Fighting Wing QS Rules3.1
Fighting Wing QS Rules3.1
1)
1.1 Introduction: These rules allow players to sample the Fighting 2.2 Half FPs: The smallest speed increment tracked is 0.5 (a half
Wings game system at a simpler level than with the full rules. FP). Half FPs cannot be expended so they are carried forward until their
A/C’s start speed includes a 0.5, upon which, the two are added to provide
1.2 Scale: One game turn is 4 seconds of time. One map hex is 100
another full FP to use.
yards. Each aircraft (A/C) counter is one airplane. Each A/C flight point
(FP) is 50 mph of speed, each half flight point is 25 mph of speed. 2.3 Speed Changes: Engine thrust and diving cause A/C to speed
up. Turning, slipping, climbing and being too fast cause A/C to slow down.
1.3 Sequence of Play: Each turn is divided into Initiative, Movement,
This is measured by accumulating acceleration points (accel) and decel-
& Combat Phases. All activities allowed in one phase must be completed
eration points (decel). At the end of each turn all decel points earned
before starting the next. After the Combat Phase, start a new turn.
are subtracted from all accel points earned. If the remainder is positive,
1.4 Key Concept: The game is played in three dimensions. A/C have speed is gained; if negative, speed is lost. For each 5 points of difference,
a specific location defined by their map position and altitude, and a specific increase or decrease A/C speed, as required, by 0.5. This is the new start
orientation defined by their facing and flight attitude. A/C may be in level, speed for the next game turn.
climbing or diving flight. Some may be at higher or lower altitudes than Accel & Decel Carry: If, after making all possible speed adjustments,
others. Players must mentally visualize the vertical relationship between less than 5 accel or decel remain, note this in the “accel carry” or “decel
A/C. The horizontal relationship will be visible on the game map. carry” space of the A/C log sheet for the following game turn. These points
are then added to any accel or decel earned in that turn. A list of the dif-
1.5 Map Position: The map hexgrid is used to position A/C counters. ferent accel and decel points are given later.
Counters can be in the center of a hex or placed on one of the six hexside Max Level Speed Limits: If starting a game turn above max level
lines that define a hex (but only if faced parallel to the line). speed, engine power = 0. If starting at or above max level speed, A/C may
1.6 Altitude: Altitude is divided into 1,000 foot “levels”, 100 foot “incre- not accelerate past max level speed or carry any left-over accel points to
ments” and coded “bands”. A/C performance numbers, as depicted on A/C the next turn unless they also started or ended the turn in diving flight.
data cards (ADCs), vary by altitude band. Altitude bands are identified by
2.4 Horizontal Maneuvering: A/C may change facing as they ex-
two-letter codes as follows:
pend flight points in movement by turning. Before turning A/C must be
UH+ = Ultra-high EH = Extremely high established in an appropriate left or right angle-of-bank.
VH = Very high HI = High
MH = Medium high ML = Medium low 2.5 Angles-of-Bank: There are six defined bank angles; three upright
LO = Low VL = Very low and three inverted. They are (log code): Wings Level (LV), Left Bank (LB),
Right Bank (RB), Inverted Left Bank (IL), Inverted Right Bank (IR) and
Altitude is recorded on a log sheet as follows: “Thousands dot hun- Inverted Level (IV). Changing bank angles from an existing one to an
dreds” (i.e., “2.1” = 2,100 feet, or two levels and one increment). adjacent one requires A/C to roll left or right for a period of time counted
1.7 Facing: The nose of the A/C top view on a counter denotes the in terms of continuous FPs expended in movement, after which the new
direction it is facing. A/C must always face a hexside or one of the six bank angle is in effect. The no. of FPs needed is found in the “Banking
junctures between hexsides. This results in 12 allowed facings, each 30° FPs” line of the Power vs. Speed Chart of an ADC under the appropriate
apart from the next & labled with a compass heading (see the compass speed column for the A/C. A/C in LB, IL, RB or IR banks may turn in the
rose in the flight example diagram on page 3. (N = North, NNE = North by direction of the bank. Rolling between LB & IL, or RB & IR is allowed
Northeast, NE = Northeast, E = East, etc.). A/C always advance across while turning, in all other cases banking and turning may not be mixed.
