours NA (time only)
the flooding is stopped by water-tight compartments). After progressive Damaged A/C See rule 29.1 - Support Operations
damage checks - each remaining fire hit or flooding hit not neutralized or
*A maximum of 1/3 of eliminated light and Medium AAA batteries
not in the process of being neutralized causes 1 point of new damage to
(rounded up) may be repaired.
the ship (which could lead to new fate rolls).
(Play Aids ver. 3.8)

Buel Chandler (Order #27244075)


FW – NAVAL TABLES: PAGE 4
AIR-NAVAL TACTICAL PROCEDURE (30.2)

(1). Resolve Long Range AAA: The instant A/C commence an at-
tack, the ships or task force under attack are allowed one Op-scale
AAA attack against the A/C using their summed heavy AAA value.
This attack is conducted BEFORE any attacking A/C are shifted to
their new altitude bands to begin combat scale play.
NAVAL AAA FIELDS-OF-FIRE (25.2) (2). Target Selection and Approach: Attacking A/C may split up, if
desired, shift to their desired attack altitude as allowed by rule 15.10,
• All field-of-fire clock lines for AAA emanate from the ship's hex and pick their target ship sets (same or different). If the target is a
the guns are actually located in. task force, take all the vessels in it of ≥ 100 tons and divide them
• The clock line extending from the ship's bow is always its 12:00 into sets of ships with each being not more than 8 hexes worth of
line and that from the stern is its 6:00 line regardless of ship's ship sizes. Add smaller vessels to each set as desired. Place the
facing. The rest of the clock lines emanate from the ship's hex as sets on a table with unidentified vessel sides up so the attacker is
for LOAs and are labeled as in a clock face as shown in diagram 1 unsure of which is which. The attacker then selects one or more
below depicting guns located in a ship's bow hex. sets to attack and distributes his A/C against them per Rule 15.10.

Note: When a ship's hex is located on a hexside, the 12:00, 03:00, (3). Resolve Screening AAA: Untargeted sets of ships may make
06:00 and 09:00 lines are determined normally. The 01:00, 05:00, 07:00 one Op-scale AAA attack with AAA of all sizes that are in range,
and 11:00 lines follow the zig-zag hexsides adjacent to the ends of the against formations approaching targeted sets as follows:
hexside the ship is on. The 02:00, 04:00, 08:00 and 10:00 lines are For each approaching formation roll a D5 – 2. A result > 0 = the
assumed to emanate from the adjacent hex, furthest from the target, no. of untargeted ship sets randomly picked that are deemed to
which could be located on either side of the hexside. Diagram 2 below be overflown by the passing A/C prior to starting combat play.
illustrates field-of-fire lines for bow hex mounted guns.
• The 12:00 and 6:00 lines are also called bow and stern lines, Sum the Op-scale heavy, medium and light AAA values from all
respectively, and the 3:00 and 9:00 lines are also called right ships in the overflown sets and make an Op-scale AAA attack with
and left beam lines, respectively, in some other rules. each size AAA against the formation. Note, light AAA may only be
• The bow or stern arcs of a ship are defined as the area sweeping used against formations or A/C at altitude 3.0 or less.
clock lines 11:00 to 01:00 and 05:00 to 07:00, respectively. (4). Set up Combat Play: The attacker places main target ship within
Vertical Limits: AAA guns of 40mm or smaller may fire straight up. 5 hexes of the map's center. If not otherwise directed in a scenario,
Guns larger than 40mm in size have a "dead-zone" directly over-head remaining ships are placed by their owner as follows:
and extending in all directions by one hex per band above the VL band • If a Warship ≥ 100 tons - anywhere on map with same facing as
the target is located in. main target, but no closer than 15 + D5 hexes (roll per ship setting
up) from any multi-hex warship already on map, and no closer than
Combined Fire Limits: Any number of AAA batteries of 20mm or
10 hexes to any single hex warships ≥ 100 tons or any non warship
smaller guns on a ship may combine their fire at a single target. Up to
≥ 100 tons already on map. Vessels of < 100 tons can be ignored.
six batteries of guns larger than 20mm may combine their fire at the
same target A/C or hex. The radar or director modifier to attacks does • If a non-warship ≥ 100 tons - anywhere on map with same facing
not apply unless ≥ half the batteries firing are under such control. Dif- as main target but no closer than 10 hexes to any vessel ≥ 100 tons.
ferent ships firing at the same A/C resolve attacks separately. Each • If a ship of < 100 tons, anywhere on map, up to four per hex in any
ship may fire at an A/C more than once but only if each shot involves hex not occupied by or adjacent to a vessel of ≥ 100 tons.
guns of different critical hit ratings. Individual A/C may be attacked by
any number of ships in a single game turn. After set up, the attackers enter play per Rule 15.10.

