You are on page 1of 36

FLY FIGHT WIN: MIG ALLEY

Air combat in the Korean War is more like WWII than Desert Storm, necessitating standalone
rules to simulate early jet battles. For seasoned Fly Fight Win players, you’ll notice that MiG
Alley borrows liberally from both Warbirds and Afterburner to best represent this unique stage
in air combat history. Key differences are highlighted below.

• Aircraft stats are unique to this period and are not on the same scale as those in other FFW
games.

• For jet aircraft, a second black move card is dealt during the initiative sequence. Aircraft
move their plotted speed when their first card comes up, then an additional two hexes on
the second card (adhering to appropriate Low/High Speed maneuverability).

• The Altitude levels (1-10) are retained from Afterburner, along with maneuvers like Jet Climb
and Jet Dive.

• Korea is a gun fight. The absence of air-to-air missiles, tone, lock-on, and radar search make
the rules cleaner, but ranges are the same as Warbirds (and just as dangerous).

OTMgames
FLY FIGHT WIN: MIG ALLEY

Fly Fight Win: MiG Alley is a hex-based FFW is designed for each player to
miniature rules set for fighter combat command one to four fighters. New
in the Korean War. The game players should try a single plane
emphasizes the importance of speed, before moving on to multiple
altitude, and pilot skill alongside fighters. Activations are based on
continually improving aircraft designs. card draws, adding a level of
unpredictability to even the most
By no means a simulation, FFW lopsided engagements.
highlights comparative differences in
aircraft and pilots with minimal FFW includes frameworks for sweep,
bookkeeping. Time and distance are escort, ground attack, and intercept
abstracted; a game turn represents missions. A pilot experience system
brief moments filled with quick allows players to progress their
decisions and rapid changes in rookie flyers to through ranks.
position.
These rules are a variant of previous
Similarly, speed and altitude are not FFW games, adjusted to reflect the
measured in miles per hour or unique nature of combat over Korea.
thousands of feet but by relative
difference between aircraft.

OTMgames
1
FLY FIGHT WIN: MIG ALLEY

Components: Models, Mats, Dice, and Cards 3


Aircraft Statistics 4
Pilot Skill 5
Sequence of Play 6
Initiative Phase
Tailing Check
Operations Phase 7
Movement
Acceleration and Deceleration
Maneuvers
Altitude 8
Altitude Changes
Complex Maneuvers
Maneuver Checks
Turn and Tight Turn 9
Roll and Break
Climb, Steep Climb, Jet Climb 10
Immelmann
Dive, Steep Dive, Jet Dive
Split-S
Stalls and Out-of-Control Aircraft 11
Attacks 12
Range and Firing Arc
Target Number and Deflection
Attack Rolls and Damage
Jams 13
Debris
Crew Survival 14
Bombers
Side- and Rear-Firing Guns
Visual Spotting 15
Ground Attack 16
Strafing
Bombing
Ground Targets
Anti-Aircraft Artillery 17
Campaign Games 18
Scenarios
Victory Conditions
Morale
Mission Types 19
Bombers
Aircraft Statistics 20
Player Aids 30
FLY FIGHT WIN: MIG ALLEY

Game Components: Models, Mats, Dice, and Cards

FFW requires counters or miniatures to represent aircraft on the table. The game is hex-
based, and any scale model can be used. Small engagements of one or two planes per side
can be played on a 12x12 hex area, while larger engagements require additional space.

Each side should have at least nine 6-sided dice (d6) at least a 10-sided (d10) die.

Cards are used to randomize the order of actions. Divide a standard deck into black cards
(Spades and Clubs) and red cards (Hearts and Diamonds). Black cards trigger movement,
while red cards indicate firing and/or spotting opportunities.

Each aircraft is dealt a single black card and a single red card each turn. Jet aircraft are dealt a
second black card for additional movement, and Honcho pilots receive an additional red
card. In larger scenarios, single cards may be dealt to elements of two to four aircraft each. In
games with multiple sections or elements of aircraft, single red or black cards may be dealt
to represent the group.

Example
Mustang MiG-15
A bad day for the USAF has two (Honcho)
F-51D Mustangs engage a pair
of MiG-15bis Fagots. One of the
Mustangs has a Honcho pilot,
Mustang MiG-15
and the MiGs are jet fighters.
This requires Move and Fire
cards for each aircraft involved.
A red (attack) card is added for
the American Honcho, and
another black (move) card is
added for each of the North
Korean MiG jets.

3
FLY FIGHT WIN: MIG ALLEY

Aircraft Statistics

SPEED determines the number of hexes an ATTACK is the number of d6 an aircraft rolls to
aircraft can move in a single turn. This is attack an enemy at Short (1-2 hexes), Medium
recorded at the beginning of each turn but may (3-4 hexes) and Long (5-6 hexes) range.
be adjusted up or down based on maneuvers.
Jet aircraft perform a second move each turn. DEFENSE is the aircraft’s ability to evade
damage. The number of attacker hits must
ACCELERATION is the rate an aircraft can equal or exceed this number to inflict a single
increased its SPEED. ACCELERATION is applied point of damage.
when the aircraft’s black (movement) card is
flipped and before any maneuvers are CRITICAL rating is the number of hits necessary
executed. All aircraft have DECELERATION of 2. to destroy a target aircraft in a single shot.

LOW SPEED moving aircraft may execute a HITS are the number of damage points an
maneuver in every hex of movement. aircraft can sustain before it is destroyed.

HIGH SPEED moving aircraft many execute a RATES are bonuses applied to a 1d10
maneuver in every second hex of movement. Maneuver Check roll when aircraft attempt
COMPLEX MANEUVERS.
CEILING is the maximum altitude level that an
aircraft can perform without penalty. Aircraft
operating above their ceiling suffer a -1 to
Speed and all die rolls.

