TTG Dogfight Over Flanders PDF
TTG Dogfight Over Flanders PDF
TTG Dogfight Over Flanders PDF
OVER
FLANDERS"
WWI Aerial
Combat
Rules.
By Mike Thomas & Kev Smith
DOGFIGHT OVER FLANDERS
or That Fokker's an Albatros !!!
To be reading this intro you must have some interest in W.W. l aerial combat. So do we, the names, the
planes, the initial chivalry, to the ultimate kill ever wondered what it must of been like? Well read on.
As a small gaming group we too bad a liking for WWl aerial combat. but we found the then available rules a
little too complex in their individual ways;- too much space required, construction of aircraft stands, do we
need to go on?
Anyway, from what was a gaming weekend catering for members of the Sealed Knot, of all things,
developed into the rules in this book.
The rules consist of two sets realy;- the first as an introductory simple quick play set primarily for the
beginner or large groups of people - they are fast and definitely deadly. These are to be found in the one
page pulI-out section.
The second (and main body of the rules) are for the more game experienced players and are more detailed in
their outcome. Certain aspects of this set can easily be incorporated into the first, the choice is yours. Shall
we go on;- or hand over your cash and take them home!
Both sets are designed mainly for fun. The vast amount of technical details between aircraft types has been
simplified, we prefer to play the game not argue, any arguments the umpire can always decree a broken spar
or engine failure-end of argument!
We have used these rules with some success at the 'Colours' show in Reading and through that success
publisbcd these. We must stress that not all these ideas stem from ourselves alone but from many people. We
feel that thanks must be given to;-
Kevin Pomroy, the author of the initial quick play set, and numerous other members of the Sealed Knot. for
a splendidly humorous gaming weekend. in November '90. All the members of Penanh and District
Wargames Club, for their help, ideas, arguments, even curses, but most of all for playing the game.
C Copyright Mike Thomas, Kevin Smith and Tabletop Games November 1992.
RED EAGLE - 1/144 the SCALE WW I AIRCRAFT
by SKYTREX LTO.
All these models are WHITEMETAL kits and are available from:-
APPENDIX
Airuaft Slats 20
Creating Your Own Airuaft Slats 22
Bibliography 23
QUICKPLAY RULES 24
PILOT CARDS
You will find 4 of these cards included with the rules, these are included so that you can make further
copies.
m1Il 50mm
Stunts (Ave'II, Vet's t!c Ace's only)
SPIJT.l!'~ IN\'ER't ED SPlJT ~
~ 50mm)J~=
OOmm lLEVEL
[IIOOOft
50mm
m1Il 50mm
Stunts (Ave'lI, Vet"ll t!c Ace". only)
SPIJT.l!'~
INVERTED SPlJT .~
~Omm )llLEVEL
50mm
J 1000tt ~' 50mm)]~=
Please feel free to copy these cards for your own use. We suggest gluing them onto card ana covering
them with clear plastic so that you can use some form of non-permanent marker pen.
GAME SCALE
Designed, primarily, for use with 1:144 scale ' Red Eagle' models by SKYTREX LTD. but other scales can
be used without alteration. We have found that the use of 2mm scale scenery by IRREGULAR
MINIATURES greatly enhances the visual aspect of the game, and gives targets to bomb, strafe etc.
EQUIPMENT REQUIRED
Aeroplanes - any from the Great War period.
Rules - you got 'em, use 'em.
Dice - Quick Play - 106 plus 1O 10 per gun on the plane.
Expanded Rules - 106 plus lOlO plus 1020 per gun on the plane.
Tape/Rule - in millimetres.
Aircraft Stands, level Band indicators and turning circles (See below).
AIRCRAFI'STANDS
To achieve an impression of altitude we suggest a 1/16" (l.5mm)
diameter wire stand, approximately 8" (2oomm) high, set into
the centre of a 2 3/16" (55mm) long by I 3/16" (30mm) wide
lead or white metal base. The base can be textured, shell holes etc.
and painted to represent the ground below. The wire is less obvious
if painted matt black.
The base must include some distinctive mark 16mm from the
wire, ie. shell hole, rock or pin, to act as a pointer for the
=
C>
c:i
Level Band indicator. o
C' l
,-
C>
C>
Each height or Level Band is 1000 feet. Cut out the discs
and pierce the centre, placing one on each of your Aircraft
stands. This disc is used to indicate the current height of the
aircraft, and during the game care must be taken to keep this
disc at the:! right level.
TURNING CIRCLES
These are also supplied, cut out and stick onto card. There are 3 types, SMALL. MEDIUM and LARGE.
both left and right handed.
They are used by placing the arrow against the relevant side of the base and moving the base around the curve
the required distance.
1
PILOT CARDS
Also supplied. To be filled in at the beginning of each pilots career, which is all the writing required for the
game. The information required on the card is all available in the rules except for your pilots name and rank.
AIRCRAFT ST ATS
See lists in the back of the book.
Below is a typical example from the lists with explanation:-
MOVES
1 = Aircraft Name and/or Type.