the map in the direction they are facing when moving horizontally. Depending on an A/C’s speed and the rate selected, one or more facing
changes may be possible in a single game turn. Bank angle also defines
1.8 Flight (nose) Attitude: An A/C’s attitude indicates its pitch angle, a flight attitude as upright or inverted.
which determines how far it can move horizontally and vertically in a game
turn. There are seven base attitudes: level; shallow, steep or vertical climbs; 2.6 Turn Rates: There are five turn rates defined: EZ (easy turn);
and shallow, steep or vertical dives. When upright or inverted bank angles TT (tight turn); HT (hard turn); BT (break turn) and ET (emergency turn),
are considered, 14 defined attitudes are possible. The Flight Attitude each representing increasing levels of G force. A particular turn rate may
Diagram (Page 5) shows 12 positions but vertical attitudes can be either only be used if the A/C has sufficient speed for it. EZ turns are allowed at
upright or inverted depending on angle of bank (for 14 total attitudes). See any speed ≥ the A/C’s minimum level speed.
rule 3.1 for flight attitude log sheet codes. Higher turn rates require a minimum speed as listed on the A/C Per-
formance Chart in the columns labled TT to ET. Cross index the altitude
1.9 A/C Logs: An A/C’s start hex, facing, altitude, speed, angle of band the A/C is in with the desired rate to find the minimum speed required.
bank and flight attitude is recorded on an “A/C Logsheet” each game turn. If the A/C does not have that speed, it cannot use that rate.
One log is kept for each A/C in play. The scenarios provide the initial set
up data for the first game turn, and each player records changes resulting 2.7 A/C Turn Chart: Turning requires A/C to expend, in movement,
from movement each turn thereafter on the logsheet. contiguous FPs ≥ the number listed in the A/C Turn Chart at the intersec-
tion of the selected rate with the A/C’s speed. Once sufficient FPs are
2.0 A/C Data Cards (ADCs): The information needed to fly an A/C is expended over one or more game turns, the A/C’s facing may be changed
found on its data card. The sections to be familiar with for these rules are to the adjacent one in the direction the A/C is banked.
the A/C Performance Chart which lists an A/C’s speed limits, the Power Hexsides & Turns: If on a hexside when changing facing, shift A/C
versus Speed Chart which lists power available, banking and side slip re- to the hex adjacent to that hexside in the direction of the bank before
quirements, and the Fire Power Chart which details each A/C’s weapons. changing facing. Changing facing ends turning and a new turn must be
The use of each section of an ADC is explained in the rules below. Items started to face again. On the Turn Chart, an entry of “60” or “90” allows 2
on an ADC not mentioned in these rules may be ignored. or 3 facing changes, respectively, for each FP expended.
“Move-to-Face-rule” - If an A/C starts a game turn already meeting
2.1 Speed & Flight Points: How fast an A/C can fly at different alti-
its turn FP requirement, it must still expend at least 1 FP before facing.
tudes is shown on its ADC. Take any ADC and find the A/C Performance
Chart. At the far left is an altitude column listing the different bands. To the 2.8 Turn Restrictions:
right are three columns labeled minimum, maximum and maximum dive
ET Rates - A/C using “ET” rates may not fire guns in the same game
speed. The numbers in each column are in terms of flight points.
turn and must roll a D10 at end of their move to check for over-stress. If
An A/C’s start speed is the flight points (FPs) it has for moving in a
≤ 1 rolled, a wing spar critical hit is incurred (–1 per existing wing spar hit,
game turn. FPs can be expended as horizontal FPs (HFPs) or vertical FPs
or ET facing > 1 done in game turn).
(VFPs). Each HFP expended moves the A/C one hex or hexside on the
map in the direction it is facing. Each VFP expended changes A/C altitude Neg-G - If a transition invokes Negative-G effects, turning is not al-
by 300 feet up or down if climbing or diving, respectively, but does not move lowed that game turn and any turn carry from a previous turn is lost.
it across the map. All full FPs must be expended each turn.
For turn, bank & slip requirements, A/C SPEED is referred to, for all Vertical Flight - A/C starting in vertical attitudes that do not transition
flight attitude FP proportions and altitude changes, total FPs are used. (3.0) may not turn, but may use VRs (4.4) to change facing.
Abandoning Turns & Rolls - Turns & rolls may be dropped at any downward transitions, see Flight Attitude Diagram notes for details.
point (lose all carry) but the decel incurred to start a turn is kept.
