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SETUP Attacking enemy Leaders:

• +1 Burst if your Leader is advantaged


The number of aircraft on each team should be the same. • +3 Bursts if your Leader is tailing
Each player secretly selects his initial altitude. Alternate play
between players of each team. Play for 6 turns. Attacking enemy Wingmen:
SEQUENCE OF PLAY • +1 Burst per Maneuvering
• +2 Bursts per Half Loop
1) Wingman Attacks
(Ignored by first player on first turn) Vertical Roll: Consult Adjust Altitude table, but Enemy Leader
must discard 1 additional card
Wingman altitude effects:
• Very High: -1 Attack, -1 Defence Agile: During your turn, you may treat any card as a Scissors
• High: -1 Defence (become advantaged when disadvantaged or respond to
Scissors or Tight Turn)
If Leader neutral, Wingman can attack: Gunners: Gunners can attack enemy Leaders or Wingmen
• Any Wingman with In My Sights or Out of the Sun when your Leader is
• Any neutral Leader disadvantaged or tailed by that enemy Leader. Use the
gunner's burst value for the attack. The burst value can
If Leader engaged, Wingman can attack: never be increased (except by the G skill).
• Engaged Leader. Wingman's maneuvering, full throttle,
scissors and half loop cards increase your Leader's 4) Discard Cards
position
• Engaged Wingman Discard as many cards as you want

5) Draw Cards
2) Adjust Altitude
Leader altitude effects:
Leader Enemy Advantaged* Enemy Tailing* • Very High: -2 Horsepower
• High: -1 Horsepower
Dive Draw 1 Discard 1 & Draw 1 Draw 1 card • Low: +1 Horsepower
Climb Discard 1 Discard 2 Discard 1 card • Very Low: +1 Horsepower
* if the enemy Leader decides to follow.
NOTES
3) Play Cards or Disengage
Fighter Shoot-Downs
Play maneuvering, full throttle, scissors and half loop cards
to increase your position. If Leader is shot down:
• Remove hits from Leader
If Leader disadvantaged, Leader can not attack • Transfer Wingman hits to Leader
• Removed Wingman
If Leader neutral, Leader can attack: • Discard previous hand and draw a new hand equal to
• any Wingman performance – 1.
• any neutral Leader
• any engaged Leader without a Wingman by playing Victory Points
cards that increase the enemy Leader's position up to
neutral, and then that increase your own Leader's • 5 VP for shooting down an aircraft
position. • 2 VP for each aircraft on its damaged side
If Leader engaged, Leader can attack:
• engaged enemy Leader

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SEQUENCE OF PLAY ALTITUDE EFFECTS

1) Wingman Attacks Wingman Leader


2) Adjust Altitude Very High -1 Attack, -1 Defence -2 Horsepower
High -1 Defence -1 Horsepower
3) Play Cards or Disengage
Medium
4) Discard Cards Low +1 Horsepower
5) Draw Cards Very Low +2 Horsepower

LEADER VS LEADER LEADER VS WINGMAN


Advantaged +1 Burst Maneuvering +1 Burst
Tailing +3 Bursts Half Loop +2 Bursts

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