COMBAT
ATTACK (S/M/L) 9/7/4
F9F-5 PANTHER

DEFENSE 3
CRITICAL 7
HITS 3
PERFORMANCE
SPEED 5 JET RATES
ACCELERATION +1 TURN 3
LOW SPEED 1-3 BREAK 2
HIGH SPEED 4-5 CLIMB 2
CEILING HIGH DIVE 3

4
FLY FIGHT WIN: MIG ALLEY

Pilot Skill

The proficiency of the pilot often determines the victor in air combat. In FFW, pilot skill reflects
that experience. More experienced pilots push their plane’s limits in movement and receive
bonuses in combat.

FNG (Flippin’ New Guy) pilots have minimal training and a modicum of experience. FNG pilots
may only attempt one Complex Maneuver per turn and the Target Number for Maneuver
Checks in increased by 1

Drivers are skilled pilots that have significant training and often combat experience. Drivers may
attempt any number of Complex Maneuvers in a turn.

Veterans have significant experience and are likely to have multiple combat engagements. Veter
Veterans may attempt any number of Complex Maneuvers in a turn and the Target Number
for Maneuver Checks is reduced by 1.

Honcho pilots represent the top tier of fighter pilots. Honchos may attempt any number of
Complex Maneuvers in a turn and the Target Number for Maneuver Checks is reduced by 2. In
addition, a Honcho an additional red card each turn, allowing Honchos the opportunity for an
extra attack. Honchos can fire guns and rockets (if applicable) in a single salvo.

5
FLY FIGHT WIN: MIG ALLEY

Sequence of Play

Each turn in FFW consists of two phases: Initiative and Operations.

Initiative Phase

The Initiative Phase begins by dealing a single black and single red card for each aircraft or
element. Exceptions to this setup are:

• Tailed aircraft are not dealt black (movement cards),


• Jet aircraft receive a second black card, and
• Honcho pilots receive an additional red card.

While the controlling player should examine the cards, the cards are not revealed until called for
during the Operations Phase.

Tailing Check

An aircraft is tailed if its rear facing hex side is in Gun range and arc of an enemy aircraft. To
determine rear facing, trace a line from the center hex of the attacker to the center hex of the
defender to determine whether it crosses the rear hex side. Tailed aircraft will move first during
the Movement Phase before initiative cards are drawn.

If aircraft on both sides are tailed, aircraft not tailing other aircraft are moved first. If there are
still tailed planes on both sides, resolve by pilot skill with FNG pilots moving first, followed by
Drivers, Veterans, and finally Honchos. If the pilot skills are equal, roll a d10 with the lower
result moving first.
Tailing Example

F-86 #1 is 4 hexes behind MiG-15 #2


in ideal firing position for a gun
shot. Because the target is in range F-86
and the shot passes through the F-86 #2
rear hex, MiG-15 #2 is considered #1
tailed.

F-86 #2 is not considered tailed


because the shot does not pass
through the rear hex-side and the MiG-15 MiG-15
#1 #2
target is beyond the 6 hex range of
the MiG’s guns.

6
FLY FIGHT WIN: MIG ALLEY

Operations Phase

During the Operations Phase, the Speed is plotted for each aircraft. Speed may be increased by
a number up to the aircraft’s Acceleration rating. Deceleration is 2 for all aircraft.

Once Speed has been plotted, bombers execute their move, followed by tailed aircraft. The
player with the lowest card then reveals first, starting with aces. Moves are executed on black
cards, and attacks are carried out on red cards. Cards are resolved Ace through King in suit
precedence: Spades, Hearts, Diamonds, Clubs.

Move

During the Operations Phase, a plane executes movement when its black card is revealed. Speed
dictates the number Movement Points an aircraft must expend on its turn. Movement Points are
spent by moving into forward hexes.

Jet aircraft move an additional 2 hexes when their second black card is triggered in the
sequence.

Bombers move first and fire last.

Basic Maneuvers

Aircraft moving at Low Speed may execute a Basic Maneuver in every hex. Aircraft moving at
High Speed may execute a Basic Maneuver in every second hex. This rate continues through the
two-hex jet move.

BASIC MVR EFFECT SPD


Turn Change facing 1 hex side
Roll Move into forward hex on left or right with no facing change
Climb Climb 1 Altitude Level -1
Dive Dive 1 Altitude Level +1

7
FLY FIGHT WIN: MIG ALLEY

Altitude

There are 10 Altitude Levels within each of the five Altitude Brackets (Surface, Low, Medium,
High, Very High). An aircraft may execute a Climb or Dive maneuver during its movement to
increase or decrease Altitude by 1 level. These are treated as Basic Maneuvers. An aircraft may
also attempt more extreme altitude changes by performing Steep and Jet Climbs or Steep and
Jet Dives. These are considered Complex Maneuvers.

Complex Maneuvers

Alternatively, Complex Maneuvers can be attempted in every hex at Low Speed and every
second hex at High Speed.

Maneuver Checks

A Complex Maneuver requires a Maneuver Check (MC). The Target Number is 7 at Low Speed
and 10 at High Speed. The TN is adjusted by the pilot skill level (+1 for FNGs, -1 for Veterans, and
-2 for Honchos). The player rolls a single d10 and adds the appropriate Maneuver Rating (Turn,
Break, Climb, or Dive). If the modified roll equals or exceeds the Target Number, the Complex
Maneuver is successful. For each additional Complex Maneuver attempted in a single turn, the
Target Number is increased by 3.