2 = Maximum Speed in Kilometres per Hour.
3 = Maximum obtainable altitude in feet or maximum Level Band.
Divide by 1000 to obtain the Level Band. ie. 18000ft = Level Band 18.
4 = Maximum number of Level Bands the aircraft can climb in one move.
5 = Maximum number of Level Bands the aircraft can dive in one move.
6 = Minimum radius turn to the left, ie. Large Turing Circle for a Camel.
7 = Minimum radius turn to the right ie. Small Turning Circle for a Camel.
8 = Specific details of the aircraft.
The different Turning Circles are dependant on the engine type, in-line or rotary, we said they were 'simple'.
MOVES
Alternate. First one side (German or Allied) complete
all movement, firing etc. then the other.
INITIATIVE
At the stan of the game, or when opposition first appears,
.the Senior Officer of each side roles 106, the highest
scorer choosing whether to let the enemy move first or
second.
CREW STATUS
Novice, Average, Veteran or Ace (Nov, Ave, Vet or Ace).
Novice
Novice pilots become Average after 2 patrols and landing without wrecking the plane on his own side of the
lines. Observers become Average after getting home from 2 patrols, or both pilot and observer after shooting
down 1 enemy aircraft.
Average
Average pilots become Veterans after shooting down 2 enemy aircraft.
Veteran
Veteran pilots become Ace's after shooting down 3 enemy aircraft, ie. the minimum victories for an Ace is 5.
2
To determine Crew Status at the start of the game roll I D 10 for each crew member:-
Dice Score Result
I to 3 Novice
4to7 Average
8 or 9 Veteran
10 Ace
GAME SEQUENCE
I) Anti-Aircraft Ranging
2) Target Acquisition
3) Movement
4) Shooting
r<.AF F.e. . ~l>
S) Anti-Aircraft Fire Result.
MOVEMENT
Imm = IKph. Minimum Move = SOmm. ie. our Camel can move 170mm maximum without climbs.
Aircraft can accelerate or decelerate at will, ego moving the maximum in one move and only SOmm in the
following move.
SPLIT'S'
Forward SOmm, rotate the modeJ ISO
degrees about its base front, drop I SPLIT "s"
Level Band, move forward SOmm, or
. drop 2 Level Bands and move forward
lOOmm (if maximum speed is greater
than ISO Kph). ~ SOmm
If the maximum speed is less than ISO ............ ~------r-......
Kph then planes can drop 2 Level
Bands but must test for Overdiving.
See below. drop 1 level
SOmm or 2 levels
lOOmm
3
INVERTED SPLIT'S'
~
Forward 50mm. rotate model 180 degrees about INVERTED ' 'S"
its base front and climb 1 Level Band.
1/4 move
SIDE SLIP
right
IMMELMANN TURN
:~?a:m ~ lev~
Forward half a move, rotate model 180 degrees
about its base front, forward 50mm, stay at the
same level (remember each level is WOOfI.). scme
50mm
otate around
IMMELMANN this point
WOPS
This takes 2 complete moves to perform:-
~
Move 1
Forward 50mm, rotate model 180 50mm
degrees about its base front, and
climb 1 Level Band. The plane is 1st move
now upside-down, and considered SOmm climb 1 level
a stationary target, at the top of the Loop. Rotate around
Move 2 -t-----~ this point
Forward 50mm, rotate model 180 degrees about 50mm~ ,
its base front, drop I Level Band, forward 50mm. LOOP
If in the previous move, the plane dived, in a straight line, at least 1 Level Band, then the height of the Loop
may be increased by climbing 2 Level Bands in move I and the following completing dive out (Move 2) may
be I or 2 Level Bands.
The Loop does not have to be completed, Aces and Veterans may Spin down vertically in Move 2, or ALL
may dive out after Move 1 by moving forward loomm and diving 1 Level Band. Aces and Veterans may tum
during this dive. Average and Novices must fly in a straight line.
4
SPINS
It takes half a move to spin down I Level Band, Spins can be continued for any number of moves, but there
is a risk. The model remains stationary whilst spinning. To pull out of a Spin rotate the model about its
support wire and move forward 50mm.
Aces may Spin down 3 Level Bands before having to dice for direction of pull-out, Veterans may spin for 2
Level Bands and Average pilots I before dicing but Novices always dice for direction.
To pull out of a Spin roll 1010, if undamaged, or 1020 if the
plane or pilot have taken any damaged. Spin Recovery Indicator
PROP-HANGING
Undamaged FOKKER DVII (Ace and Veteran pilots only).
Forward 50mm, rotate model up to 180 degrees
about its base front. The plane is now hanging
from its propellor where it can hang for a further
2 moves and will turn up to 90 degrees for each
quarter move. During this manoeuvre it can fire
Rotate around
but it is counted as a stationary target when being
this point
PROP HANGING
fired at.
undamaged FOKKER DVll
Each move roll 10 10 for risk of stalling, the plane ACES lie VETS only
will stall on a roll of 1 in the first move, 1 or 2 in
the second move or 1 to 3 in the third move.