1 NAVAL AAA FIELDS-OF-FIRE CLOCK LINE DIAGRAMS (25.2) 2

09:00 11:00 12:00 01:00


08:00 10:00

10:00 02:00
07:00 11:00

06:00 12:00 09:00 03:00

05:00 01:00
08:00 04:00

04:00 02:00
03:00 07:00 05:00

06:00

(Play Aids ver. 3.8)

Buel Chandler (Order #27244075)


FW – OPERATIONAL TABLES (COMBAT SCALE ADDS) – PAGE 3

COMBAT SCALE MAP ENTRY FOR ATTACKS (15.10) Aircrew Bailout TABLE (13.6)
• For Air-to-Ground attack set ups, A/C enter play from map Procedure: Allowed bail outs per attempt = lesser of crew remaining
fold edge determined by D10 roll and diagram below. or available exits. Attempts allowed = one per 3,000 feet or less of
altitude A/C had upon destruction. If bailing out of A/C under controlled
1 2 3 4 flight, one attempt per game turn allowed. If NOT free-falling, roll D10,
a roll of 10 = death (parachute entangles on A/C). Free fall altitude loss
NA 5 = 3+D5 increments per turn and not < prior turn's loss. First attempt
automatically fails if speed > 10.0 or used BT+ rates during move.
N 10 NA No speed mods. if spinning A/C. *If in play and still flying use both
sets of modifiers each attempt. **NA if exit already open before jam.
9 8 7 6
A/C Condition at Bailout % Roll Required
• A/C exploded (immediate try only, failure = death) ≤ 30
COMBAT SCALE WX GENERATION TABLE (16.2)
• Wing or tail lost (tumbling A/C), or A/C spinning ≤ 40
• A/C shot down intact (max hits exceeded) ≤ 60
Roll D10 on table below. Add D5 to top level of next lower band (0 if
• A/C still flying, random or normal flight used* ≤ 80
VL) to find each layer or deck's start altitude. Roll D10 to determine a
layer's thickness in increments or D5 for a deck's thickness in levels. Modifiers (first attempt) Modifiers (all attempts)
Weather Generation Modifiers • Per full speed < 5.0 = –05 •  Exit jammed = +30**
Scattered Clouds = –3 Broken Layers = +2 • Per full speed > 6.0 = +10 • Crewman wounded = +15
High Overcast Skies = –1 Low Overcast Skies = +3 • Altitude ≤ 1000 feet = +10 • A/C has minor fire = +10
• Altitude ≤ 300 feet = +40 • A/C has major fire = +20
Roll Weather Result •  F, L A/C inverted = –10 • Night time bailout = +05
≤ 1 None, a break exists in clouds. • Using ejection seat = –20 • Per prior failed try = +05
2 1 layer in highest band.
3 1 layer in highest band + 1 deck in lowest band. Notes: If ejection seat used, a free fall ≥ two turns before opening
4 1 layer in highest band + layer & deck in lowest band. chute required. Parachute descent = 100' / turn, defense strength=
5 1 layer in lowest band. 20, hits = 5, roll D10 if hit; a 1 = parachutist wounded.
6 1 deck in lowest band + 1 layer in all affected bands. Aircrew BaiLOut / crash Fate table (13.6)
7 1 deck in lowest band + 1 layer in highest band.
8 1 deck in each band + 1 layer in highest band. Final Territory
≥ 9 2 decks in lowest band, + 1 layer & deck in highest. percent Friendly Neutral Enemy At Sea
≤ 20 Rescued Rescued E & E Rescued
≤ 40 Rescued Rescued POW Rescued
OP-SCALE A/C CARRIER OPERATIONS ≤ 60 Rescued E & E POW E&E
≤ 80 Rescued POW POW POW
• Flight Deck Configuration is declared at start of each Op-turn. ≤ 90 Rescued MIA MIA MIA
Launch Operations ≥ 91 MIA MIA MIA MIA
• Up to 20 A/C may be launched using deck runs. Fate Percentile Roll Modifiers
• Up to 4 A/C may be launched per deck catapult. • Crewman is wounded = +15
• For deck runs, forward most flight deck hex must be clear. • Exited A/C at same time as 1 or more other crew = –10
• Elevators may make two round trips each. • In territory with under-ground E & E network = –15
• 2 A/C per functional flight deck hex may be spotted during • At sea & Air-Sea-Rescue A/C searching OMT dot = –10 each
movement phase to hexes at or below normal capacity. • At sea & friendly ships in same OMT dot position = –20
Recovery Operations • At sea but closer to enemy than friendly territory = +10
• Up to 14 A/C may land, be parked and shut down. • At sea in winter (if not in tropics) = +30
• For each A/C over 10 landed +05 to landing attrition. • At sea in shark-infested tropics = +05
• If flight deck hex next to stern hex over normal capacity +05
Notes: Rescued = return to duty in 2 x D10 days. E&E = return to duty
to landing attrition per 5 A/C or less landed.
in 3 x D10 weeks. MIA = missing in action (lost forever).
• Stern flight deck hex must be clear.
• Elevators and limited spotting as for launch operations.
Through-Deck operations FORCED LANDING LOCALE TABLE (15.12)
• All flight deck hexes must be operational. For each hex, up to
• If over land, roll D10 or use terrain in combat scale map landing hex.
2 A/C may be on deck at any part of Op-turn.
• Both landings and take-offs allowed in same Op-turn & phase. D10 Roll Landing Locale
• If carrier attacked, A/C are in mid-hex, or stern if only a two-hex ≤ 5 Clear flat terrain (field or meadow = +00 modifier)
carrier. Otherwise, A/C positions are not tracked. 6 to 8 Rough terrain (rocky fields, scrubland = +15 mod.).
• A/C may do three of the following acts (limited to one per phase): ≥ 9 Undesirable terrain (rolling hills, forest etc. = +30 mod.).
a. Move once between decks by elevator (any phase). D10 Modifiers
b. Take off or land in the Take-Off Phase. • Each band above VL A/C started Op-turn at = –1
c. Reload all guns, clear jams in the Movement Phase. • If inclement weather exists in VL band = +4
d. Refuel all tanks in the Movement Phase. • Recruit, Green, Veteran, Gifted pilot = +2, +1, –1, –1
e. Take off or land in the Landing Phase.
f. Switch crews if not landing or taking-off in the turn. crew CRASH survival Table (15.12)
Support operations
• Per functional flight deck or hangar deck hex, roll D5 and sum. 10 Roll
D Result
• Result = A/C on that level which may be spotted from one hex ≤ 6 Crewman okay (roughed up only - Pheew!)
to another on the same or different level if elevator also used. 7 to 9 Crewman wounded (2nd wound = killed).
• Elevators may make two round trips each. ≥ 10 Crewman killed.
• Up to 3 A/C per functional flight or hangar deck hex not being D10 Modifiers
spotted may be refueled & have guns loaded, or have guns • A/C has minor fire, major fire, or exploded = +1, +2, +5
and up to 10 load points of stores uploaded or downloaded. • A/C not seaplane or float plane & ditched in water = +1