COMPLEX EFFECT SPD MVR


MVR RATE
Tight Turn MC to change facing 2 hex sides (failure standard -1 Turn
Turn)
Break MC then move into forward hex on left or right then -1 Break
change facing 1 hex side in same direction (failure
execute Roll)
Steep Climb MC to Climb 2 Altitude Levels (failure gain 1 Altitude) -2 Climb
Jet Climb MC to Climb 3 Altitude Levels (failure gain 1 Altitude) -3 Climb
Immelmann MC to change facing 2 or 3 hex sides; gain 1 or 2 -2 Climb
Altitude Levels; forfeit all remaining Movement
(failure no facing change)
Steep Dive MC to Dive 2 Altitude Levels (failure Control Check) +2 Dive
Jet Dive MC to Dive 3 Altitude Levels (failure Control Check) +3 Dive
Split-S MC to change facing 2 or 3 hex sides, lose 2 or 3 +2 Dive
Altitude (failure no facing change)

8
FLY FIGHT WIN: MIG ALLEY

Standard Turn and Tight Turn

Basic Maneuver: A Standard Turn is executed by changing the


facing of the aircraft by 1 hex side.

Complex Maneuver: Instead of performing a Turn in its hex, an


aircraft may execute a Tight Turn and change its facing by 2 hex
sides. In order to attempt a Tight Turn, the aircraft must Standard Turn
perform a Maneuver Check by rolling 1d10 and adding the
aircraft’s Turn Rating and Pilot Skill. The target number at Low
Speed is 7 and 10 at High Speed.

If successful, the aircraft changes two hex sides. If an aircraft


fails the Maneuver Check, it executes a standard Turn. In either
case, the aircraft loses 1 Speed. Tight Turn

Roll and Break

Basic Maneuver: An aircraft may perform a Roll by moving to


the forward hexes on the right or left. The aircraft’s facing does
not change in a Roll.
Roll
Complex Maneuver: To perform a Break, an aircraft moves to
the right or left then adjusts facing by 1 hex side in the same
direction. Aircraft attempting a Break must perform a
Maneuver Check by rolling 1d10 and adding the aircraft’s Break
Rating and Pilot Skill. The target number at Low Speed is 7 and
10 at High Speed.

On a successful check, the aircraft executes the Break. If the Break


aircraft fails the check, a standard Roll is executed. In either
case, the aircraft loses 1 Speed.

9
FLY FIGHT WIN: MIG ALLEY

Standard Climb Standard Dive

Basic Maneuver: In a Standard Climb, the Basic Maneuver: In a Standard Dive, the aircraft
aircraft gains 1 Altitude and loses 1 Speed. loses 1 Altitude and gains 1 Speed.

Steep Climb and Jet Climb Steep Dive and Jet Dive

Complex Maneuver: An aircraft may execute a Complex Maneuver: An aircraft may execute a
Steep Climb to gain 2 Altitude and lose 2 Steep Dive to drop 2 Altitude and gain 2 Speed.
Speed. Alternatively, the aircraft may attempt a Alternatively, the aircraft may attempt a Jet
Jet Climb to gain 3 Altitude and lose 3 Speed. Dive to drop 3 Altitude and gain 3 Speed.

The player must perform a Maneuver Check by The player must perform a Maneuver Check by
rolling 1d10 and adding the aircraft’s Climb rolling 1d10 and adding the aircraft’s Climb
Rating and Pilot Skill. The target number at Low Rating and Pilot Skill. The target number at Low
Speed is 7 and 10 at High Speed. Speed is 7 and 10 at High Speed.

On a failed Steep Climb Maneuver Check, the On a failed Steep Dive Maneuver Check, the
aircraft gains 1 Altitude and loses 2 Speed. On aircraft drops 2 Altitude and gains 1 Speed. On
a failed Jet Climb Check, the jet aircraft gains 2 a failed Jet Dive Check, the aircraft drops 3
Altitude and loses 3 Speed. Altitude and gains 2 Speed. In both cases, the
player must make a Pilot Check to avoid Out-
Immelmann Climb of-Control.

An aircraft may execute an Immelmann to gain Split-S Dive


1 Altitude and change its facing by 2 or 3 hex
sides. The player performs a Maneuver Check An aircraft may execute a Split-S to drop 2
by rolling 1d10 and adding Climb Rate and Pilot Altitude, gain 2 Speed, and change its facing by
Skill. The target number at Low Speed is 7 and 2 or 3 hex sides. The player perform a
10 at High Speed. On a failed Maneuver Check, Maneuver Check by rolling 1d10 and adding
it executes a standard Climb and loses 2 Speed. the Dive Rating and Pilot Skill. The target
number at Low Speed is 7 and 10 at High
Speed. On a failed Maneuver Check, it drops 2
Altitude and gains 2 Speed.

Immelmann/Split-S

10
FLY FIGHT WIN: MIG ALLEY

Stalls and Out of Control Aircraft

An aircraft that ends its movement at Speed 0 stalls. The player must make a Pilot Check by
rolling 1d10. The Target Number is 7 modified by pilot skill (+1 for FNG, -1 Veteran, -2 Honcho).

If the Pilot Check fails, the aircraft immediately drops 2 Altitude levels and cannot move or
attack. Roll 1d6 to determine the direction of the aircraft spin with 1 being the current facing
and proceeding clockwise. On the next black (movement) card, the player may attempt another
Pilot Check with a -1 Die Roll Modifier. If successful, the aircraft stabilizes and moves 1 hex
forward at Speed 1. If the check fails, the aircraft again drops 2 Altitude levels and rolls for spin
direction. A third pilot check may be made at -2 on the next black card. If failed, the aircraft
cannot be recovered.