3.7 Mandatory Direction Reversals: These occur any time an A/C
2.9 Flight Proportions: A/C in climbs or dives have a mandatory does a transition which has it pass through a vertical attitude or, when an
altitude change (MC) forced on them at the start of their move to reflect A/C starts in a vertical attitude and does one of the following transitions:
vertical momentum from their start attitude. The number of VFPs an A/C
can or must play depends on its average flight attitude (AFA). Finally, an Start Attitude Transition type causing Reversal
A/C is allowed to adjust altitude at the end of its move through an optional Upright Vertical Climb Pulls toward inverted climb attitudes
altitude change (OC). MC and OC are separate from, and in addition to, Inverted Vertical Climb Pushes toward upright climb attitudes
altitude changes caused by spending FPs as VFPs. The amount of altitude Inverted Vertical Dive Pulls toward upright dives
change mandated, or allowed through VFPs, or optional adjustments, is Upright Vertical Dive Pushes toward inverted dives.
defined as a portion of their total FPs (speed + any half carry) in the Flight 3.8 Optional Direction Reversals: If an A/C ends its move in a verti-
Proportions Table as follows: cal attitude it may choose to change from an upright or inverted attitude
to the opposite causing a reversal of direction and bank angle.
MC - Cross index A/C’s start attitude with the MC column to find a
fraction with a “+” sign. Next, cross index that fraction with the A/C’s total 3.9 Executing Reversals: Reversals are executed at the end of
FPs on the Fractional Values Table (FVT). The result rounded up (indicated the A/C’s move when caused by transitioning through a vertical attitude
by plus sign) is the amount of 100’ increments the A/C is forced to gain or or taking an optional reversal. Reversals are executed at the start of an
lose while in a climb or dive, respectively. A/C’s move if leaving a vertical attitude by a transition type that causes a
VFPs - Cross index A/C’s average flight attitude (AFA, see 3.4) with mandatory reversal. The act of reversing is accomplished by flipping the
the VFPs column to see what portions of FPs may be VFPs. As above A/C’s current bank angle between upright and inverted (i.e., LB to IL) and
cross index the selected fraction with total FPs. In this case, the result is changing its facing by 150 to 180 degrees in either direction resulting in
the number of FPs that can be VFPs. a new facing 5 or 6 headings around the compass from the original. If
reversing while on a hexside, and only taking 5 facing changes, the plane
OC - Cross index A/C’s end attitude with the OC column to find a falls into the hex on the side of the hexside in the direction of the facing
fraction with a “–” sign. Next, cross index that fraction with the A/C’s total change. If on a hexside and making 6 facing changes, the A/C may remain
FPs on the FVT. The result rounded down (indicated by minus sign) is on the hexside or fall into the adjacent hex in the direction of facing.
the amount of 100’ increments the A/C may choose to adjust altitude by.
4.0 Flying: When it is an A/C’s time to move, complete the following
If climbing or diving, the adjustment may only be in the same direction
steps while recording required information on its logsheet.
as the attitude (i.e., up for a climb). If end attitude is level flight, it may be
either up or down and the value is always rounded up. A/C Flight Procedure Summary
a. Select engine power, note “accel” taken or any idle speed change.
3.0 Vertical Maneuvering: A/C change flight attitude (pitch) by b. Note mandatory altitude change (MC) required by starting attitude.
declaring a “transition” at the start of their move. The amount of change c. Select a transition rate to a new flight attitude if desired.
depends on the turn rate used. For ease of play, attitude changes occur d. Determine A/C’s average flight attitude (AFA) & determine ratio of
instantly and an average flight attitude (AFA) is defined which is used for horizontal and vertical FPs allowed or required by the AFA.
movement proportions (HFP & VFPs). e. Change A/C position by expending flight points (FPs). All available
3.1 Flight Attitude Log Codes: full FPs must be expended each turn. Carry any half FPs forward.
VC = vertical climb STC = steep climb SHC = shallow climb f. Note optional altitude gain or loss (OC) taken from ending attitude.
LVL = upright level INV = inverted level g. Note “decel” from maneuvering or climbing, “accel” from diving.
VD = vertical dive STD = steep dive SHD = shallow dive i. Determine new start speed for next game turn.
4.1 Accel & Decel Point Summary:
3.2 No transition: If a transition is not done, the start, average and
ending attitude will be the same (exception - see gravity effects). • Climbs and Dives: Each altitude increment (100’) dived or
climbed in a game turn, gain 1 accel or 1 decel point, respectively.