At the end of this manoeuvre the plane must move at least 50mm befor making any turns or climbs for
Veterans, or any climbs for Aces. Both may spin down immediately without forward movement.
5
Overdives
All aircraft, which are not Strained, may attempt to dive 2 additional
Level Bands if powered, or I additional Level Band if gliding.
EFFECTS OF DAMAGE
Strained Aircraft
Cannot Overdive or Overclimb again this patrol, the plane will break-up if you attempt to do so. If
Aeorbatics or Small Turns are attempted roU 10 10 for automatic Overdive Damage.
Stalls
The model remains stationary, counting as a stationary target, whilst the plane drops '
in a flat spin (as opposed to an intentional spin). The plane will drop 1 Level Band .
per move. To PIuJl out successfuJIIy ro11 ID 10:-
First Attempt Second Attempt Third Attempt
6
FORCED LANDINGS
Pilot must attempt to land on his own side of the lines. Movement is at normal speed, unless gliding,
damaged prop or engine, but the plane must drop at least I Level Band per move if powered or 2 if gliding.
No climbs, Inverted Split S's, Immelmann turns or Loops may be attempted. If due to engine or prop hit then
no Powered Overdives may be made.
LANDINGS
Only roll for landing when forced down, landing away from an Aerodrome or Advanced Landing Ground.
Roll IDlO, deduct I if the pilot is Average or wounded, deduct 2 if the pilot is a Novice or is severely
wounded.
At an Aerodrome or Advanced Landing Ground
Modified Dice Score Result
1 or Less Crash; Crew killed.
2 Crash; Crew wounded and sent home.
3 Crash; Crew slightly wounded but can fly again.
4 or 5 Crew OK, plane damaged requiring 2 days to repair.
6 to 10
.
Good landing.
Behind The Lmes - OWD or Enenues
Modified Dice Score Result
lor Less Crash; Crew killed.
2 Crasb; Crew wounded.
3 or 4 Crash; Crew slightly wounded.
5 or 6 Crew OK; Plane damaged requiring 2 days to repair.
7 to 10 Good Landing.
If behind enemy lines, with a score of 3 to 10 above, a roll of 1 on a D 10 and the crew escapes home in a
number of days equal to the ~tance in metres + 1 to the home Aerodrome or base edge of the playing area.
No Mans Land
Modified Dice Score Result
lor Less Crash; Crew killed.
2 or 3 Crash; Crew wounded.
4to6 Crash; Crew lightly wounded.
7 to 10 As good a landing as you'll get in a shell hole. Crew OK.
7
LANDING
To land, the plane must get down to Level Band 1 for I full move. The actual landing takes I full move and
must be made in a straight line moving maximum distance and ending stationary on the ground. It takes I
further move for the crew to get out.
TAKING OFF
Taking off takes I move on the runway, and I move to get to Level Band I, moving the maximum distance.
Novices must fly in a straight line for the full move, Average and Veteran pilots must fly straight for half a
move and Aces may do anything immediately. Average and Veteran 'pilots can carry out Side Slips and
Immmeimann turns only.
COLLISIONS
Planes have a chance of colliding if in the same Level Band and their bases overlap during the the move.
RolIlDlO' -
Dice Score Result
lor less Collide, both planes crash.
2 to 4 Lower status pilot, or moving plane if equal, must climb at least 1 Level Band
next move (if unable to climb then collide).
5to7 Lower status pilot, or moving plane if equal, must dive at least 1 Level Band next movj
(if at Level Band 1 dive into the ground).
8 to 10 Near Miss, both planes continue on course .
..
If a base passes over the oPPOSltlons HeIght Indicator Disc then deduct 2 from the above dice score.
TARGET ACQUISITION
To spot enemy aircraft Test for each crew member at the beginning of your move to determine if he spots all
other aircraft on the table except for members of your own flight.
Ro1l2D6 and add the score together, now modify this score by any of the following that applies, however, a
score of)2 will always spot and a score of 2 will never spot and the following are ignored:-
8
mDING IN THE SUN
The position of the Sun should be first decided based on the time of day; am = Eastwards, pm = Westwards,
both slightly to the South, ie. one corner or the other.
The German home airfield is always to the East, the allies to the West.
If an attacking plane is between the target and the Sun and at least 5 Level Bands higher then it is considered
to be hiding in the glare of the Sun (unless there is cloud cover in a higher Level Band).
TARGET ELEGIBILITY
Targets must be in the same Level Band and within maximum range of the guns which is 200mm, sometime
during the move, thus making possible climbing and diving attacks by passing through the Target's Level
Band. Each gun, or pair of guns firing together, may only be fired once per move.
All players can fire in both their own IlI()ves and the enemies, if during the enemies move one of them
carelessly places themselves in the firing arc and range of your guns don't hesitate, shoot him!
FIRING ARCS
Fixed Guns ------
A line passing longitudinaly down through the gun,
generally the centre line of the plane, must pass
through, or touch, the Targets Height Indicator Disc.
