(Ad The Avalon Hill Game CompanyBLE OF CC
‘THE BASIC GAME RULES FOLDER
GAME INTRODUCTION. .. Page
1.0 GAME COMPONENTS Page 1
.0 BASIC GAME SETUP!
PREPARATION FOR PLAY
# BASIC GAME SEQUENCE
OF PLAY,
‘4.0 GENERAL BASIC GAME
RULES
4.1 Controling Player Definition
42 Reading the Die
463 Protablity Kil (PK) Nambers and
Modifies
44 Alrerah Facing
4455 More Than One Unit Per Hex—
Collisions.
446 Mapbourd Egs—Use of Paral
47 Eliminated Aircraft
468 Sus Unt Placement Aircraft
Information.
4.9 Hernsphere Definition.
5.0 BASIC GAME INITIATIVE
DETERMINATION PHASES
6.0 BASIC GAME FLIGHT
DECISION STEPS
.0 BASIC GAME ACTION
‘STEPS
1 Basie Game Aircraft Movement
72 Basie Oame Combat
72.1 General Rules of Combat
72.2 Firing Guns
723 Firing HN and HW Mises
18.0 BASIC GAME VICTORY
DETERMINATION PHASE
Page 1
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‘THE PILOT'S MANUAL
‘THE ADVANCED GAME RULES
DESIGNER'S NOTES—
INTRODUCTION TO THE
ADVANCED GAME...
9.0 ADVANCED GAME SETUP AND
PREPARATION FOR PLAY
9.1 Scenario Information».
9°2 Advanced Game Aircraft
Information
9.3 Advanced Gare Aircraft Sais Card
Senp.
9.3.1 Ate 2.027
913.2 Altiude Change
933.3 Fuel
913.8 Initasve
9.3.9 Acquistion
93.10 Aircrew and Aircraft
‘Scheduling
9.3.11 Tums
# cenenent iad
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9.4 Advanced Game Aircraft Semup—
Mission Profiles
94.1 Geel Mision Pri
Formation Restrictions
Mapboard
94.2 Penetration Missioas
9.4.3 Sweep Missions
9.4.4 Combat Air Paral (CAP)
Missions
9.5 Airorew Aid Cards
10,0 GENERAL ADVANCED GAME
RULES
10.1 Advanced Game Altitudes and
Speeds.
10.2 Air Combat Formations
1033 Rules For Loaded Aircraft
104 Contes
105 Aircrew Quality
(6 Determining Ranges
10.7 Damage rs
10.8 Advanced Quadrant Rules
qagidgi2 2 a2 222 222 2202 2
11.0 THE ADVANCED GAME ENTRY
AND INITIATIVE
DETERMINATION PHASES
12.0 THE CONTACT PHASES.
12.1 Acquisition Definitions
122 Visal Spoting
1233 Radar Lockons
1214 Recording Excess Contacts
13.0 THE ADVANCED GAME MOVE.
13:2 Advanced Game Aircraft
Movement
132.1 Verical Tors 2
13222 Advanced Maneuvers age 12
13.2°3 Mapboard Edges—Advanced Game
Exiting ‘age 12
13.3 Auoopot
1344 Advanced Game Combat
134.1 Advanced Game Shots Allowed Per
‘Airerat
13.4.2 Advanced Game Gunnery Page 13
13.433 Advanced Game Heat Seeking
Missiles Page 13
13.4.4 Firing HA Missiles Page 13
4:5 Fring Raa Homing Mises... Page 13
13.46 Firing Rockets CUpage 1t
13.47 Firing Genie Page 14
14.0 THE ADVANCED GAME TURN
RECORD/VICTORY
DETERMINATION PHASE ......Page 14
‘THE OPTIONAL RULES.
15.0 ENVIRONMENTAL OPTIONS
15.1 Line of Sight
152 The Sun
1533 Clouds «=.
15.4 Haze Layer.
15.5 Night
16.0 LIMITED INTELLIGENCE
‘OPTIONS.