3.3 Inverted Attitudes: Flight Attitude Diagram codes in “( )” are • Engine Power: Available accel from the engine is found by cross
inverted attitudes. On the A/C log, use an “I” before a code to indicate indexing the A/C’s start altitude band with the appropriate speed
inverted attitudes (example: ISHD = inverted shallow dive). column of the its ADC’s Power Versus Speed Chart. There may be
3.4 Transition Procedure: Refer to the Flight Attitudes Diagram. It is one number, or two separated by a slash. If speed at or below
composed of two circles, each depicting 12 possible nose positions. When maximum level speed, any amount of accel, from 0 to the highest
pulling the nose up the outer-circle is used. When pushing the nose down number shown, in 0.5 point steps, may be taken. Exception: If start
the inner circle is used. The procedure is as follows: speed > max level, accel from power = 0.
• Idle Power Effects: Idle power may be chosen instead of normal
Decide if a pull or push transition will be used and refer to the appropri- power. Idle power provides 0 accel, and immediately reduces
ate circle of the Flight Attitudes Diagram. Select a turn rate allowed by the A/C’s speed by 0.5 before it commences moving. All flying
the A/C’s speed and note the number of attitude changes allowed by that effects and requirements are based on the new start speed.
rate. Count around the circle, in the direction the A/C side view is pointed, • Turns and Transitions: For each 30° of facing change started, or
that number of flight attitude steps to find the ending attitude. each 30° of attitude change performed (including extra attitudes
provided by gravity), add the decel number found in parenthesis
• Push transitions are limited to a maximum rate of HT-2.
next to the turn rate column title on the ADC. Note that EZ rates are
not listed. They incur half the listed TT rate decel (keep fractions).
3.5 Average Flight Attitude (AFA): When transitioning, the attitude
• Overspeed Decel: If an A/C has a start speed over its max allowed
half way around the circle, between A/C’s start attitude and its end attitude
level flight speed, overspeed decel is incurred per this formula:
is its AFA. For an odd number of attitude changes, round the half forward
(i.e., toward the end attitude) - unless passing through or exiting vertical Overspeed decel = 2 x (start speed – max listed level speed).
flight while diving, or using EZ or less rate transitions in any direction - then Example: If max level speed = 7.0 and current start speed = 8.5,
round it back toward the starting attitude. overspeed decel = 2 x (8.5 - 7.0) = 2 x 1.5 = 3.0 decel.
AFA VFP Restriction - If a transition of 2 or more steps is used, the
• Idle Overspeed Decel: If idle power used, the overspeed decel
maximum VFPs allowed by the AFA must be taken, unless the AFA is
formula = 2 x (adjusted start speed – 1/2 max listed level speed).
vertical, in which case, the normal range of VFPs allowed is used.
Example: An A/C at speed 6.0 does a BT-3 pull from an “ISHD” to a 4.2 Special Moves: Side slips, vertical rolls, snap rolls, hammerheads
“STD” with mandatory reversal. AFA will be ISTD (1.5 steps, rounded back and transition induced facings are special maneuver options.
to 1) and the A/C must use 3 VFPs (half of 6.0). 4.3 Side Slips: With a Slip, A/C may displace from their current hex
or hexside to the hex or hexside forward and to either side of their flight
3.6 Gravity Effects: Gravity can add 1 step of attitude change to some path, respectively. The side slip FP requirement is listed underneath the
banking requirement. Once this requirement is met in FPs of movement, 5.1 Non-Fuel Injected Engines & Forced Idle: A/C with the term
over one or more game turns, the A/C may be shifted as shown on the “No F.I.” appearing in the engine description of their ADC are forced to
sample moves diagram on page 4 by expending another HFP (not VFP). use idle power due to fuel starvation on the game turn following the one
Slip related FPs may not be used for banking or turning. Starting a slip in which either of these two conditions are met:
incurs HT turn decel.
1. Inverted Flying: They spend an entire game turn in an inverted
4.4 Vertical Rolls (VRs): If an A/C does a transition and its end attitude and do not do either a pull transition or any turns.
attitude is vertical it may change facing both through normal turning or 2. Negative-G Pushes: If they do any push transition with a start or
through VRs. Both actions may be performed in one game turn, but, FPs average attitude being in the “against gravity” sector of the Flight
used for one (turns or VRs) may not be used for the other. If no transition Attitudes Diagram, or if they do a push transition of > one step.
is used and an A/C in vertical flight may only change facing with VRs.