11
FLY FIGHT WIN: MIG ALLEY

Attacks
FIRING ARC
When their respective red (attack/spot) card is revealed, aircraft
may attempt to fire at targets within range and line-of-sight. L
Aircraft may attack targets using guns or rockets. Note that L L
Honcho pilots always receive a second red card, enabling a L
second attack in a turn. L L
Range and Firing Arc M
M M
Standard range is a 3-hex wide arc extending 6-hexes from the M
aircraft’s nose. The number of d6 rolled in the attack is M M
determined by the aircraft’s Firepower. Targets at 1-2 hexes are S
at short range; targets at 3-4 hexes are at medium range; and S S
targets at 5-6 hexes are at long range. Aircraft may fire targets S
within 1 Altitude level, up or down.
Target Number and Deflection

The angle that the attacker is shooting determines the basic DEFLECTION
Target Number. This basic number is modified by Pilot Skill,
Altitude, and other factors.
5
To determine the Deflection, trace a line from the center of the 6 6
attacker’s hex to the center of the defending aircraft’s hex. The
hex side that the line crosses on the defender’s hex determines
the Deflection number. 5 5
Attack Rolls and Damage 4

Once the Target Number and total attack dice have


been determined, the attacking player rolls that AIR COMBAT TNM
number of d6. For each modified die result that Better Pilot -1/+1
meets of exceeds the Target Number, a Hit is
Attacker Higher Altitude -1
scored. Unmodified 6s count as two hits.
Defender Higher Altitude +1
The total number of Hits is compared to the Jet Versus Prop -1/+1
target’s Defense. If the number meets or exceeds
the Defense, then a single point of damage is Air-to-Air Rocket +2
inflicted. If the number of Hits scored meets or Sun Directly Behind Attacker -1
exceeds the target’s Critical rating, then the target Sun Directly Behind Defender +1
is destroyed immediately.
Defender Unaware of Attack -4
If the accumulated damage on an aircraft reduces
its total Hits to 0, the aircraft is destroyed.

12
FLY FIGHT WIN: MIG ALLEY

Attack Example

Two F-86F Sabres are firing at a MiG-15bis. The first


Sabre, with its Veteran pilot, is shooting from
Medium Range (4 hexes). The Sabre’s firepower is
6d6, and the Deflection Angle gives a base Target #1
Number of 6. The Sabre at a higher altitude (-1) and
has a better pilot (-1). This modifies the Target F-86F
Vet
Number by -2. The TN is adjusted from 6 to 4.
ALT 6
The attacker rolls 1, 1, 2, 4, 4, 6. The two 4s equal
two successes, and the 6 counts as two successes--
totaling 4 hits. The MiG has a Defense of 3, so the
attack inflicts is successful and inflicts a single hit.
#2
The second Sabre is firing from close range and rolls F-86F
9d6. The Defection Angle means a base Target Driver
Number of 5. The Sabre is at a lower altitude (+1) but ALT 4 MiG-15
has a better pilot (-1) for modified die roll of +0. FNG
ALT 5
The attacker rolls 1, 1, 1, 3, 5, 5, 5, 6, 6. The three 5s
count as three successes, and the two 6s count as
four more. The total of seven hits is equal to the
MiG’s Critical rating, resulting in a destroyed MiG.
Jams

If there are at least three unmodified 1s in the attack roll, the attacking player rolls a separate
d6. If that result is also a 1, then the attacker’s guns jam. Firepower is halved (round down) for
the remainder of the engagement. If the guns jam a second time, the weapons are
permanently jammed and can no longer fire.

Rockets

Rockets are primarily used for ground attack; however, they may be fired in air-to-air combat.
Only a single salvo of Rockets may be fired, and unmodified 6s count as three hits for Rocket
attacks. The Target Number for Complex Maneuvers is increased by 1 for aircraft carrying
Rockets until they have been fired.

Debris

If an aircraft is shot down due to a Critical hit, debris is scattered to the three rear adjacent
hexes. The attacking player must make a Pilot Check if attacking from within one of the those
three hexes by rolling a d10. The Target Number is 7. If the Pilot Check fails, the aircraft takes 1
Damage.

13
FLY FIGHT WIN: MIG ALLEY

COMBAT
ATTACK (S/M/L) 9/6/4
DEFENSE 3
F-86F SABRE
CRITICAL 7
HITS 4
PERFORMANCE
SPEED 7 JET RATES
ACCELERATION +3 TURN 3
LOW SPEED 1-3 BREAK 4
HIGH SPEED 4-7 CLIMB 5
CEILING VERY HIGH DIVE 4

COMBAT
ATTACK (S/M/L) 9/7/2
MiG-15bis FAGOT

DEFENSE 3
CRITICAL 7
HITS 4
PERFORMANCE
SPEED 7 JET RATES
ACCELERATION +3 TURN 3
LOW SPEED 1-3 BREAK 3
HIGH SPEED 4-7 CLIMB 5
CEILING VERY HIGH DIVE 3

Crew Survival

In a campaign game, pilot survival is essential to advancement. The player makes a Pilot
Check by rolling a d10 modified by Pilot Skill. The Target Number is 7 for success. A lower
result means that the crew was killed.

Side and Rear Firing Guns

Aircraft with side or rear weapons (denoted with S or R) roll dice equal to that number at a
single target per arc within short range/2 hexes. For each unmodified 6 rolled, a single hit is
inflicted.

14
FLY FIGHT WIN: MIG ALLEY

Visual Spotting

To spot an enemy aircraft or ground target, perform a Visual Spotting check. These checks
are performed at the beginning of every round and do not require pilot actions. Pilots
unaware of enemy aircraft must maintain speed and heading. To perform a Spot Check, roll
1d10 with a Target Number of 7.

VISUAL SPOTTING
Roll 1d10. Apply Visual Spotting DRM. Target
Spotting Example
Number is 7.
An FNG pilot attempts to spot a
VISUAL SPOTTING TNM formation of six North Korean bombers
Pilot Skill +1 to -2 at a lower altitude 20 hexes away. The
base TN is 7 modified by pilot skill (+1),
Rear Arc +2 range (+1), higher altitude (-1), and the
Higher Altitude (within 1 band) -1 size of the enemy formation (-2)
adjusting the total to 6. The FNG rolls a 2
Range 16-25 +1
and fails to spot the bombers.
Range 26-35 +2
Range 36+ +3
Formation (10+ Fighters, 3+ Bombers) -2
Sun Behind Target +1
Ground Control Intercept -3

15
FLY FIGHT WIN: MIG ALLEY

Ground Attack STRAFING/BOMBING ATTACKS

Some scenarios include ground attack: 1. Determine Range


strafing or bombing targets by fighters. Attacker must be at Surface Altitude 1 for Strafing or at
These rules do not cover attacks from Surface/Low Altitude for bombing.
large bombers.
2. Determine Hit
Strafing Roll 1d10. TN is 7 including die roll modifiers.