Flexible GU16
These are guns manned by observers which generally
fire through 90 degrees either side of the planes centre
line, backwards or forwards, depending on the guns
position, taking into account obstacles such as wings,
pilots heads etc, but ignoring tail planes. U'IJI'5 .,.,.~.
Some rear guns could be fired forwards, over the top
wing to take on diving attacks from the front, this depends on the planes configuration and gun mounting.
SHOOTING
The ultimate object of all the manoeuvring and 'Splitassing' about is generally known as 'Dog-Fighting'.
The machine guns and ammunition of the day were very unreliable so before any gun is fired it must be tested
for jamming, or if already jammed, to clear it.
L Sequence ~ Test to Clear Jam I Test for Jam Firing Area of Hit Damage
~ce 010
Required per Gun
I D6
I OlD 020 D6
Clearing JIlDL'i
Jammed guns have 2 chances of being cleared (one attempt only per move),Roll 106 per jammed gun:-
First Attempt Second Attempt
Dice Score to Clear 5 or 6 4 to 6
If both attempts fail then the gun is jammed for the rest of the patrol.
JIlDL'i
Roll lOlO n
Dice Score Result
1
2or3
Note:-
Guns which have been cleamf of a jam during the move do not have to be tested for it again during the same
move.
9
FIRING-Accuracy
Measure the range from the firers support wire to the edge of the targets Heigbt Indicator Disc.
Compare the firer and target pilot Crew Status and roll 1020 per gun firing:-
o to 50 3 9 4 8 5 7 6
51 to 100 5 11 6 10 7 9 8
101 to 150 7 13 8 12 9 11 10
151 to 200 9 15 10 14 11 13 12
~~ol
/
Lower Status Pilot/Observers Minimum Required Dice Score
Add 1 to ~ dice score if attacking:- a Large target, attacking from above or from directly behind.
Add 2 to the dice score if::- Line of fire passes through the targets support wire (fixed guns only).
If firer is undetected, or if target is stationary.
Deduct 2 from the dice score if:- Target is in a spin that is oot due to stalling.
Example
A Novice firing at an Ace at a range of 145mrn, would need a basic score of 13 on a D20. An Ace firing on a
Novice at a range of 145mrn would need a score of 7 on a D20.
10
AREA OF IDT and DAMAGE TABLE
lbiS IS
. DOt rcqluired if amung
. . at the crew. Roll 106 per bi t ob talned -
IPosition of Hit I Fusilage or Wings I Cockpit I Fuel Tank I Engine I Propellor I
/Dice Score I lor 2 I 3 I 4 1 5 1 6 I
Roll 1010 per bit and refer to the relevant area of bit on the following tables:-
IDice Score I Result
FlJSILAGE
I Observer bit (if carried), if DOt then pilot bit (see Cockpit Hit below).
2 Controls wreckfld; Crash out of control.
3 Controls damaged; Forced landing using large turns only.
4or5 Controls bit - Minor damage, Roll 1010;-
Odds= elevator hit deducting I Level Band to climbs and dives, NO Aerobatics
(except Side Slips).
=
Evens Airelons bit. enlarging turning circles, ie. Small to Medium, NO
Aerobatics (except Side Slips).
6 to 10 No effect
COCKPIT - Use Dice Rolls in ( ) if aiming at the Cew.
I to 3 Pilot (or observer from FUSILAGE bit). Roll 1010:-
(1 to 5) I to 3 = Light wound, continue with no effect.
4 to 6 = Wound - Pilot; minus I Level Band to climbs, NO aerobatics except Side
Slips & Spins. Observer - Novice = no firing, others go down 1 status level.
7 to 9 = Serious wound - Pilot; Forced Landing with additional effects of wound.
Observers = No firing.
10 = End of Innings Old Chap; Your dead.
4 (6) Controls Damaged; Forced Landing with increased turning circles, ie. Small to Medium
or Medium to Large
5 (7) Controls bit; Roll 1010 and see 4 or 5 in the 'Fusilage Hit section above.
6 to 10 (8 to 10) No effect.
RJELTANKS
1 Explode into flames.
2 Serious Leak - On Fire. 3 moves to attempt to put it out by Side Slipping and dropping
1 Level Band (throw 1010 per move and a score of 1 to 3 puts the fire out).
If DOt extinguished plane shot down in flames, if put out then plane makes a Forced
Landing as 'Tank Leaking' below.
3to5 Tank Leaking, switch off and leave the fight fast. Head home avoiding all combat. no
firing over the engine. can attempt to re-start engine by rolling IDlO:- 1 = Plane
explodes. 3 to 7 = Plane catches fire. roll each move.
6 to 10 No effect.
ENGINE
I Destroyed - Crash out of control.
2 Severe Damage - Forced Landing.
3 Damaged - Engine dead; glide home.
4or5 Minor Damage - Engine miss-firing. 3/4 speed and minus 1 Level Band on climbs. No
small turns, Immelmanns, Inverted Split S, Loops or Overclirnbs.
6 to 10 No effect.
PKOPELLOR.
1 Destroyed - Crash out of control.
2 Severe Damage - Forced Landing.
3 Damaged - Glide home.
4or5 Minor Damage - As for 4 or 5 in ENGINE section above.