(Play Aids ver. 3.8)

Buel Chandler (Order #27244075)


FW – OPERATIONAL TABLES – PAGE 4

BASE LIKELIHOOD TABLE (1.8)


% Die Base % Die Base % Die Base % Die Base % Die Base
Roll Likelihood Roll Likelihood Roll Likelihood Roll Likelihood Roll Likelihood
00 even +130 80 +35 60 +10 40 –10 20 –35
99 +115 79 +33 59 +9 39 –11 19 –36
98 +97 78 +32 58 +8 38 –12 18 –38
97 +87 77 +30 57 +7 37 –13 17 –40
96 +79 76 +29 56 +6 36 –14 16 –41
95 +74 75 +27 55 +5 35 –15 15 –43
94 +69 74 +26 54 +4 34 –17 14 –45
93 +65 73 +25 53 +3 33 –18 13 –48
92 +61 72 +24 52 +2 32 –19 12 –50
91 +58 71 +22 51 +1 31 –20 11 –52
90 +55 70 +21 50 0 30 –21 10 –55
89 +52 69 +20 49 –1 29 –22 09 –58
88 +50 68 +19 48 –2 28 –24 08 –61
87 +48 67 +18 47 –3 27 –25 07 –65
86 +45 66 +17 46 –4 26 –26 06 –69
85 +43 65 +15 45 –5 25 –27 05 –74
84 +41 64 +14 44 –6 24 –29 04 –79
83 +40 63 +13 43 –7 23 –30 03 –87
82 +38 62 +12 42 –8 22 –32 02 –97
81 +36 61 +11 41 –9 21 –33 01 –115
00 odd –130
Roll % dice. Read base LH no. to right of % result. On "00" % result, roll D10 for an even-odd result.

ENEMY ENCOUNTERS TABLES (15.0) Attrition Table (15.3)