In order to strafe a ground target, an 3. Resolve Damage


aircraft must be in the Surface Altitude 1. Strafe Targets take 1 point of damage on rolls of 7+; 2
The Target Number is 7 modified by the points on rolls of 9+; 3 points on 11+ (doubled for rockets).
Strafing TNM. The attacker rolls a single Bomb targets take 4 points of damage on rolls of 7+; 6
d10. On a successful result, the target is points on rolls of 9+; and 8 points on rolls of 11+
considered damaged.
STRAFING DRM BOMBING DRM
Pilot Skill -1 to +2 Pilot Skill -1 to +2
Bombing Speed 5+ -2 Speed 5+ -2
Speed 3+ -1 Speed 3+ -1
In order to bomb a ground target, an
aircraft must be in the Surface Altitude 1. Range 1-2 +1 Surface 0
The Target Number is 7 modified by the Range 3-4 0 Low Alt -2
Strafing TNM. The attacker rolls a single
Range 5-6 -1 Small Target -2
d10. On a successful result, the target is
considered damaged. Small Target -1 Medium Target -1
Large Target +1 Large Target +0
The target number for Complex
Maneuvers is increased by 1 for fighter Moving Target -1 Moving Target -2
aircraft carrying bombs. Once the bombs Sun -1
are released, aircraft maneuver normally.
Only fighter aircraft are required to drop TARGETS
ordnance from Surface or Low Altitude.
Vehicle (Light) 1 Hit
Ground Targets Vehicle (Heavy) 3 Hits
Small Bridge 4 Hits
Based on the scenario, one or more
successful attacks may be required to Large Bridge 7 Hits
damage or destroy a ground target. Railcar 3 Hits
Small Building 2 Hits
Med Building 4 Hits
Large Facility 8 Hits

16
FLY FIGHT WIN: MIG ALLEY

Anti-Aircraft Artillery

Some scenarios, especially those involving ground attacks, feature Anti-Aircraft Artillery. AAA is
resolved at the beginning of the Operations Phase. Every roll of 7+ inflicts damage on the target
if it is moving at Low Speed, and every 10 inflicts damage on an aircraft moving at High Speed.

ANTI-AIRCRAFT ARTILLERY AAA TNM


Type Range ALT Damage Target Pilot Skill -1/+2

Light AAA 3 S/L 3d6 Target Low Speed +0

Medium AAA 5 S/L 4d6 Target High Speed +1

Heavy AAA 7 S/L/M 5d6 Target Unaware -4

17
FLY FIGHT WIN: MIG ALLEY

Campaign Games

In campaign games, pilots progress from FNG to Honcho by executing combat missions. An
FNG could become a Honcho in as few as seven missions, though this is likely to take longer.

A pilot progresses from FNG to Driver by surviving three missions. If the FNG shoots down an
enemy aircraft, this is reduced to two missions.

A Driver progresses to Veteran status by completing four new missions and shooting down at
least two enemy aircraft.

A Veteran becomes a Honcho by flying at least one mission and downing a total of five or more
enemy aircraft.

Scenarios

The most common engagement in FFW (and most air combat games) is the dogfight. Two or
more planes of roughly equal lethality engage until there is a clear winner and a clear loser.
While dogfights offer satisfying game play, scenarios lend greater variety and can be used to
construct campaigns.

Victory Conditions

In a standard combat, a side receives 2 Victory Points for each fighter destroyed and 3 Victory
Points per bomber. A side is awarded 1 Victory Point for a damaged aircraft or for an aircraft
forced to leave the engagement. There may also be scenario specific victory conditions.

Morale

While some engagements go to the bitter end, most conclude with one side breaking contact.
When a side loses half of its aircraft, each player must make a Pilot Check for each plane. The
base TN is 7 modified by Pilot Skill (+1 FNG, -1 Veteran, -2 Honcho). The difference in enemy
aircraft shot down and friendly aircraft shot down or damaged is also applied.

18
FLY FIGHT WIN: MIG ALLEY

Mission Types

Scenarios are broken down into five broad categories:


Fighter Sweep, Intercept, Escort, Ground Attack and
Reconnaissance. Each mission profile impacts how
the aircraft begins the scenario.

• Fighter Sweep Missions are classic dogfights and


involve searches for enemy fighter planes to
remove them from the arsenal.

• During Intercept Missions, fighters are charged


with stopping enemy bombers or strike aircraft.
Fighters on Intercept Missions receive a +2 bonus
to Spot Checks. Intercepting aircraft start the game
at any Speed no higher than Altitude 3.

• For Escort Missions, fighters protect bombers or strike aircraft from enemy
planes. Fighters on Escort Missions begin the game at any Altitude level and
receive a +1 bonus to Spot Checks.