6 to 10 No effect.
11
MULTl-ENGINED PLANES
If attacking multi-engined planes, ie. Gotha's, determine hits as usual, except for + I for attacking a big target;
and use the following Damage Table:-
Notes:-
1) 2 successful hits on Airelons = a Forced Landing.
2) 2 successful hits on Elevators = Crash out of control.
3) If both engines or propellors are destroyed (or 1 from each side) = Crash out of control.
4) Dead engines which are hit again catch fire.
12
ACCUMULATION OF DAMAGE AND WOUNDS
During 1 patrol all strains and damage to the aircraft or wounds to its crew are '
accumulative.
Effects of wounds on the pilot and damage to the plane combine to effect the handling of the aircraft:-
1 Light Wound = I Strain
1 Wound = Minor Damage
Serious Wound = Forced Landing
BALLOON BUsrING
Observation Balloons can be used up to a height of 4000ft. (Level Band 4). TItey rise at a rate of 2 Level Bands
per move, and descend at a rate of 1 Level Band per 2 moves.
Balloons can be destroyed by normal ammunition, ttacer or Prieur rockets.
T0 hit measure the range as usual and roII 1020 per gun or rocket fired:-
Min. Dice Score/Firers Status
Range Ace & Average NoVIce
Veteran
o to 50 3 4 4 KI1t'"
51 to 100 5 6 7
101 to 150 7 8 10
151 to 200 9 10 12
To hit with rockets (which have a range of l00mm) add 8 to each number in the above table.
EFFECTs OF A IBT
Roll 1010 per gun or rocket hit and the Balloon is destroyed if the dice score is:-
1 For normal ammunition
1 to 3 For tracer ammunition
. 1 to 5 For rockets.
Remember, balloons had very heavy anti-aircraft defences that were difficult to penetrate, game organisers
sbould take this into account. See Anti-Aircraft Fire.
13
GROUND STRAFING
Attacking ground targets can only be attempted at Level Band I, the plane is assuriled to be at the same level as _
the target.
If the plane has dived down to Level Band I previously in the move then it is considered to be a diving attack,
but with a maximum range of lOOmm.
Range is measured from the attackers Support Wire to the centre of the target. The chances of hitting is as in
aerial firing but with no additions exceptJor + I for diving and +2 for target stationary (if applicable).
When strafing camps, columns of men or vehicles, or the lines etc . only general disorder or scattering of troops
could be observed by the pilots, actual effects would not be known.
Roll 1010 per gun firing and consult the following tables:-
14
BOMBING
High Level or Strategic bombing by Zepplins or Gotha's etc. is beyond the scope of this game, but Low Level
bombing by two seaters or scouts can be incorporated for attacking gun positions, aerodromes, camps etc.
To bomb a target the plane must approach in a straight line, towards the target in the preceding move, during
which it can dive. It must pass directly over the target. As soon as it has passed the target it can fly as normal.
Bombs can be dropped singly, in pairs, or all at once. Scouts, generally, only carried 2 to 4 bombs, two seater~
4 to 12.
Early bombs were hand held and simply dropped out of the cockpit, later bombs were
held in racks under the fusilage or wings.
The height and speed of the plane will affect the accuracy. For a chance of a hit on:- Individual buildings,
Multiple Gun Emplacements (up to 4 guns), Cross Roads etc. roll 1020 and obtain a score equal or greater
than the number shown 10. the fi0 IIOWIng
. Table:-
Hetght SPEED - up to in Kph.
in Feet 100 150 200 250
1000 10 12 14 16
2000 IS 16 17 18
3000 17 18 19 20
If the plane makes multiple bomb runs on the same target then deduct 2 from the above numbers per run after
the first.
BOMB DAMAGE
The table aoove is for smaller bombs, 25lbs Cooper or French IOKg. as carried by most later scouts.
For the larger bombs, 1121bs etc. Deduct I from the Dice Score.
15
ARTILLERY OBSERVATION PATROLS
Generally this is carried out by 2 Seaters.
The spotting aircraft must stay within 300mm of the target, and follow the same route, at a constant height.
During the first full move over the target the crew will observe
the initial ranging shot and then radio back corrections.
In the second move more shells arrive and the crew dice
for accuracy. If not on target then further <:orrections are
radioed back and this continues each move until a hit is
achieved. Once on target the full battery opens up, the
spotting plane can then stay to observe until the target
is destroyed if required.
Procedure
Accuracy If at or below 7000ft (Level Band 7), roll 106.
To hit a target with the first corrected fall of shells requires a 1 score.
For subsequent moves add 1 to the required dice score per move: ie. 2nd move requires a
2(or less) , 3rd move requires a 3 etc.
If over 7000ft (Lavel Band 7) but under 13,OOOft. (Level Band 13) use a DIO instead of
the D6, but otherwise the scores required are as above.
Over 13,OOOft there is no spotting possible, too far up to be accurate.
Destruction If over a target that requires observed destruction roll1D6:-
First move requires a score of 1 to achieve destruction.