Encounter Type Final LH % Roll • Use this table for Take-Off Attrition, Landing Attrition, AAA attacks,
Ground or Naval target search success ≥ +10 ≥ 60 drop tank jettisoning or other events requiring attrition checks.
Unintentional encounter during move ≥ +21 ≥ 70*
• Roll for LH & modify as required for the event being checked. Enter
(*+05 LH per enemy formation > 1 and for each 3 solo A/C in dot)
table from left at number of A/C involved. Find column furthest to the
Free Hunter / CAP intercept during move ≥ +10 ≥ 60
right whose LH entry is equaled or exceeded by the final LH deter-
Deliberate combat phase intercept ≥ +00 ≥ 50
mined for the event. Find the number of A/C affected by the event at
Day Only Encounter & Search LH Modifiers the top of the column. Columns with dashes in them are ignored.
• Each 4 or less A/C in target / search formation > 4 = +10 each
• Majority of target A/C camouflaged and lower = –10 • A final LH result < the minimum required to affect one A/C means
• Majority of target A/C silver and lower, or contrailing = +20, +30 none are affected. If >18 A/C are involved in an event, divide them
• A/C Intercept aided by ground radar (EWR or GCI)** = +30, +40 into the least possible number of near equal sized groups of ≤ 18
A/C and roll separately for each group.
Both Day & Night Encounter & Search LH Modifiers
• Cloud density (CD) between interceptor & target = –10 x CD
• Each band > one interceptor away from A/C target = –10**
Total Number of A/C or Objects Affected
• Each band > VL searcher is above surface target = –05**
**(Ignore mod. if A/C radar aiding intercept / search) AC 1 2 3 4 5 6
• Per ship = one hex, or > one hex in size in Task Force = +02, +05
• Surface search radar vs. naval vessels or cities = +30 1 +55 ––– ––– ––– ––– –––
• Per dot > one target is from search A/C or formation = –10 2 +36 +115 ––– ––– ––– –––
CD = sum of cloud density nos. for weather in target's alt. band, NF's 3 +25 +87 ––– ––– ––– –––
band (if different) and each band in between. CD nos. = 1 for scattered, 4 +17 +74 +130 ––– ––– –––
2 for Broken, 3 for Overcast, and 4 for inclement weather. 5 +9 +61 +115 +130 ––– –––
Night Only, Encounter & Search LH Modifiers 6 +4 +52 +115 +130 ––– –––
• No moon, Any moon under broken & overcast clouds = –60, –45 7 –1 +45 +97 +130 ––– –––
• Partial moon light, or full moon light = –30, –15 8 –6 +38 +87 +130 ––– –––
• Interceptor under EWR, GCI radar control to target** = +05, +20*
• Each A/C in target gaggle (class NA), NF highlighted = +02, +05
9 –11 +32 +74 +115 +130 –––
• NF using IR sensor or spot light, turbine light = +02, +05 10 –15 +26 +65 +115 +130 –––
• NF pilot with keen eyes, Target is highlighted NF = +05, +10 11 –19 +21 +58 +97 +130 –––
• NF with A.I. radar (see ADC modifier) = +variable 12 –24 +17 +52 +97 +130 –––
• NF using radar homing vs. A/C with detectable radar = +10
• Target illuminated (on fire), or lit up by searchlights = +40, +30 13 –26 +12 +45 +79 +115 –––
• Target silhouetted, or in flare cluster band = +20, +10 14 –30 +9 +43 +79 +115 –––
15 –33 +5 +38 +74 +115 –––
GCI Jamming* = reduce mod. to +5 if jammers in OMT dot range.
16 –35 +3 +35 +69 +115 +130
EWR Range** = 5, 10, 15 dots for ≤ 2, ≤ 12, ≥ 13 A/C engines in target
group or gaggle. GCI range** = 5 dots. GCI assisted NF needs IFF. 17 –41 –2 +29 +61 +97 +130
Window (W) = –1 to radar mods. per point of W in tgt.'s dot & band. 18 –43 –5 +25 +55 +87 +115

(Play Aids ver. 3.8)

Buel Chandler (Order #27244075)