16.1 Bogeys
16.2 The Umpised Game
17.0 AIRCRAFT MOVEMENT
‘OPTIONS
17.1 VIFF Maneuvers
172 Jetisoning
173 Achieving Maximum Speed
1744 Accumulated Movement
17'S The "Q" Factor—Low Altinde
‘Speeds
17.6 Impulse Movement
17.7 Recording the Final Turn
173 Use of Pot Sheets...
1739 Optional Speed Changes
18.0 COMBAT OPTIONS
1.1 Blectonic Warfare
18.1.1 Countermeasures
18.1.2 Electronic Warfare Aira
(Wild Weasels")
18:2 Optional Combat Resolution
18.21 Delayed Combat Resolution
142.2 Soa ane Pion
183 ative uakdown/Soadcva)
ties
tna Bled sh
185 Types of Damage
18a "Wp Fang
187 Gunery Onions
113 Opal RW” Me ais
19.0 SPOTTING OPTIONS.
20.0 “CAMPAIGN” GAMES
FORCE COMPOSITIONS
21.0 AIRCRAFT INFORMATION
Usts
22.0 NATIONAL INFORMATION
Lsts:
‘THE SCENARIOS
23.0 SCENARIO FORMAT
24.0 HISTORICAL SCENARIOS
125.0 HYPOTHETICAL SCENARIOS.
26.0 DOING YOUR OWN
‘SCENARIOS,
ADDITIONAL INFORMATION
21.0 TACTICAL NOTES AND
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Pagel?HE ADVANCED
DESIGNER’S NOTES—
INTRODUCTION TO THE
ADVANCED GAME
FLIGHT LEADER was designed for fighter pilots
and would-be fighter plo. Its forthe individual
‘who has burnt out too many brain cells to be a
fenius, yet is too smart to be happy in a menial
{pb I satiafies the person who can balance a com
Datant nature with cool calculating precision and
always project a cocky self-confidence. The game
‘cannot simulate the howd of scalded air asitshrieks
bby your canopy or the heavy, labored paralysis
‘of 6" loading on your heart, lungs, neck and.
farms as your body becomes many times heavier
‘and your G-suit vainly tries to push the blood up
from your feet and legs into your brain. It cannot
make your heart pound with fear as you realize
that you can be atacked literally from anywhere
as you ride encased in plexiglass aluminum and
feel along with thousands of pounds of volati
jet fuel and explosive weapons. Nor can it show
the serene, peaceful ground and sky as they twirl
around. you. What FLIGHT LEADER, ‘in its
‘Advanced Game format, can dois to serve a5 2
paper laboratory for air-to-air combat tactics. It
an be used to recreate ar bates from the Korean
‘War tthe present and beyond, anywhere in the
world. Each player isin control of one or more
Jet fighters engaging in simulated air combat. The
players ae the plots and they manewer individual
{erat and employ ordnance in sequence during
‘game's Turns. Aircrah and weapons will per-
form in a similar manner to their real world
counterparts, and the possible combinations of air
‘raR, weapons, crews, scenarios and environments
are almost limitless. The game pits you against
an opponent or opponents, with all players con-
‘entrating on turning the other side into explod—
ing masses offcl and metal, while trying to void
Similar fate.
‘Techoology is important, but men fy and fight
the sireraft and can make up for technological dis-
‘advantages. Air combat formations are employed
to efficienly place maximum combat power in one
part ofthe ky. Formations provide mutual sup-
ort, aid in maneuvering groups of aircraft and
Provide cohesion for command and control. An
{Excellent pilot in a mediocre machine can be
‘eadlier than an mediocre pilot in an excellent
‘machine. On the other hand, itis hard to beat an
excellent pilot in an excellent machine! No one
foquites fighter expertise immediately—all air
forces must provide fying time to train new ai
crews as well as maintain proficiency for ex-
perienced flyers. Thus, the inexperienced
‘wingman becomes the leaderinstructor if he sur-
Vives, Inexperienced airerew tend to make errors
Of judgement if forced to break out of formation
‘and operate autonomously. Even with perfect
‘sion, they may lack the scan discipline neces-
sary to spot aircraft at long ranges. They also tend
‘ot to use the vertical for maneuvering, prefe-
ing to fly in level circles unless prompted to do
‘otherwise. Players who have mastered the Basic
Game have now completed “basic training” and
are ready to advance fo the more detailed epic
tion of air combat found in the Advanced Game.