5.2 Dangerous Dives: If start speed is > max dive speed, roll a D10.
VR Procedure & Limits: Declare a VR upon starting a roll to a new
bank angle. At least one VFP must be included in each VR for it to count. If roll= 9+, A/C is destroyed (+1 mod. per wing spar, tail struct. hit).
When the new bank angle reached, change facing by up to 90° in the 5.3 Fixed Gun Combat: A/C with fixed guns (N (nose) or W (wing)
direction of roll if diving; and in the direction opposite roll if climbing. If an coded weapons on the Fire Power Chart of the ADC) use these rules. A
A/C transitioned more than one step to reach vertical, VRs are limited to target must be in both the shooter’s horizontal and vertical fields-of-fire and
FPs expended after the first half of its move (rounded up) is done. within the range of the guns to be attacked. The horizontal field-of-fire is
4.5 Snap Rolls: A snap roll allows an A/C to reduce its banking FP shown in the diagram on page 4 for A/C facing hexes, hex junctures and
requirement by 1 (but not to < 1). For each snap roll started, 3 decel points on hexsides. The vertical field-of-fire is as follows:
are incurred and +10 applies to any shots taken. • Shooter in level flight: Target ≤ 100 feet higher or lower per two
Snap Roll Restrictions: Turning FPs may not be combined with snap hexes or less of range & at same altitude if a same hex attack.
roll FPs. Snap rolls, once started, cannot be abandoned. A snap roll is in • Shooter in shallow flight: Target at least 100 feet away per 3
effect until a new bank angle is reached. hexes or less of range, not more than 200 feet away per hex of
range and same altitude to 100 feet away for a same hex attack.
4.6 Hammer-Head (HH) Maneuver: The A/C is taken into a vertical • Shooter in steep flight: Target 200 to 600 feet away per hex of
climb and the rudder is used at the point of stalling to flip it sideways to range, and 100 to 300 feet away for a same hex attack.
reverse direction from a vertical climb to a vertical dive. • Shooter in vertical flight: target >= 100’ away if in same hex
Hammerhead Procedure: This is two-game-turn process. (shooter facing unimportant) or at least 600 feet or more per hex
a. End the A/C’s move in a vertical climb at the A/C’s listed (or away and in horiz. field-of-fire as defined by facing.
damage adjusted) minimum speed ± 0.5. Declare HH attempt. 5.4 Gun Ranges & Firepower: The ADC Firepower Chart lists the
b. At start of next move, roll percentile dice, add the pilot shot attack strength each group of guns has at different ranges. All or some of
modifiers from Combat Table. The attempt = the A/C’s transition. the guns may be used in an attack. To determine range to a target, count
c. A result ≤ 60 = success. If so, change facing by 180°, and flight the horizontal hexes to the target and add one for every full 300 feet of
attitude to a vertical dive. Select bank angle of the player’s altitude difference between the shooter and the target.
choice. Start speed = A/C’s minimum speed. Fly from there.
d. A result is > 60 = failure, A/C remains in last attitude & bank. 5.5 Resolving Gun Attacks: See the procedure on page 6 to calcu-
Start speed becomes its minimum –0.5 (it is stalled, see below). late odds and then roll percentile dice (01 to 100 using two 10 sided dice,
one for single digits and the other for 10s). Apply appropriate modifiers
Hammerhead Restrictions: for highest turn rate used that turn, wing gun harmony effects, etc. Cross
• A/C may not fire weapons on the turn the attempt is declared. index the modified percentile result with the combat odds to find the number
• Any turn, roll or maneuver carry for the following turn is forfeit. of hits inflicted. An A/C has two damage factors.
• Only half FPs, accel & decel may be carried out of the attempt. When cumulative hits exceed the higher damage factor, the A/C is
4.7 Transition Induced Facings: A/C which start in a turning bank destroyed. When cumulative hits exceed the lowest damage factor, it is
angle, and which remain banked in the same direction (left or right) the severely damaged and suffers the following effects:
entire turn (rolling between upright or inverted banks is okay) may take a Severe Damage Effects:
free facing change (no FP cost or decel charge), as described below, if they • +0.5 to all minimum level and turn speeds. ET turns destroy A/C.
transition 2 or more steps, into, through, or out of steep or vertical flight • –1.0 to all maximum speeds. +1 to all bank and slip requirements.
attitudes. This reflects flight path geometry effects in an oblique turn. • +2 to any dangerous dive rolls. +2 decel per game turn.