FW – TACTICAL SCALE TABLES - PAGE 1

TAC–SCALE SEQUENCE OF PLAY , DAY TMG START BAND ROLL


DEF.'S SIGHTING ROLL
1. First Sight Determination Phase (14.2) CBT. SET UP RANGE (14.7)
• Determine relative altitudes per Rule 14.1.
• Determine first sight, see Tac-Scale Sighting Table next page. Start Band Set Up Roll for DAY Combat
2. A/C PLACEMENT, Searchlight Phase (14.3, 32.2) D10 Result Band Sighting Set Up Range
• Turn 1 only – Place defenders in target "X" box. Friendly escort = NA X Box ≥ 30 3 + D5 hexes
formations may select a base altitude from 3,000 feet above, to = ≤ 2 A ≥ 50 6 + D5 hexes
1,000 feet below the defender's main base altitude. = 5 to 3 B ≥ 70 10 + D5 hexes
• Turn 1 only – Roll unmodified D10 for Sun arc (day time only). = 8 to 6 C ≥ 80 15 + D10 hexes
• All Turns – Roll D10s to determine start arc and range band of = ≥ 9 D ≥ 90 20 + D10 + D10
newly arriving attacker's. Add modifiers as needed or allowed.
See Tac-Tables, Page 2 for Combat Scale set ups.
Placement constitutes the new attacker's move and flight path
drift for Tac-turn of arrival.
• NIGHT ONLY - Intercept sensor used determines set up band. ESCAPE PROFILES (14.6.1)
Roll for searchlight (SL) captures. See Tac Scale Tables page 2. Success Roll Tables
If caught by SL, defender (first), then attacker (in lieu of normal move
in step 3), may immediately declare Evasive Maneuvers. Adjust Escape Procedure: Roll D10 per side. Add modifiers
altitude, attitude and speed for evasions. If defender evaded, also below for profile selected. If fleeing side has higher roll,
adjust attacker's arc (D10 odd = one arc CW, even = one CCW). they escape. If not (set up combat on escapee's 6:00 line
at "X" box ranges).
3. Attacker's Movement Phase (14.4)
• Commit to combat* if allowed and desired. DAY - If A or B band, Both - Any Profile D10 Modifiers
± 3,000' of any defenders). (*NA for just arrived attackers). • If using emergency power (1 min. of endurance = +1
NIGHT - If sensor track established or Target sighted last turn. • If diving, each 2 levels below attacker at start = +1
• Perform Flight Path Drift (follow arrows on TMG). Entering target • If climbing or level run, each level above attacker = +1
"X" box within 1,500' of any defenders initiates combat.
Escapee only D10 Modifiers
• Night drift = D5–1 spaces unless target illuminated or target
• Attacker in C band or in D band at start = +1, +2
tracking with sensors has been established, then normal drift.
• Escape attempt is at Night = +2
• Move attacker's per TMG movement options (see TMG).
• Broken or overcast clouds in start band = +1, +2
4. DEFENDER's INTERCEPt Phase (14.5) • VL inclement Weather in start band = +3
• New arrivals on defender's side may select one attacking formation
on TMG to bounce. Remove both to a separate combat scale battle.
Escape by Steep or Vertical Dive
Requirement: Be ≥ 10,000 feet above ground. Lose 3,000'
5. Defender's Sighting Phase (14.6) + D5 of altitude levels. End speed = max safe dive –2.0 to
• DAY – Defender rolls % dice with modifiers to sight attackers. If +2.0 (player's choice). If applicable, roll once per A/C for
seen, go to Defender's Response Phase. If not, return to phase 2. dangerous dive destruction, and for compressibility (+10
• NIGHT – Both sides roll for visual sighting. Check for NF sensor modifier to all rolls). If compressibility results, roll D10. If
target tracking (unless NF is evading a searchlight beam). Target ≤ 4, A/C dives into ground (one bail out try only), else no
tracking with other than eyes NA if NF in steep or vertical attitude effect unless caught, then it starts play in compressibility.
after move or > 1,000 away in altitude per range band.
• Own side's A/C have F.I. engines = +1
6. Defender's Response PhasE (14.6.1) • Each 0.5 of dive speed > other side's = +1
• Commit to combat if desired (no range limits). NA for unescorted
X class (fixed formation) or unescorted A/C on AtG missions. Escape by Shallow Dive
• If combat initiated, fight geometry change possible. If all attackers Requirement: Be ≥ 3 levels above ground. Lose 1,500'
in C or D bands and no X class defenders exist, shift attackers up + two D10 of increments, but not to < 500' above ground.
to 2 or 3 arcs (resp.) on TMG (retain range) and each escort A/C's Speed ≥ max attainable to max safe dive speed – 2.0.
combat set up facing may be changed up to 60° before resolving
scatter. If some X class defenders exist, then no TMG shifts allowed, • Each 0.5 of dive speed > other side's = +1
but escort A/C facings may each be changed up to 120° before Escape by Level Run, Shallow Climb
resolving scatter.
• Attempt to FLEE (AtG missions areaborted). Use escape profiles. Requirement: Stay level or climb ≤ half of available ROC
• If defenders do not, or cannot commit to combat, and do not opt (round down to nearest 100). Speed = max attainable.
to flee, start next Tac-turn. Begin with Step 2, arriving attacker's
• Each 1.0 of attainable speed > other side's = +1
A/C Placement. Defenders may change speed up to max attain.
• Each 300 fpm ROC > other side's ROC = +1
TMG SUN DAZZLE ZONES (14.8) Escape by Full Climb
Approx. Time of Day Sun Position & Dazzle Zone Requirement: Climb > 1/2 ROC. Speed = climb speed.
Morning or Evening Low ≤ ± 1,000 per Band
Mid-Morn. or Afternoon High ≥ 1K higher per Band • Each 0.5 of own climb speed > other side's = +1
Hi-Noon (1100 to 1300) Vertical ≥ 2K, ≥ 4K higher in A, B band, • Each 300 fpm greater ROC over other side's = +1
respectively, NA if in C, D bands. • Double any "All profiles" altitude advantage modifier.

(TMG version 3.8)

Buel Chandler (Order #27244075)


FW – TACTICAL SCALE TABLES - PAGE 2

TAC-SCALE DAY SIGHTING / NIGHT DETECTION TABLE

Procedure: Each side rolls Percentile dice. Add applicable Modifiers to roll. The side with highest
roll wins "first sight" and becomes TMG attacker (roll unmodified D10s as needed to break ties).

SIGHTING MODIFIERS (14.2 & 14.6)


• Each own flight leader (3 or 4 ship) in force with keen eyes = +05
• ≥ Half of own A/C have good, or poor cockpit visibility = +10, –10
• ≥ Half of own flight leader A/C without radios (NA if single A/C) = –15
• Friendly EW or GCI Radar in use (if unjammed, if jammed) = +20, +05
• Each full hour (6 Op-turns) after first hour, side has been in air = –05
• Enemy in A/C type Blind Arc or Sun Dazzle Zone (ignore for first sight) = –20 each
• Enemy A/C contrailing (or contrailing in moonlight if at night) = +50
• Each F or L class, each M or H+ class A/C in enemy formation** = +01, +02
** Double modifier if silhouetted against BKN or OVC clouds on OMT, or if not camouflaged and lower
against contrasting terraing (e.g., silver over water or land, non-white over snow). Halve modifier (round
down) if camouflaged for lower background (e.g., brown over sand, blue over water, green over land