• Fighters conducting Ground Attack Missions may be carrying additional


weaponry. The Target Number for Maneuver Checks is increased by 1 for
fighter aircraft carrying bombs or rockets until they have dropped their
ordnance.
FIRING ARCS
• For Reconnaissance, fighters are required to
overfly specific hexes. These missions are FTB
accomplished by single or small groups of
aircraft, often armed with cameras instead of FTB FTB
guns or bombs. TBS FTB TBS

TBS TBS
Bombers
TBS TBS
As previously stated, bombers move first during a
TBS TBS
turn and fire last. Bombers fire last on the turn at
targets within short range/2 hexes. Top and TBS RTB TBS
Bottom guns can only fire at targets at the same
RTB RTB
altitude and higher or lower altitude, respectively.
Each gun may only fire at one target per turn. For RTB
each unmodified 6 rolled, the defender suffers 1
point of damage. FRONT TOP BOTTOM SIDE
FTBS

19
FLY FIGHT WIN: MIG ALLEY

COMBAT
ATTACK (S/M/L) 9/6/4
DEFENSE 3

F-86A SABRE
CRITICAL 7
HITS 4
PERFORMANCE
SPEED 7 JET RATES
ACCELERATION +2 TURN 3
LOW SPEED 1-3 BREAK 3
HIGH SPEED 4-7 CLIMB 4
CEILING VERY HIGH DIVE 4

COMBAT
ATTACK (S/M/L) 9/6/4
DEFENSE 3
F-86E SABRE

CRITICAL 7
HITS 4
PERFORMANCE
SPEED 7 JET RATES
ACCELERATION +2 TURN 3
LOW SPEED 1-3 BREAK 4
HIGH SPEED 4-7 CLIMB 4
CEILING VERY HIGH DIVE 4

COMBAT
ATTACK (S/M/L) 9/6/4
DEFENSE 3
F-86F SABRE

CRITICAL 7
HITS 4
PERFORMANCE
SPEED 7 JET RATES
ACCELERATION +3 TURN 3
LOW SPEED 1-3 BREAK 4
HIGH SPEED 4-7 CLIMB 5
CEILING VERY HIGH DIVE 4
FLY FIGHT WIN: MIG ALLEY

COMBAT

F-80C SHOOTING STAR


ATTACK (S/M/L) 9/6/4
DEFENSE 3
CRITICAL 7
HITS 3
PERFORMANCE
SPEED 5 JET RATES
ACCELERATION +1 TURN 3
LOW SPEED 1-3 BREAK 2
HIGH SPEED 4-5 CLIMB 3
CEILING VERY HIGH DIVE 3

COMBAT
ATTACK (S/M/L) 9/6/4
F-84G THUNDERJET

DEFENSE 3
CRITICAL 7
HITS 4
PERFORMANCE
SPEED 6 JET RATES
ACCELERATION +2 TURN 3
LOW SPEED 1-3 BREAK 1
HIGH SPEED 4-6 CLIMB 3
CEILING VERY HIGH DIVE 3

COMBAT
ATTACK (S/M/L) 9/6/4
F-94B STARFIRE

DEFENSE 3
CRITICAL 7
HITS 4
PERFORMANCE
SPEED 6 JET RATES
ACCELERATION +2 TURN 3
LOW SPEED 1-3 BREAK 1
HIGH SPEED 4-6 CLIMB 3
CEILING VERY HIGH DIVE 3
FLY FIGHT WIN: MIG ALLEY

COMBAT
ATTACK (S/M/L) 9/6/4

F-51D MUSTANG
DEFENSE 3
CRITICAL 6
HITS 3
PERFORMANCE
SPEED 6 RATES
ACCELERATION +1 TURN 4
LOW SPEED 1-4 BREAK 4
HIGH SPEED 5-6 CLIMB 2
CEILING HIGH DIVE 3

COMBAT
F-82E TWIN MUSTANG

ATTACK (S/M/L) 9/6/4


DEFENSE 3
CRITICAL 7
HITS 4
PERFORMANCE
SPEED 6 RATES
ACCELERATION +1 TURN 4
LOW SPEED 1-4 BREAK 4
HIGH SPEED 5-6 CLIMB 3
CEILING HIGH DIVE 3
FLY FIGHT WIN: MIG ALLEY

COMBAT
ATTACK (S/M/L) 9/7/4

F9F-5 PANTHER
DEFENSE 3
CRITICAL 7
HITS 3
PERFORMANCE
SPEED 5 JET RATES
ACCELERATION +1 TURN 3
LOW SPEED 1-3 BREAK 2
HIGH SPEED 4-5 CLIMB 2
CEILING HIGH DIVE 3

COMBAT
ATTACK (S/M/L) 9/7/3
F2H-3 BANSHEE

DEFENSE 3
CRITICAL 7
HITS 3
PERFORMANCE
SPEED 5 JET RATES
ACCELERATION +1 TURN 3
LOW SPEED 1-3 BREAK 2
HIGH SPEED 4-6 CLIMB 3
CEILING VERY HIGH DIVE 3
FLY FIGHT WIN: MIG ALLEY

COMBAT
ATTACK (S/M/L) 9/6/4

F4U-5 CORSAIR
DEFENSE 3
CRITICAL 7
HITS 4
PERFORMANCE
SPEED 6 RATES
ACCELERATION +1 TURN 4
LOW SPEED 1-4 BREAK 3
HIGH SPEED 5-6 CLIMB 2
CEILING HIGH DIVE 4

COMBAT
ATTACK (S/M/L) 10/7/5
DEFENSE 3
F-7F TIGERCAT

CRITICAL 7
HITS 4
PERFORMANCE
SPEED 6 RATES
ACCELERATION +1 TURN 2
LOW SPEED 1-3 BREAK 1
HIGH SPEED 4-6 CLIMB 2
CEILING HIGH DIVE 3

COMBAT
ATTACK (S/M/L) 9/6/3
DEFENSE 3
AD SKYRAIDER

GROUND ATTACK

CRITICAL 7
HITS 4
PERFORMANCE
SPEED 3 RATES
ACCELERATION +1 TURN 3
LOW SPEED 1-3 BREAK 2
HIGH SPEED N/A CLIMB 1
CEILING MEDIUM DIVE 2
FLY FIGHT WIN: MIG ALLEY

COMBAT
ATTACK (S/M/L) 9/7/3
DEFENSE 3

METEOR F.8
CRITICAL 7
HITS 3
PERFORMANCE
SPEED 6 JET RATES
ACCELERATION +1 TURN 2
LOW SPEED 1-3 BREAK 2
HIGH SPEED 4-6 CLIMB 3
CEILING HIGH DIVE 3