Executing a Transition Induced Facing: The free facing change • +15 modifier to shots.
may be taken upon the expenditure of any FP after the first half (rounded
up) of the A/C’s move. If using a “pull” transition, the facing change must 5.6 Critical Hits: Compare the number of hits inflicted in a single
be in the same direction as the bank direction. If using a “push” transition, attack with the lowest critical hit rating of any of the guns fired. For each
the facing change is in the direction opposite the bank direction. This free multiple of that rating inflicted in hits, roll once to determine where the
facing change may be combined with facing changes from normal turns. critical hit occured and again to determine what the results of that type of
critical hit was. Immediately apply the results to the target.
4.8 Bad Flying: Collisions, stalls, forced idle power and diving too
fast are examples of bad flying events. 6.0 The Playaids: Please note that the charts on the next few pages
may have additional information not contained in this rules text.
4.9 A/C Collisions: Collisions between A/C are possible if two or more
A/C end a turn in the exact same position, or if an A/C fires at another from 7.0 Optional Rules:
range = “0” and the target is not destroyed.
7.1 Pilot Quality: There are four levels of quality: Recruit, Green,
Resolving Collisions: The last A/C to move to the position, or each Regular and Veteran. In addition, pilots may be aces or crack shots. Pilot
A/C firing at range “0” rolls a D10. On a 1 or less, a collision occurs. (–1 quality provides modifiers to the shot die rolls as listed on the gun charts
for each A/C over 2 in that position). If a collision occurs, shooters collide and to initiative rolls as shown on page 4 in the Sequence of Play.
with their target, otherwise ,randomly determine which A/C the last moving
A/C collides with. Collisions destroy both A/C (crews killed). Restrictions: Recruits may not slip, do optional reversals, use BT
or ET rates, or tail enemy A/C. Green pilots may not use ET rates or tail
5.0 Stalling: If an A/C’s start speed is below its minimum level speed enemy A/C. Both may still tail friendly A/C.
it stalls. If stalled, it cannot transition, turn, roll or do anything except choose
power. Its end attitude is automatically a STD, and its average flight at- 7.2 A/C Protection: Some A/C have engine, fuel tank or cockpit
titude is a VD, (spend VFPs first). If its speed was less than 1.0 when protection modifiers listed on their ADC representing armor or self sealing
it stalled, it becomes 1.0. It gains or loses altitude increments normally tanks. Add these modifiers to critical hit result rolls against those areas.
via MC, VFPs and OC. It gains accel normally from diving and power. 7.3 Ammo: Each gun group has an ammo rating. Each shot uses
When its start speed is at or above its minimum speed it can fly and move up one point of ammo. Treat a half point as a full point in these rules.
normally again with a start attitude of steep dive.
PLAYING THE GAME 1. The tailed A/C is within a horizontal wedge equal to both the tailer’s
left and right turning field-of-fire gun arcs combined from the tailer.
Set Up: Place A/C counters on the map according to the selected 2. The tailer is within a wedge equal to the reciprocal of those same
game scenario. Begin play following the sequence of play given below. arcs but eminating from the tailed A/C’s tail and is within 8 hexes of
1. Initiative Phase: Determine in what order A/C will be moved. Each range to the enemy (counted as for gun shots).
player rolls a D10 for each A/C in his control. The lowest modified roll 3. Tailer must not be in same hex as tailee, unless in a vertical climb,
moves first and so on. Players with ties must reroll until the tie is broken. & below a tailee in any type of climb by at least 300 feet or more, or
Pilot quality modifiers do not apply to tie-breaker rolls. in a vertical dive, and above a tailee in any type of dive by at least
Modifiers: Recruit –4, Green –2, Veteran +1, Ace +1 300 feet or more. Note - tailing is not allowed at range 0.
2. Movement Phase: In this phase players move their A/C about the Victory Points (V.P.s): Each A/C has two V.P. numbers. The lower
map as allowed by the flight rules in the order established by initiative. number is awarded to the enemy side if the A/C is severely damaged by
the end of play. The higher number is awarded if the A/C is shot down
3. Combat Phase: After all movement is completed, players may by the end of play. If both occur, only the higher number applies. 1 VP is
conduct fixed gun attacks against an eligible enemy A/C in their A/C’s also earned for each critical hit put on an enemy A/C, severe damage and
field-of-fire. Damage results are not applied until all A/C have fired. critical hit V.P.s may not to exceed the shot down V.P. number of that A/C.