EXTRA NIGHT DETECTION MODIFIERS (32.2)


• Enemy A/C lower against dark ground (not snow), or higher in night sky = –20, +05
• Enemy A/C silhouetted against backlight, or no eng. exhaust shrouds = +20, +10
• Enemy A/C illuminated by other than searchlight (SL), or lit up by SL = +50, +70
• Enemy A/C tracked by searching A/C sensor other than eyes = +15
Notes: Day or Night - If A/C or main formation leader does not have a radio, any EW or GCI radar modifiers
are NA. At Night, table used for detection and sighting attempts. First detection only for random encounters.

NIGHT SENSOR RANGE TABLE (32.2) (Data for 1-2 eng. / 3-4 eng. A/C) TAIL WARNING
RADARS (32.2)
SENSOR Sensor Range & TMG Set Up Band TMG Sensor Track Success,
TYPE No Moon Partial Moon Full Moon Allowed Tracking Arcs Roll D10 if attacker
ends TMG move in any of
Regular eyes X / X X / X A / A upon visual sighting, any target arc defender's rear arcs, from
Keen eyes X / X X / A A / B upon visual sighting, any target arc A to C band.
Spot Light A / A A / B B / B upon visual sighting, Tgt.'s 6:00L (arc 10)
Attacker detected
Turbine Light B / B B / B B / B upon visual sighting, Tgt.'s 6:00L (arc 10) if D10 Roll:
IR Scanner A / B A / B A / B automatic once on target's 6:00L (arc 10)
≥ 3 A band
A/C or GCI radar D / D D / D D / D automatic once in any target rear arcs
≥ 6 B band
Illuminated Target D / D D / D D / D automatic from any target TMG arc
≥ 9 C band
Radar Homers Use visual "eyeball" ranges for start band if no other sensor in use.

NIGHT SIGHTING ROLL (32.2) Searchlight (SL) Captures & Evasion Shifts (32.2)
NIGHT CBT. SET UP RANGE (14.7) • If searchlights in OMT dot of TMG encounter, Roll D10 for defender and
attacker. Mods: –4 if lit up last Tac-turn, –1 if SL strength > 10 in OMT dot.
TMG % Roll for Combat Scale
A D10 result ≤ 3 = Capture. If so Defender, then Attacker (in lieu of attacker's
RANGE Sighting Set Up Range move) may immediately do SL evasion. Evading A/C lose 2 x D10 x 100'
TGT X Box ≥ 50 0 + D5 hexes in alt. but cancel previously lit up –4 mod. for next Tac-turn's SL check. If if
1 space ≥ 70 3 + D5 hexes Defender evades, roll D10. odd = shift attackers clockwise on TMG by one
2 spaces ≥ 90 6 + D5 hexes space in same band, Even = shift one space counter-clockwise.
3 spaces ≥ 120 if illum. 10 + D10 hexes
4 spaces ≥ 150 if illum. 15 + D10 hexes
COMBAT SCALE SET UP PROCEDURE (14.7)
Place defenders and escorts in formation near center of map. Roll for attacker's
NIGHT COMBAT SCALE VISUAL RANGES (32.3) horizontal set up range. Place attacking leader at rolled range and in arc
Light Condition Max Visual Range in Hexes determined by TMG play from one selected defender. Place rest of attackers
in formation on leader (none higher if climbing, none lower if diving). Scatter
• Full Moon = (4 x D5) + Twice A/C engines
defenders, then attackers. If attackers sighted, defenders choose bank angle,
• Partial Moon = (2 x D5) + A/C engines
else level. Attackers choose bank angles. Begin play.
• No Moon = (1 x D5) + 1/2 A/C eng. (round down)
• Illuminated = Unlimited. Formation D10 Scatter Rolls: One per 4 or less A/C in form. Add one per 2
and 5 hours in air, if straggled, if base alt. > MH or two if alt. > VH. Counter
Notes: Reroll every 5th turn. Double engine value if exhausts
Rolls = one per 9 or less A/C. Limits = 3 scatters per A/C, +1 after 2 and 5
not shrouded (see scenarios). "N" class have exh. shrouds.
hours (after 4 if pressurized). +1 per 2 or less bands> MH, unless pressurized.

