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PUGHT LEADER THE FLIGHT LEADER BASIC GAME RULES FOLDER THE BASIC GAME RULES GAME INTRODUCTION FLIGHT LEADER sa game ofair-so-air et iter ‘comb for two to eight players. For ease in learn ing the rules are divide ino major sections which shouldbe learned one at a time-iratthe Basic ‘Game inthis folder, shen the Advanced Game and (Optional Rules (in that order) in the PILOT'S. MANUAL, The most commonly needed informa. tion is given on the units and on the Aierew Aid ‘Card. While reading the rues, when reference is ‘ade to something on the units or Airerew Aid Card, familiarize yourself withthe information's location and uses while reading the rule. Games can and should be played using only the Basic ‘Game Roles, which cover the play ofthe game in is simplest form, covering only the game's basic mechanics, The rules and additional infor: ‘mation in the PILOT'S MANUAL add more topics and detail to concepts first introduced in the Basie Game SCALE: A hexagon represents approximately one kilometer (about 3280 fet) per hex (bth laterally ‘and vertically), an aircraft unit represents one plane, a Turn represents about 30 seconds and ‘ach Speed level represents an actual speed in ‘rement of about 120 kilometers per hour (1075 miles per hour) 1.0 GAME COMPONENTS Pleaze inspect the game's components and become familiar with them while reading through this section, Components and information marked with am asterisk *) are nor needed for Basic Gameplay, but are explained in later sections ofthe rules in the PILOT'S MANUAL, 1.1 THE MAPBOARD: The mepboard depicts contested airspace afi forms the game's paying Surface. A hexagonal grid regulates the lateral ‘movement and positioning ofthe playing pieces sand the individual hexagons are called “*hexes.” Heres ae individually identitied by letier/mmber codes printed within them. A compass rose shows Girections. Terrain is simplified and adapted to onform tothe hex grid and, forthe Basie Game, {s purely decorative. The mapboard consist of to labeled "A" and 'B,"" which 1.2 THE PLAYING PIECES: The die-cut counters are punched out to provide playing pieces called “units,” Units may be used to represent fny nationality in a given game, at desired and ‘needed, The units display data needed to play the fame. The various unis and thei information are Sdentivied below: 1.2.1 THE AIRCRAFT UNITS: These units, ‘which may be red, blue, gray or green in color fare called “nircraft” in the rules and represent {ndividval jet fighters and their equipment. Air- craft units have two sides, the side needed in a particular game depending on the aireraft types ‘sed ma game. Each aireraft type has four uit FRONT Aircraft Sithouete ‘Turn TypeiSize*/ ‘Acceleration! ‘Afterburner! ‘Supersonic Missile Rails Internal Gun Identity Number \ireraft Type 1.2.1.1 AIRCRAFT SILHOUETTE: Ths is a picture of the unit's aircraft 1.2.12 TURN TYPE/SIZE */ACCELERA- TION/AFTERBURNERSUPERSONIC: An aircraft's turn type is identified by a eter "A", B", "D", “E, of “F"—"C" is not used). If the turn type leer is lower cave itis a small aircraft and if capitalized ii a large airraft. An aircraft's acceleration is also indicated by a eter ‘The lever “H" indicates an aircrat capable of high acceleration and "N° indicates am aircraft capable of normal acceleration. Ifthe accelera- tion eter is ower case the aicrat does not have an afterburner and if capitalized it does have an fferburne. Ifthe leters are underined the sir rats incapable of supersonic speeds (maximum Speed of "9") and if not underlined the aircraft Is capable of supersonic speeds (speeds of “hor. 1.2.1.3 RADAR */COUNTERMEASURES RATINGS ¢: Both ratings are given numerically, fist the radar and then the countermeasures 1a ing number. 1.2.1.4 CREW SIZE */CANOPY TYPE *: The numberof dots isthe number of aircraft crewmen, Tf thie corner ofthe unit is white, the areraft has ‘bubble canopy. 1.2.1.5 MISSILE RAILS/INTERNAL GUN: “The number i the maximum numberof missles that can be earried by the aircraft ("0 indicates no missiles are carried). If there is also a letter, the aireaft caries an izernal sun(s}~canson i the lener is °C" and machineguns ifa "M." An. aireraft can cary an external gun (always a can- non) if there is no letter (see 2.3.4). Ifthis corner ‘of the unit is white, there is 2 gunnery modifier (Gee option 18.7-tis is not used in the Basie Game) 1.2.1.6 IDENTITY NUMBER: The identity rnmber differentites the aircraft from all others Of the same aircraft ype, 1.2.1.7 AIRCRAFT TYPE: This identities the (ype of aircraft. 1.2.8 UNIDENTIFIED AIRCRAFT: Four red and four green aircraft units contain only an raft silouete and identiy numbers. These blank’ units are used to represent any ateraf needed for games involving more than four craft of the same (ype 1.2.2 STATUS UNITS: These tan or white units ate kept off the mapbosrd (most om Aircraft Sats Cards) o display aircraft information during game. There are eight alpha" and eight "bravo" fete ofthese units an each sti wed 0 represent an aircraft used in a game, the set used depend- Ing onan aircraft's identity number. For example, the status units identified as “Alpha 14" should ‘how information about the alpha side's aircraft it with the lowest identity number ending in "The status units identified as “Alpha 1B: ‘should show information about the alpha side's aircraft unit withthe highest identity number end- Ing in "7," etc. Each Set of status units consists 1 ‘ofthe following units (identified by the words on the unis): eurent atinde nit; | abnade change unit; 1 remaining fuel unit, § ammunition