‘The game does not concentrate on, nor isi in-
tended to show, minor details of aircraft pe
formance or pilot routines. The game uses
Streamlined. game mechanics and concepts 10
accurately depict the key elements of tactical
tovair combat between jet fighters in a conceptual
three-dimensional environment. Many generali-
zations and abstractions have been made in the
‘name of simplicity and security, yet this does not
‘use the game to suffer from any lack of epprope-
‘at realism. A player who disregards sound tactical
principles will most likely be defeated by an
‘Opponent who uses them to his advantage
‘The Advanced Game adds additional weapons,
terrain altitude, the concept of acquisition (you
hhave to "see" something before you can shoot
at i), offmapboard controllers (who can aid
‘tempts to find and "see" the eppostion), com-
bat formations advanced maneuvers and aircrew
‘quality. These new concepts and procedures,
‘sen in the Basie Game, give a more complex
‘and detailed game that is much easier to under-
Stand ifthe Basic Game Rules are already well
‘understood and mastered. The Advanced Game,
in most cases, simply adds tothe Basic Game or
supplements ‘certain sections. The expanded
‘ADVANCED GAME SEQUENCE OF PLAY for
‘using Advanoed Game Rules is primed on the Ait
‘re Aid Card, and shouldbe checked to spot the
‘changes from the Basic Game. ALL BASIC
GAME RULES STILL APPLY UNLESS
(OTHERWISE STATED.
9.0 ADVANCED GAME SETUP
AND PREPARATION
FOR PLAY
This replaces Basic Game rule 2.0.
9.1 SCENARIO INFORMATION: The Ad-
vanced Game uses a number of different
“scenarios” which are, in effect, different games.
that can be played using this same set of rales,
9.1.1 MAPBOARD SETUP: The mapboard
panels are laid out on a smooth surface exactly
4 in the Basic Game (see 2.1). The scenario
elected will include addtional information about
the mapboard regarding entry and exit edges,
boundaries, terain heights, ete
9.1.2 SCENARIO SELECTION: Look over the
Scenarios included in the Scenario section
(@3.0~26.0) ofthis MANUAL. The scenario to
use fora specific game must be decided before
anything else, and can be done by mutual agree-
‘ment oF competitive di rolls. The Scenario sec-
tion provides all information needed stata game
that i not covered here.
9.2 ADVANCED GAME AIRCRAFT INFOR-
‘MATION: Information not found on the aireraft
Units regarding aircrafts’ maximum speeds and
altiudes, missile Toads, etc. is found in the
‘cenarioe. Additional information to sein design-
‘ing new scenarios is found in the Force Com-
positon sections 21.0 and 22.0) and section 26.0
of this MANUAL.
9.3 ADVANCED GAME AIRCRAFT STATUS.
(CARD SETUP: The Aircraft Status Cards must
be setup forall aircraft ina game, even those that
will enter the mapboard on later Turns as their
‘setup establishes thei inital altes, speeds, etc
when they finally do enter the mapbosrd. AG in
the Basic Game, either side may be the alpha or
‘bravo forces and sets of satus units are assigned
to aircraft bated on the sirerats iendty num:
bers (see 1.2.2 and 9.3.10) when scenarios are
‘ment as the controling player desires.
18.3.4.3.S: Radar missle units may be turned up
‘one hexside per 10 speed expended (including a-
tite changes for AM missles), regardless of pro-
file or guidance. Ths turn rate is nt changed by
altiude changes
18.3.4.6 SHOOTING AT RADAR MISSILE
UNITS: No aircraft may shoot any weapon ata
radar missile unit.
18.3.4.5 RADAR MISSILE UNIT INITIA-
‘TIVE: A radar misile unit has the same iniia-
tive every Turnitis onthe mapboard as the aircraft
that unched it. On the launch Turn, the radar
missile unit is moved immediately whes launched,
before completing any remaining movement for
the launching aircraft. On later Turns, when the
time comes to move the launching airraft, any
‘radar missile units ita launched are moved be:
Jore the aircraft (if more than one, the radar mis
sile units are moved in any desired order). St aa
launching aircraft be eliminated or exit the map-
board before an Iniative Determination Phase
their radar misile units all have the fazt initia:
tive, afr all aircraft and other radar missile units
have been moved-—these are moved in an order