Subsequent moves add I per move to the required score.
Spotting cannot be carried out whilst dog-fighting, avoiding enemy aircraft action or changing course and level
. to avoid AA fire. If chased away the spotter can return and carry on where he left off.
PHOTOGRAPmC RECONNAISSANCE
AlSo to be used for general visual reconnaissance patrols.
There are two basic Photographic Patrols:-
1) Strip Photographs
This is where a long strip of terrain is photographed in over-lapping sections,
ie. trenches.
2) Pin-Point Photography
This is where a certain terrain feature or map reference only is photographed.
1. Strip Photographs
The plane flies within 50mm of the required area at a maximum height of 7000ft. (level Band 7), height may
be designated by the Umpire or a dice roll. The length of the ground to be photographed may be described by
map references (ie.dimensions from table comer) or from a set point for so many moves.
One photograph is taken per undisturbed move, they must be taken all at the same level. They cannot be taken
whilst dog-fighting or avoiding enemy aircraft, but they can be taken through AA fire as long as the plane stays
within 50mm of required area and level.
If disturbed, or frightened off, the plane can return and carry on from where it left off.
2. Pin-Point Photographs
The plane must pass directly over the target at a maximum height of 7000ft. (Level Band 7), or at designated
height, flying straight and level for one full move before-hand (as for Bombing).
If disturbed it must try again.
16
RECONNAISSANCE AND OBSERVATION ESCORT
All Close Escort Fighters, ie. German Halberstadt CLD, or any scout when acting as close protection for
Observation or Photographic patrols are to stay within 300mm horizontal distance, with a maximum height
difference of 6000ft (6 Level Bands) of their charges, with no intervening clouds, until contact with enemy
aircraft is made. It is assumed that they are in visual contact from the start of the game unless a rendezvous is
required.
The pilot of the escort fighter is assumed to keep an eye on his charge and therefore cannot observe the
surrounding sky as much as usual, hence the deduction in Target Acquisition.
FORMATION FLYING
Planes are considered to be flying in formation when, on the same course, within 200mm of each other and
with a maximum height difference of 1 Level Band between each plane.
CLOUD COVER
Any cloud cover, partial or full, obscures the ground forcing any recce planes to fly below it. The clouds can
be at any level and of any thickness.
Any planes passing through a cloud is obviously flying 'blind'. This can be simulated by the player moving out
of sight of the table and stating his intentions to the Umpire, if there is one, who moves the model accordingly.
Frequently planes got lost in clouds and did not always come out in the intended direction, this can be up to the
Umpire, or the player can rolllD6 per move:-
Remember what few instruments they had were unreliable and inaccurate.
17
The player controlling the planes; or the Umpire,
should give the AA controlling player an indication
of which Level Zone the plane is flying in.
All planes in the same Level Band, within horizontal range (250mm of the gun), as an exploding shell are at
risk. Dice to determine which plane has a chance of being hit.
Each she II can cause up to 2 hi ts on one piIane- RoII 106 -
Height Level Dice Score
7 8 9 10 11 12
lto5 1 Hit 2 Hits 1 Hit 1 Hit 1 Hit 1 Hit
6 to 10 1 Hit 2 Hits 1 Hit 1 Hit 1 Hit
11 to IS 1 Hit 2 Hits 1 Hit 1 Hit
16 to 20 I Hit 2 Hits 1 Hit
If a hit or hits are achieved determine any damage as for shooting, determining areas and damage as normal.
Note:- Machine gun fire or any ground fire from infantry, will always be calculated within Levels 1 to 5, but
the target plane must be at Level 3 or lower.
18
ACE OF ACES
This is the term we are using to describe pilots who are in the same mould as Richthofen. Ball or Guynemer.
The truly exceptional pilots who became the heroes of the age, amassed large numbers of victories to their
credit, the natural flyers.
They were, of course, rare considering the number of pilots involved, so should be as rare in your games.
If, when dicing for the pilOt's Status an Ace is obtained, then the player may roll again to see if he is an Ace of
Aces. A roll of 1 on a D 10 is required.
To obtain an Ace of Aces category during a campaign type game, or for that matter a single game, a total of 12
victories are required, Forced Landings do not count as victories in this respect.
