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