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TURN ORDER

A player moves their planes one by one switching turns after each single plane is moved.

A play must move all of their planes before moving one that has already been moved.

If one player has more planes than another, after the other player has moved, that player with more planes
moves all the planes they have not yet moved and then passes the turn to the next player.

MOVEMENT

To move a plane, it travels a given number of hexes based on the aircraft's Speed Stat.

A plane must always move at least half of their maximum speed rounded down. A plane can move at any
speed between its minimum and maximum speed.

A plane must always move through full hexes, it cannot travel along the border between hexes.

To move forward without turning, a plane must move is a straight line in the direction it is facing.

To turn, a plane takes the distance in hexes it wishes to turn and divides it into 2 or 3 equal lengths. These
equal lengths are always rounded down to the nearest equal number, not up. Starting in the direction it is
facing, it moves each of these equal lengths in one of 3 ways.

A plane may turn in one of three ways, a Wide Turn, a Hook, or a Sharp Turn.

Example of Wide Turns


Example of Hooks

Example of Sharp Turns


A plane must devote its turn to either a full forward move or a complete turn.

ALTITUDE

Every plane has an altitude. Its altitude can be anything between 1 and the number given in its Ceiling
Stat.

A plane may go up or down one level of altitude each turn. Likewise it may shoot at enemies 1 level
above or below it.

A plan may quickly change altitude in one of 2 ways, a climb or a dive.

A climb is done when a player wished their plane to rapidly change their altitude upwards. A plane may
sacrifice 1 third of their maximum speed per level of altitude they wish to climb up to a limit of 3 altitude
levels, and may ignore their minimum speed to do so. They may no climb twice in a row.

A dive is done when a player wished their plane to rapidly change their altitude downwards. A plane may
dive up to a limit of 4 altitude levels, but must add 1 third of their speed to both their minimum and
maximum speed.

COMBAT

To fire at an opponent, you select a target and roll 1d6 per armament point. A 5 or 6 is a hit and causes the
opponent to lose 1 structure point. When a plane has no structure points remaining it is shot down and is
removed from play.

All guns have a range of 8 hexes.

The number, facing direction, and type of gun is described by its Armament Stat.

There are 3 types of guns: fixed, mount, & turret.

A fixed gun fires directly in the direction it is fixed along line of hexes and the hexes to either side. (See
example of a Forward Fixed below)
A mount fires in a 120 degree arc centred on the direction the gun is mounted in. (See example of a Rear
Mount below)
A turret fires in a 240 degree arc centred on the direction the gun is mounted in. (See example of a Rear
Turret below)

SPECIAL ACTIONS

THE GOLDEN RULE

When asked to take a fraction, or equal lengths, always round down.


AIRPLANE STATS

NAME COUNTRY TYPE SPEED STRUCTURE POINTS CEILING ARMAMENT


CF-100 Canuck CAN Jet Interceptor 14 20 14 4 Forward
Morane MS.406 FRA Single-engine Fighter 8 3 9 3 Forward
Dassault Ouragan FRA Jet Interceptor 15 8 13 4 Forward
Messerschmitt Bf.110 GER Twin-engine Heavy Fighter 7 8 10 4 Forward 1 Rear Mount
Messerschmitt Bf.109E GER Single-engine Fighter 8 4 12 3 Forward
Dornier Do-17 GER Medium Bomber 5 11 8 1 Forward Mount 2 Rear Mount
Junker Ju-88 GER Medium Bomber 7 19 8 1 Forward Mount 1 Rear Mount
Heinkel He-111 GER Medium Bomber 7 17 7 1 Forward Mount 2 Rear Mounts
Junker Ju-87 Stuka GER Dive Bomber 6 5 8 1 Forward 1 Rear Mount
Macchi C.200 Saetta ITA Single-engine Fighter 8 3 9 2 Forward
Savoia-Marchetti SM.79 Sparviero ITA Medium Bomber 7 15 7 1 Forward 2 Rear Mounts
Nakajima B5N JAP Torpedo Bomber 6 4 8 1 Rear Mount
Mitsubishi A6M JAP Single-engine Fighter 9 3 10 4 Forward
Aichi D3A JAP Dive Bomber 7 5 10 1 Forward 1 Rear Mount
Bristol Beaufighter Mk. I UK Twin-engine Heavy Fighter 8 14 5 4 Forward
Fairey Swordfish UK Torpedo Bomber 3 3 6 1 Forward 1 Rear Mount
Boulton Paul Defiant UK Single-engine Interceptor 8 5 9 1 Rear Turret
Gloster Gladiator UK Single-engine Fighter 6 2 10 2 Forward
Fairey Fulmar UK Single-engine Fighter 7 6 8 4 Forward
Hawker Hurricane Mk. II UK Single-engine Fighter 9 5 11 4 Forward
Supermarine Spitfire Mk. II UK Single-engine Fighter 9 4 11 4 Forward
de Havilland Venom UK Jet Fighter 17 8 12 4 Forward
Lockheed P-38 Lightning USA Twin-engine Interceptor 11 11 13 3 Forward
Douglas TBD Devastator USA Torpedo Bomber 5 5 6 1 Rear Mount
Curtiss P-40 Warhawk USA Single-engine Fighter 8 5 9 3 Forward
Grumman F4F Wildcat USA Single-engine Fighter 8 4 12 2 Forward
Bell P-39 Airacobra USA Single-engine Fighter 9 5 11 2 Forward
Brewster F2A Buffalo USA Single-engine Fighter 8 4 10 2 Forward
F-94 Starfire USA Jet Interceptor 17 11 15 2 Forward
F-86 Sabre USA Jet Fighter 18 10 15 3 Forward
Douglas SBD Dauntless USA Dive Bomber 6 5 8 1 Forward 1 Rear Mount
Douglas A-20 Havoc USA Attack Aircraft 8 14 7 3 Forward Mount 1 Rear Turret
Petlyakov Pe-2 USSR Twin-engine Heavy Fighter 9 11 8 2 Forward 1 Rear Mount
Polikarpov I-15 USSR Single-engine Fighter 7 2 9 2 Forward
Polikarpov I-16 USSR Single-engine Fighter 8 2 9 2 Forward
Yakovlev Yak-1 USSR Single-engine Fighter 9 4 10 2 Forward
Lavochkin-Gorbunov-Gudkov LaGG-3 USSR Single-engine Fighter 9 4 9 2 Forward
Mikoyan-Gurevich MiG-3 USSR Single-engine Fighter 10 5 12 2 Forward
Tuploev Tu SB USSR Medium Bomber 7 9 9 2 Forward 2 Rear Mount
MiG 15 USSR Jet Fighter 18 7 15 4 Forward
Sukhoi Su-2 USSR Dive Bomber 8 6 8 2 Forward 1 Rear Mount
Ilyushin Il-2 Sturmovik USSR Close Attack Fighter 6 8 4 3 Forward 1 Rear Mount
Yakovlev Yak-2 KABB USSR Close Attack Fighter 8 8 9 3 Forward

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