III
I
19
APPENDIX
AIRCRAFT ST ATS
Aircraft Max Max Max . Max Turning Circles Notes
Name Speed Ceiling Climb Dive Left Right
Kph in Feet Levels Levels
ALLIED
Airco DH2 150 14,000 2 3 Small Large S
Airco DH4 190 IS,OOO 2 3 Medium Medium FR.B
Airco DH5 165 16,000 2 3 Large Small S -
Bristol Scout 150 16,000 2 3 Large Small S
Bristol Fighter
F2B(Arab Eng) 170 16,000 2 3 Medium Medium FR
F2B(RR Eng) 200 20,000 3 4 Medium Medium Fr
Nieuport 11 155 15,000 3 2 Large Small as
Nieuport 17 175 17,000 3 2 Large Small as
Nieuport 24 ISO 21 ,000 3 2 Large Small as
Nieuport 27 175 21 ,000 3 2 Large Small as
Nieuport 28 195 17,000 3 2 Large Small as
Morane
-Saulnier Al 210 22 ,000 3 4 Large Small S
R.A.F . BE2c 115 10,000 I 2 Medium Medium cR
R.A.F. FE2b 145 14,000 1 2 Medium Medium FR. B
R.A.F. RES 165 13,000 2 3 Medium Medium R
R.A.F . SES ISO 18,000 2 3 Medium Medium S
R.A.F. SESa 190 19,000 2 3 Medium Medium S
Sopwith 1112
Strutter 165 13,000 2 3 Medium Medium cFE
Sopwith Pup ISO 19,000 2 3 Large Small S
Sopwith Tri IS5 20,000 3 4 Large Small as
Sopwith Camel
(Clerget Eng) 175 IS,OOO 2 3 Large Small S
(Le Rhone Eng) IS5 24,000 3 4 Large Small bS
Sopwith Dolphin 205 22,000 2 3 Medium Medium S
Sopwith Snipe 200 19,000 3 4 Large Small S
Spad 7(150hp) 190 IS,OOO 2 4 Medium Medium S
Spad 13
,
Spad 7(IS0hp) 210
220
21,000
21 ,000
2
3
4
4
Medium
Medium
Medium
Medium
S
S
Vickers FBS 115 9,000 1 2 Medium Medium S
8AIsr..<- h';H-e~
F;jF(,8
20
Max Max Max. . Max TW'IIina Circles Notes
Aircraft
Name Speed Ceiling
Kph in Feet
Climb
Levels
Dive
Leve1s
Left I
Ript
Notes:-
a = Climb third Levd Band free with DO deduction in speed. ie. climb 1 Levd Band -SOmm, climb 2 or 3
Level Bands - l00mm.
b,.. Deduct 2Smm from the maximum movement for each Level Band climbed and NOT 50mm.
c = When used as a Bomber then .DO oI?server was carried, only the pilot.
d = Has a third gun which fires downwards from the rear observer position, this gun is the only gun, in the
game, that can fire down into the next Levd Band below, within an arc of 45 degrees to the rear, either
side of the planes centre line.
When two-seaters are used as bombers, whilst tbcy have the bombs on board. deduct 40Kph from their
maximum speed, 4000ft from their maximum Ceiling and 1 Levd Band from their maximum Climb and Dive
rates. This does not apply to Gotbas, or similar multi~ncd purpose built Bombers. or to the R.A.F. BE2c
(as the bombs replaced the observer). .
Similar !lCtiustiDeJ)tscan be made as appear suitable if you wish to use some of the variations or experimental
weapon layouts that were used at the time,"."ii. iinmelmann's 3 gun Fokker EIII. or the multi-gunned Morane-
Saulnier LA PIlruol described in Cecil Lewis's 'Sagittarius Rising'.
21
CREATING YOUR OWN AIRCRAFT STATS
If you wish to use aircraft not covered in the previous listings then determining Stats is quite simple.
First find the planes maximum speed in kilometres per hour, (m.p.h. x 1.61 = Kph), and its maximum Ceiling
in feet, and you are a third of the way there.
To determine the Turing Circles required look at the plane, if it has 2 or more engines then use the Large turns
both ways, if it has an in-line engine, ie.'long straight one, or 2 occupants then use the Medium turns both
ways, The only confusion likely to occur is if the plane has a rotary engine, ie. short round one. These engines
were unusual in so much as the entire engine span around a stationary crankshaft, the propellor being simply
bolted to the engine, this created a lot of 'torque' ~ the direction of the engine's spin, and this 'torque"affected
the turning abilities of the plane (end of technical bit). So a rotary engined single seater will have a Small turn
one way, aided by the engine, and a large turn the other, hindered by the engine. As the vast majority of
engines span to the right and only the early planes were pushers, most rotary engined aircraft will make Small
Turns to the right and Large Turns to the left, but pushers, ie, those with the engines at the back, will do the
opposite, Large to the right and Small to the left, as would a plane fitted with an engine spinning to the left,
unless of course it is a pusher.......
The Climbing and Diving capabilities have been worked out by taking an average of 2 Level Bands going up
and 3 Level Bands coming dOwn and then adjusting this to suit particular aircraft. The earlier ~r-powered .
planes could not climb or dive particularly well, hence the poor figures, but a good guide is the maximum
speed, if it is 150Kph or lower then the maximum Climb is 1 and the maximum dive is 2. This also applies to
any multi-engined aircraft. For other later planes the figures are adjusted to suit their reputations, ego the
Nieuports were renowned for shedding wiDg fabric if it dived bard but were good at climbing, whilst the
Siemans-Schuckerts could climb nearly twice as fast as most other aircraft. Normally any aircraft known to
climb well should have 1 additional Level Band free of movement deduction as in No~ 'a' above, only
exceptional climbers should get the reduction movement penalty of 25mm per Level Band.itlimbed.