(TMG version 3.8)

Buel Chandler (Order #27244075)


FW – OPERATIONAL MISSION TRACK - PAGE 2
ZONE-2 EN ROUTE ZONE-3
OMT WEATHER
Hi-Ovc. Lo-Ovc. VL-incl. Clear Scatt. Brkn. Hi-Ovc. Lo-Ovc. VL-incl. The en route zone weather
markers go into the labeled
UH band squares. Place the
two-hex sized cloud counters
in the first two squares of any
affected alt. bands in each en
route zone and in the squares
over the home base circle.
All OMT squares in the same
affected bands in each zone
have the same weather.
Affected ALTITUDE
Bands (16.2)
Roll D10 for each OMT zone
with weather that is other than
"Clear Skies" and when OMT
zones change to other than
"Clear Skies".
D10 Modifiers
• Scattered Clouds = – 2
• Broken Clouds = + 1
• High Overcast = – 1
• Low Overcast = + 2

D10 Affected
Roll Bands
≤ 1 HI only
2 HI to VH
3 LO & MH to HI
4 ML to MH
5 LO & HI
6 VL to LO & MH
7 LO to ML
1 2 3 4 5 1 2 3 4 5 1 2 3 4 5 1 2 3 4 5 1 2 3 4 5 1 2 3 4 5 1 2 3 4 5 1 2 3 4 5 1 2 3 4 5
8 VL & ML
9 VL to LO
≥ 10 VL only

10 11 12 13 14 15 16 17 18 COMBAT SCALE WX (16.2)


(see Op-Tables, Page 3)

FUEL USE TABLE (15.4.2) Initial Operational Weather (15.2)


Fuel use is cumulative in that any tactical or combat play within an Procedure: Roll D10 for each OMT weather zone at start of mission.
Op-turn uses fuel beyond that consumed by the Op-turn itself. Exception: For night missions, roll unmodified D10 for moon light condition. Roll
see operational-to-tactical scale fuel credit below. D10 for affected bands in each zone with other than clear skies.
1. Start, taxi, take-off (all combined) = 5 min. per eng. D10 Modifiers: Spring or Fall = + 1, Winter = + 2
2. Each take off climb multiple (by load) = 1, 2 or 3 min.* D10 Roll Weather In OMT Zone
3. Each take off, en route or regrouping join up = D5 minutes * ≤ 3 Clear Skies (no clouds).
4. If entire Op-turn spent terrain hugging (16.1) = 2 minutes * 4, 5 Scattered Cloud Cover.
5. Each Op-turn at dash or climb speed = 15+D5 min. * 6, 7 Broken Cloud Cover.
6. Each Op-turn at cruise speed = 10 minutes * 8 High Overcast Skies.
7. Each Op-turn at endurance speed = 5 minutes * 9 Low Overcast Skies.
8. Per Tac-turn after Op-to-Tac scale credit = 1 minute ** ≥ 10 Low Overcast with VL band inclement weather.
9. Per 5 turns or less of Combat scale play = 1 minute **
10. Fuel loss due to delays or damage. = variable D10 Roll Moonlight Table (Night Missions Only)
11. Each Op-turn landing, GM-1 or MW-50 use = D5 minutes 1 to 3 No Moonlight
12. Per Op-turn dot shift during intercepts = 2 minutes 4 to 7 Partial Moonlight
8 to 10 Full "Hunters" Moonlight
* Fuel use applies equally to all A/C in formation.
** Double if GM-1 or MW-50 boost used. +3 min. if C-3 boost used. Contrail Levels: (includes levels in between, roll per zone)
• Lowest Contrail Level = 20 + D10 roll.
Operational–to–Tactical Scale Fuel Credit: Five free turns of tactical • Highest Contrail Level = Lowest level + (2x D10) roll.
moves allowed before cumulative fuel use begins. This credit ends when
combat scale play begins. EWR / GCI RADAR RANGES (15.7): EWR Range = 5, 10, 15 dots
Engine Shutdown, Loss Effects (15.5.1): Multi-engine A/C reduce total for ≤ 2, ≤ 12, ≥ 13 engines in target A/C group. GCI range = 5 dots.
fuel used by one minute per engine not in use per Op-turn. Endurance SEARCHLIGHTS (32.1.2): use attrition table for captures with SL
power not allowed if any engines shut down or knocked out. strength as + Mod. (doubled if radar aimed) & cloud density as – mod.

(Play Aids ver. 3.8)

Buel Chandler (Order #27244075)