units (Leach guns, heat seeking missles, rockets/AL missles *. gene/AM missiles *, and fodar homing missiles units); | iniuative unit, 1 corent speed Unit, I maneuver setting unit (two-sided—there is ‘normal and a "damage" side *); $ acquis: tion units * (5 two-sided tally/lockon), 2 airerew units * (1 pilot and 1 second crewman); and | throttle setting uni. 1.2.3 MISCELLANEOUS UNITS: These nits fe in various colors and are identified by the ‘words on the units, These are: 16 bogey units (8 fed. 8 blue); 2 large multichex cloud units (must be cutout of the Cloud Card for use) *; 4 cloud alkude units * @ high, 2 low); 3 sun location units 3 radar missile units (red and blue sides) *: | haze altitude nit *; and | Turn unit" 1.3 DIE: One “decimal de" is included in the game. 1:4 AIRCRAFT STATUS CARDS: Sets of satus nits are placed on these to record current infor- ‘mation sbout the aircraft on the mapbourd LS AIRCREW AID CARDS: There are wo ‘nical copies ofthis ear included, containing the most frequently used and needed game info mation and charts and tables, Only those refer~ fenced "BG" apply to the Basic Game. 1.6 THE BASIC GAME RULES FOLDER: ‘This folder contains the rules required to play the Basic Game version of FLIGHT LEADER. 1,7 THE PILOT'S MANUAL *: This contains all the rules and information needed to play the ‘more complex and detailed versions of the game. 2.0 BASIC GAME SETUP/ PREPARATION FOR PLAY This “Basic Game Scenario" is the only one that can be played using ony the Basie Gare Rules 2.1 STEP ONE-MAPBOARD SETUP: Place ‘he mapboard panels as shown in I-1 on a smooth surface between the opposing sides 2.2 STEP TWO—AIRCRAFT SELECTION: Each player or side should select an identical umber of aircraft (two to four—for the first few [games only two aizcrat per payer i Bes). Any Aircraft may be selecied, regarles of ther colors, but each side should have only one type of ai. craft (for multiplayer games, each player on a side may use different types of aireraft, but each player should have only one type of areraft 10 con- trol). Airraft with the same turn (pe, ete. are ‘evenly matched and some suggested Basie Game matchups of dissimilar but roughly equslsirraft (numbers are identity” numbers) are Hrrier (491-494) versus MG2SA_ (801-804), FIOSD. (231-234) versus MGITC (821-894) and F-4E (141-144) versus MG23B (861-864). IF more than four aircraft ofthe same type are in use, use the blank’ units (see 1.21.8) to substitte for the needed extra aircraft units (tis ean be done for ‘any aircraft types except those backing the blanks}. ‘One player or side isthe "alpha force" and the other is the “bravo force" Gt makes no differ fence which) and takes the appropriate needed sts of status units (see 1-22). 23. STEP_THREE—AIRCRAFT STATUS CARD SETUP: The Aircraft Status Cards represent the cockpits of the player’sairraf. For ‘each individual aircraft in play, one set of status ‘nits ofthe appropriate number and force name {smeeded. For each ype of icra player needs atleast one AireraR Status Card, which should ‘be placed in a convenient spot off the mapboard. Place all the sets of status units fr all the aireraft 1 player controls on the card, as follows: 2.3.. ALTITUDE: Place curent altitude units in ‘any desired box or boxes onthe altitude track, a5 Jong as no box selected is ess than “3 or more than "15." This rack shows an aircraft's curent "altitude level” of “altude."" 2.3. ALTITUDE CHANGE: Place all aide fang nisin the 0 bxen eae change 2.3.3 FUEL: Place all remaining fuel units inthe "25" box onthe fuel track. This track shows an aircraft's “fue.” 2.3.4 AMMUNITION: Place ll guns units inthe 6" box on the ammunition tack. For the Basie Game, itis assumed that all aircraft have guns— these are either “"internal'™ (carried within the plane) of “external” (carried in a"'gun pod") — See 1.21.5. Place all heat seeking missle units ‘on the ammunition track box containing the ‘umber equal tothe aircra’s missile rails num~ ber. Players. must decide and agree if they are using “HN or HW" heat seeking missiles for the game (see 7.2.3). An airera may carry only ‘one typeof het-secking missile, The boxes con- taining the units on this track show the number of each type of ordnance remaining 2.3. MANEUVER: Place all maneuver setting ‘units ("normal sides up) inthe “level ahead box om the maneuver matrix. This matrix shows sn aireraf’s "maneuver sting. 2.3.6 SPEBD: Place all current speed units any (ested sub-somic (from "3" 10 "9") box oF boxes Do the speed track. This tack shows an aicra’s curtent "speed" or "speed level." 2.3.7 THROTTLE: Place all hoe setting units inthe “Idle” hos ofthe throttle track. This track shows aa airerafts “throtle setting 2B INITIATIVE: All intiatve units should be placed ins convenient leation nea the mepboard for later use ZS.SOTHER: The rocket, gene, radar missile frerew and acquisition units of each set are not Used or needed for 8 Basie Game 2.4 BASIC GAME AIRCRAFT MAPBOARD SETUP: A competitive die rll determines which Side sets upon (renters) the mapboard fst. The Tose rol side places al oF arcra in any desired manner im any hex o hexcs within Four heres of the side's mapboard edge (east or west—the edge nearest 0 where that side sis) followed bythe high foll side entering similarly near the opposite map board ede 2.5 AIRCREW AID CARDS: Each side should take one of the Airerew Aid Cards, 3.0 BASIC GAME SEQUENCE OF PLAY The game starts when al preparations completed The game is played in "Turns." Each Turn is Aivided ico phases” and phases may be further

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