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(Ad The Avalon Hill Game Company BLE 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 ‘ a E iam ui 1 HHH ‘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 ico} 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 Page 15 Page 15 Page 15 Page 16 Page 16 Page 16 Page 16 Page 16 Page 16 Page? ‘Page 17 Page? Page? Page? ‘Page 18 Page 18 Page 19 Page 19 Page 19 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

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