The maximum Dive is generally 1 Level Band greater than the Climb due to the effects of gravity but, again, is
adjusted to suit the planes reputation, ego the Spads and Pfalz were well known for their ability to out dive
most other planes.
We hope this is simple enough to follow and will aid you in the creation of your Air Forces.
BmLIOGRAPHY
AUTOBIOGRAPHICAL:-
BIOGRAPHICAL:-
Brief Glory, the life of Arthur Rbys Davids Alex Revell.
FACTUAL:-
The Great War in the Air Vols 1 to 4 Flight Sub-Lt Edgar Middleton.
German Aircraft of the First World War P. Gray & O. Thetford.
The Aeroplanes of the Royal Flying Corps. J. M. Bruce.
Fighters 1914-1919 (Blanford Press) Kenneth Munson.
Bombers 1914-19189 (Blanford Press) Kenneth Munson.
German War Birds Kenneth Munson.
FICTION:-
The Bandy Papers - Vols 1 to 4 Donald Jack.
Goshawk Squadron & War Story Derek Robinson.
FILMS:-
TheBlu Max
Dawn Patrol
Aces High
DAMAGE TABLE
Dice Score Area Hit Dice Score DaIlllIe
lor 2 Fusilage 1 Observer Hit, if carried, otherwise pilot hit.
2 Controls Hit - Plane crashes.
3 Controls Hit - Plane forced to land.
4to6 No Effect
3 Cockpit lor 2 Pilot Hit - Throw again:- lor 2 = Lt Wound,
3 or 4 = Severe Wound (head for home).
5 0,' 6 = Dead (End of Innings Old Chap).
3 Controls Hit - Plane forced to land.
4 to 6 No Effect
4 Fuel Tanks lor 2 Tanks Explode - Plane crashes.
3 to 6 No effect.
5 Engine I Destroyed - Plane crashes.
2 or 3 Damaged - Plane forced to land.
4to6 No Effect.
6 Propellor I Destroyed - Plane crashes.
2 or 3 Damaged - Plane forced to land.
4 to 6 No Effect
SPLIT "5"
50nIn ) climb 1 Iovol
~ crop 1 level
or 2 levels ~I
I 50mm Rotate around
thIs point
lOOmm
~ t~
2nd move
drop 1 level ( ...II!!!!!L.
.. 'l::.._ -FfI 50mm same level
~Rotate
5!M .:,
~.~. around
---.. r'--- Rotate around
son:~~ this poInt this point
PLAY SHEET
FIRING SEQUENCE CLEARING JAMS
Dice required per gun Guns have 2 chances of being cleared.
Test to clear jamss D6 Roll lD6 per gunjammed:- FIRST attempt requires a 5 or 6
Test for jams DI0 SECOND attempt requires 4, 5 or 6
Firing D20 If both attempts fail, gun jammed for rest of patrol.
Area of bits D6 JAMS:- Roll lDIO per gun firing:-
Damage DI0 1 = Jammed.
2 = Partial jam, cleared during move, fire at half effect
by doubling Damage dice roll;- Guns cleared that move
do NOT test again for jamming that move.
FIRING:-
Measure range from firers support to the edeg of the target Height Indicator Disc.
Compare the firers and targets pilots Crew Status and roll I D20 per gun firing.
RANGE ACE v NOV ACE v AVE ACE v VET Equal Status MODIFIERS
(mm) VET v NOV VET v AVE
AVE v NOV + 1 Large target or from above
or directly behind.
o to 50 3 9 4 8 5 7 6 + 2 Fixed gun fire passes through
51 to 100 5 11 6 10 7 9 8 support wire.
101 to 150 7 13 8 12 9 II 10 or stationary target.
151 to 200 9 15 10 14 11 13 12 or firer undetected.
-2 Target in a spin (not due to stall).
Higher Status Pilot/Observers Minimum required dice score.
~6
AIMING AT CREW :- Add 12 to
1O~ minimum required score, or 10 if
undetected. Do not add any bonus, Lower
Lower Status Pilot/Observers Minimum required dice score scores in brackets on damage table.
Area Hit Fusilage Wings Cockpit Fuel Tank Engine Propeller -. ~ ~~~,/'-}
Dice Score 1 2 3 4 ~ 6 n .;:,.
(F-~
"- ''< ~~
DAMAGE TABLE ~
LARGE
LEFT
MEDIUM
LEFT
SMALL
LEFT'
OZZ
OC?
09T + +
061
otZ
RIGHT HAND TURNING CIRCLES
LARGE
RIGHT
MEDIUM
RIGHT
Pilot. Name Ie Rank:
miD 60mm
stunt. (Ave's, Vet's Ie Ace's only)
SPUT.g'~ INVERTED SPUT ~
50mm
50mm
CI lLEVEL
1000tt ~
50mm
)]l~L
1000ft
miD 60mm
stunta (Ave'., Vet'. Ie Ace'. only)
SPUT.g'~ INVERTED SPUT ~
50mm [! lLEVEL
1000ft ~ 50mm)]~=
50mm
A Product of
TABLETOP
GAMES
Printed in England