COMBAT SCALE SEQUENCE OF PLAY Formation Parameters (8.5)
1. Initiative Phase (8.1) Section or Flight Fixed Formation (2-1-3)
• Declare tailing if in parameters and desired (8.1.1). Wingmen stacked with leader in same hex, or if not in same hex, on or
• Roll D10 for each A/C, or formation set requiring initiative. behind leader's 3:00 / 9:00 lines, within two hexes of, 100 feet of and 30
• Agility order = X, H+, M, F and L by load, unsighted A/C. degrees facing of leader. Formation limited to EZ rates if class H+, or
(U class and gliders move first within their class). TT rates or less for others. Limited to upright shallow attitudes or less.
May use slips; not skids or other maneuvers.
A/C Initiative Roll Modifiers
• Recruit Pilot, or Green Pilot = –4, –2 Squadron & Group Fixed Formation (3-3-3)
• Own A/C severely damaged, or Oil on Canopy = –1, –2 Subordinate leaders behind squadron leader's 3:00 / 9:00 line, within
• Per own side's Hero or Ace shot down = –1 three hexes of, 300 feet of (but not > 100 per hex away) and 30 degrees
• Veteran, Hero or Ace Pilot (each characteristic) = +1 facing of squadron leader. For Group formation: Subordinate squadron
leaders within 3-3-3 parameters of group leader or any of group's other
• If in formation and immediate leader is a Hero = +1
squadron flight leads.
• Enemy A/C shot down (air-to-air) in last 2 turns = +2
• No radio A/C with > half of enemy in blind arc: FLEXIBLE Formation (6-6-6)
if veteran, ace or hero, any other pilot type = –1, –2 Wingmen stacked with own leader, or in same hex within 300 feet of and
30 degrees facing of leader (0-3-3), or if not in same hex, on or behind
Initiative Exceptions leader's 3:00 / 9:00 line, within six hexes, 600 feet and 60 degrees fac-
• A/C "tailing" another use tailed A/C's initiative (8.1.1). ing of leader. If no radios, then as for fixed formations or as directed in
• Wingmen and one sqn. subordinate lead in flex. formation scenario special rules.
and in radio contact with their leader, or in fixed formation
parameters if no radios, may use leader's initiative (8.5). Squadron Flexible Formation (9-9-9)
One subordinate flight leader not in same hex as squadron leader, and
2. Movement Phase (8.2) on or behind his 3:00 / 9:00 line, within nine hexes, 900 feet and 90
• Move ground and naval units (18.1 & 26.3). degrees of facing of own squadron leader is eligible to receive leader's
• Do dangerous dive, compressibility, stall & Spin checks. radio initiative benefit.
• Move A/C in order of agility & initiative no. or rank (8.1).
Note: Scenarios may specify other types of formation parameters.
Resolve ties at initiative number's time to move.
• Head-on attacks allowed during movement (10.3).
Defenisve fire, return head on shots allowed. A/C LOAD EFFECTS TABLE (12.0)
• Strafing, skip bombs, parafrags, CB dispenser drops and Loaded A/C
torpedo bombing allowed during movement (19 & 21). • Use loaded ceiling. –0.5 to max level and safe dive speeds.
• +1 to bank & slip / skid FPs if ≥ 1/2 load carried under wings.
Reactive AAA fire allowed. • +0.5 to all minimum level and turn rate speeds.
• Engine power = 2/3 of available power accel.
• Roll for overstress, GLOC and red out checks.
• For Tac-scale reduce ROC by 1/3 (round up to nearest 100 FPM)
• Check for pilot disorientation for cloud or night flying. • For Op-scale use loaded climb multiples with listed ROC.
Movement Order Exceptions
• Tailing A/C move immediately after tailed A/C (8.1.1). OverLoaded A/C
• Tailing A/C have tailed A/C's initiative number. • Use overload ceiling. –1.0 to max level and safe dive speeds.
• Wingmen & subordinate leads using leader's initiative no. • +1 to all bank and slip / skid FP requirements.
move in order of formation rank. If enemy A/C in same • +1.0 to all minimum level and turn rate speeds.
rank, roll D10s for all in that rank and move in that order. • Engine power = 1/2 of available power accel.
• For Tac-scale reduce ROC by 1/2 (round up to nearest 100 FPM)
• Unsighted A/C always move last.
• For Op-scale use overloaded climb multiples with listed ROC.
3. Combat Phase (8.3)
Severe Damage EffectS (11.0)
Accomplish (apply damage) in Order Listed: • ET turns destroy A/C, BTs risk overstress (+20 mod.)
• Resolve Bombs whose TOF expired previous turn. • –1.0 to max level and safe dive speeds.
• Resolve Searchlight Actions (evasions, then new captures) • +20 modifier to dangerous dive rolls.
• +1 to all bank and slip / skid FP requirements.
• Resolve air-to-ground blast zone, then AAA attacks.
• +0.5 to all minimum level and turn rate speeds.
• Resolve defensive gunfire from X, H+, M class A/C. • Reduce available engine power accel by 1/4.
• Resolve defensive gunfire from L, F class A/C. • For Tac-scale reduce ROC by 300 FPM (but not to < 0).
• Resolve air-to-air gun and rocket attacks. • Reduce Op-scale climb multiplier by 1 (but not to < 0).
• Launch weapons, jettison stores from A/C. • –1 to initiative roll, pilots have their hands full.
• Resolve air-to-ground attacks in following order: A/C Load Notes:
Strafes, Rockets, TOF expiring bombs, torpedoes. 1. Internal Bomb bays: Use 1 load point for every 500 lbs. carried
• Resolve fires, explosions or other progressive damage. and 0.5 load points for each 250 lbs. or less left over. Unless F or
• Check for air-to-air collisions. D class, A/C carrying bombs in bays may not use inverted banks.
• Resolve combat scale forced landings or ditchings. 2. Loads and Movement Order: A/C loads affect order of moves
• Resolve aircrew bail out attempts (13.6). within the combined F and L class as follows:

a). Overloaded "F" and overloaded "L" A/C move first.
b). Loaded "L" A/C move next.
c). Normal "L" and normal or loaded "F" A/C move last.

(Play Aids ver. 3.8)

Buel Chandler (Order #27244075)

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