COMBAT
ATTACK (S/M/L) 9/6/3
SEA FURY FB.11

DEFENSE 3
CRITICAL 7
HITS 4
PERFORMANCE
SPEED 6 RATES
ACCELERATION +1 TURN 3
LOW SPEED 1-4 BREAK 3
HIGH SPEED 5-6 CLIMB 2
CEILING HIGH DIVE 3
FLY FIGHT WIN: MIG ALLEY

COMBAT
ATTACK (S/M/L) 9/7/3
DEFENSE 3

MiG-15 FAGOT
CRITICAL 7
HITS 4
PERFORMANCE
SPEED 7 JET RATES
ACCELERATION +2 TURN 3
LOW SPEED 1-3 BREAK 3
HIGH SPEED 4-7 CLIMB 5
CEILING VERY HIGH DIVE 3

COMBAT
ATTACK (S/M/L) 9/7/3
MiG-15bis FAGOT

DEFENSE 3
CRITICAL 7
HITS 4
PERFORMANCE
SPEED 7 JET RATES
ACCELERATION +3 TURN 3
LOW SPEED 1-3 BREAK 3
HIGH SPEED 4-7 CLIMB 5
CEILING VERY HIGH DIVE 3
FLY FIGHT WIN: MIG ALLEY

COMBAT
ATTACK (S/M/L) 6/4/2
DEFENSE 3

YAK-9U FRANK
CRITICAL 6
HITS 3
PERFORMANCE
SPEED 6 RATES
ACCELERATION +1 TURN 4
LOW SPEED 1-4 BREAK 3
HIGH SPEED 5-6 CLIMB 1
CEILING HIGH DIVE 3

COMBAT
ATTACK (S/M/L) 8/6/3
DEFENSE 3
LA-11 FANG

CRITICAL 6
HITS 3
PERFORMANCE
SPEED 7 RATES
ACCELERATION 2 TURN 3
LOW SPEED 1-4 BREAK 4
HIGH SPEED 5-7 CLIMB 4
CEILING HIGH DIVE 3

COMBAT
ATTACK (S/M/L) 9/7/3 R2
DEFENSE 2
IL-10 BEAST

CRITICAL 8
GROUND ATTACK

HITS 5
PERFORMANCE
SPEED 3 RATES
ACCELERATION 1 TURN 1
LOW SPEED 1-2 BREAK 1
HIGH SPEED 3 CLIMB 1
CEILING MEDIUM DIVE 3
FLY FIGHT WIN: MIG ALLEY

PERFORMANCE PERFORMANCE
SPEED 4 SPEED 5 JET
CEILING VERY HIGH CEILING VERY HIGH
ACCELERATION +1 ACCELERATION +1
B-29 SUPERFORTRESS

FIREPOWER FIREPOWER

B-45A TORNADO
FORWARD 1 TAIL 2
SIDE 1 DEFENSE
TAIL 2 DEFENSE 3
TOP TURRET 2 CRITICAL 8
BOTTOM TURRET 2 HITS 8
DEFENSE
Executes base movement at
DEFENSE 2 beginning of Operations Phase, but
CRITICAL 9 is dealt a card for Jet/2 movement
later in the round.
HITS 12
FLY FIGHT WIN: MIG ALLEY

PERFORMANCE PERFORMANCE
SPEED 4 SPEED 3
B-26B INVADER

CEILING VERY HIGH CEILING HIGH


ACCELERATION +1 ACCELERATION +1
FIREPOWER FIREPOWER
FORWARD 1 FORWARD 3
TAIL 1 TU-2 BAT TAIL 2
BOTTOM TURRET 1 TOP TURRET 1*
DEFENSE BOTTOM TURRET 1*
DEFENSE 2 DEFENSE

CRITICAL 8 DEFENSE 2

HITS 6 CRITICAL 8
HITS 6

* REAR/SIDE ARCS ONLY


FLY FIGHT WIN: MIG ALLEY V1

SEQUENCE OF PLAY
Initiative Phase Determine tailed aircraft; deal black (movement) and red (attack/spot) cards for each aircraft.
Operations Phase Bombers, tailed planes move, then aircraft execute moves/attacks when card revealed. Cards
resolved low to high in precedence order (Spades, Hearts, Diamonds, Clubs).

SPEED MANEUVERS
At Low Speed, aircraft execute maneuver in every hex. At High Speed, aircraft execute maneuver in every second hex.

MANEUVER CHECKS
For Complex Maneuvers*, the Target Number is 7 at Low Speed 10 at High Speed modified by pilot skill (+1 FNG, -1
Veteran, -2 Honcho). Roll 1d10 then add Maneuver Rate (Turn, Break, Climb, or Dive). If modified roll equals or exceeds
Target Number, maneuver is successfully executed. Each additional Complex Maneuver attempt increases the Target
Number by 3. Speed changes occur after Move is complete.

MVR EFFECT SPD RATE


Turn Change facing 1 hex side
Tight Turn* MC to change facing 2 hex sides (failure standard Turn) -1 Turn
Roll Move into forward hex on left or right with no facing change
Break* MC then move into forward hex on left or right then change facing 1 hex side in -1 Break
same direction (failure execute Roll)
Climb Climb 1 Altitude Level -1
Steep Climb* MC to Climb 2 Altitude Levels (failure gain 1 Altitude) -2 Climb
Jet Climb* MC to Climb 3 Altitude Levels (failure gain 1 Altitude) -3 Climb
Immelmann* MC to change facing 2 or 3 hex sides; gain 2 Altitude Levels; forfeit all remaining -2 Climb
Movement (failure no facing change)
Dive Dive 1 Altitude Level +1
Steep Dive MC to Dive 2 Altitude Levels (failure Control Check) +2 Dive
Jet Dive* MC to Dive 3 Altitude Levels (failure Control Check) +3 Dive
Split-S* MC to change facing 2 or 3 hex sides, lose 2 Altitude (failure no facing change) +2 Dive

Turn Tight Turn Roll Break Immelmann/Split-S

PILOT CHECK/OUT OF CONTROL


For Pilot Check, roll 1d10 with Target Number 7 modified by Pilot Rating. If aircraft speed reduced to 0, perform Pilot
Check. If failed, aircraft is out of control, loses 2 Altitude, and cannot move or attack. Roll 1d6 for direction (1 is current
heading then clockwise).
FLY FIGHT WIN: MIG ALLEY
AIR-TO-AIR ATTACKS
1. Determine Range
Determine range to target and Attack rating (1-2 hexes for Short Range, 3-4 for Medium Range, 5-6 for Long Range)
against target in firing arc. May engage targets 1 level higher or lower within same altitude bracket.

2. Determine “To Hit” Target Number


Determine “to hit” Target Number number based on Deflection Angle and Air Combat Target Number Modifiers (TNM).

3. Roll Dice and Calculate Hits


If die result is equal to or higher than Target Number, a hit is scored. An unmodified 6 counts as 2 hits.

4. Check for Jam


If the number of unmodified 1s is three or more, roll a d6. If that number is a 1, reduce firepower by ½ for future attacks.

5. Resolve Damage
If number of hits equals or exceeds target aircraft’s Defense, then 1 point of damage is inflicted. If number of successes
equals or exceeds target aircraft’s Critical rating, the target is destroyed.

DEFLECTION AIR COMBAT TNM FIRING ARC


Better Pilot -1/+1
5 L
Attacker Higher Altitude -1 L L
6 6 Defender Higher Altitude +1 L
L L
Jet Versus Prop -1/+1
M
5 5 Air-to-Air Rocket +2 M M
4 Sun Directly Behind Attacker -1 M
M M
Sun Directly Behind Defender +1
S
Defender Unaware of Attack -4 S S
VISUAL SPOTTING S
Roll 1d10. Apply Visual VISUAL SPOTTING TNM
Spotting TNM. Target Pilot Skill +1 to -2
Number is 7.
Rear Arc +2 DEBRIS
Higher Altitude (within 1 band) +1 If attacker in adjacent rear
Range 16-25 +1 hex to destroyed plane,
make a Pilot Check TN 7
Range 26-35 +2
to avoid damage.
Range 36+ +3
Formation (10+ Fighters, 3+ Bombers) -2 CREW SURVIVAL

Sun Behind Target +1 A pilot safely bails out on


a successful Pilot Check.
Ground Control Intercept -3
SEP 2023
FLY FIGHT WIN: MIG ALLEY

STRAFING/BOMBING ATTACKS
1. Determine Range
Attacker must be at Surface Altitude 1 for Strafing or at Surface/Low Altitude for bombing.

2. Determine Hit
Roll 1d10. TN is 7 plus appropriate Target Number Modifiers.

3. Resolve Damage
Target damaged on successful attack. To completely destroy targets, multiple attacks may be required.

STRAFING TNM BOMBING TNM TARGETS


Pilot Skill +1 to -2 Pilot Skill +1 to -2 Vehicle (Light) 1 Hit
Speed 5+ +2 Speed 5+ +2 Vehicle (Heavy) 3 Hits
Speed 3+ +1 Speed 3+ +1 Small Bridge 4 Hits
Range 1-2 -1 Surface 0 Large Bridge 7 Hits
Range 3-4 0 Low Alt +2 Railcar 3 Hits
Range 5-6 +1 Small Target +2 Small Building 2 Hits
Small Target +1 Medium Target +1 Med Building 4 Hits
Large Target -1 Large Target +0 Large Facility 8 Hits
Moving Target +1 Moving Target +2
Sun +1

BOMBER FIRING ARCS


BOMBING WITH FIGHTER AIRCRAFT
The Target Number for Complex Maneuvers is increased by 1
FTB
for fighter aircraft carrying ordnance or rockets. Ground attack
aircraft (IL-10 Beast and AD Skyraider) do not suffer penalties. FTB FTB

Rockets are single shot, and ordnance is dropped once per TBS FTB TBS
scenario. TBS TBS

ANTI-AIRCRAFT ARTILLERY TBS TBS

Roll 1d10 with a target number of 7 if the aircraft is moving at TBS TBS
Low Speed or 10 if moving at High Speed. If successful, roll RTB TBS
TBS
damage normally.
RTB RTB
Type Range Gun Factor
RTB
Light AAA 3 4d6
Medium AAA 5 6d6
FRONT TOP BOTTOM SIDE
Heavy AAA 7 8d6 FTBS
FLY FIGHT WIN: MIG ALLEY

Game Design
Phil Lewis

Editors
Dave Moore
Kurt Zachary

Play Testers
Tom Allison
Chris Bauer
Chris Brown
Robert Hawkins
Preston Lewis
Bob Lingerfelt
John Duncan McManis
Dave Moore
Tom Peters
Jim Wenzel
Timothy Wenzel
Kurt Zachary
Gamers at Nuke-Con and The Siege of Augusta

OTMgames
Fly Fight Win: MiG Alley is a hex-based, miniatures rules set for aerial combat. It
emphasizes the importance of speed, altitude, and pilot skill, and minimizes
much of the tedium typically associated with air-to-air combat games. It includes
statistics for many frontline fighters that saw action during the Korean War and a
pilot advancement system for campaign games.

MiG Alley is a standalone rules set. The unique period of early jet fighters and
reliance on guns over missiles sets this title apart from other games in the Fly
Fight Win series. This series is designed for playability but retains sufficient detail
to recreate historical outcomes (with a nod towards the physics of flight). Most
scenarios can be played in under 60 minutes.

You might also like