The side with the most points at the end of play is the winner.
Tailing Exception to Initiative: A/C meeting all of the following criteria
may declare tailing of an enemy or friendly A/C, thus adopting its initiative Planet Earth: Any A/C descending to altitude 0.0 or below immediately
no. and moving immediately after it does: crashes and is removed from play.
Flight Example: Turn 1 - A/C starts in level flight, facing SE, wings in a LB, at speed 4.5. It does an HT rate left turn, facing E after moving 2
HFPs. Engine accel is taken to balance turn decel and it has a half FP carry. Turn 2 – 5.0 FPs are available (4.5 speed +0.5 FP carry). The A/C
does a 2-step HT pull transition to a steep climb (STC). It must use 1 VFP since its average attitude (AFA) is shallow. It also side slips left, which at
Compass Rose speed 4.5, requires two FPs of preparation. The A/C moves 2 HFPs, executes a left slip with a 3rd HFP (still facing E) then spends its last HFP and
its VFP to gain 300 feet. OC is not taken. Power can’t balances all the decel & speed falls to 4.0. Turn 3 – At the start of its move it has an MC of 1/2
of speed 4.0 which is 2.0 for +200 feet. The A/C does another 2-step HT pull transition through the vertical to end in an opposite direction inverted
NNW N NNE
steep climb and must do a mandatory reversal. Its AFA, is vertical so more than half to all of its speed may be VFPs. It chooses 1HFP and 3 VFPs,
reversing 150° left at the end of its move to face NW. It gains 900 feet from the three VFPs. OC is not taken., Total climb = 1,100 feet. Accel – decel
example = (7 power) – 11 climb decel – 6 decel for the 2-step HT transition) = –10 accel pts. This reduces the A/C’s speed by 1.0 from 4.0 to 3.0. Turn
NW NE 4 - A/C does TT-1 inverted pull transition down to ISHC. MC = 1/2 of speed 3.0 = 200 feet (1.5 rounded up). It elects 3 HFPs and 0 VFPs. Moving 3
HFPs forward, it does an EZ rate turn to a W facing, completing the turn on a hexside and falling into the hex to the left of the hexside. A/C with red
flight path arrows is illustrating a right slip from one hexside to another.
W E
T4 end
position
I-16
SW SE
5
SSW SSE
1
S
BW
BW
T1 start T3 end
1
BW
position position
1
BW
ft
1
Le
HT turn
p
T1 end T2 end
Sli
BW
position
to face E position
1
Quick Start - Fighting Wings Flight Tables
A/C TURN CHART (Banking - A/C must be in LB or ILB to turn left, RB or IRB to turn right) FRACTIONAL VALUES (FVT)
A/C SPEED EASY TIGHT HARD BREAK EMERG. SCALE No. 1/4 1/3 1/2 2/3
in FPs “EZ” “TT” “HT” “BT” “ET” MPH 0.5 0.0 0.0 0.0 0.5
1.0 0.0 0.5 0.5 0.5
1.0 - 1.5 1 60 90 NA NA 50 - 75 1.5 0.5 0.5 0.5 1.0
2.0 - 2.5 2 1 60 90 NA 100 - 125 2.0 0.5 0.5 1.0 1.0
3.0 - 3.5 3 2 1 60 90 150 - 175 2.5 0.5 1.0 1.0 1.5
3.0 0.5 1.0 1.5 2.0
4.0 - 4.5 4 3 2 1 60 200 - 225 3.5 1.0 1.0 1.5 2.5
5.0 - 5.5 6 4 3–2 2–1 1 250 - 275 4.0 1.0 1.5 2.0 2.5
6.0 - 6.5 8 6 3 2 2–1 300 - 325 4.5 1.0 1.5 2.0 3.0
5.0 1.0 1.5 2.5 3.5
7.0 - 7.5 10 7 4 3–2 2 350 - 375
8.0 - 8.5 12 8 5 3 3–2 400 - 425 5.5 1.5 2.0 2.5 3.5
9.0 - 9.5 15 9 6 4 3 450 - 475 6.0 1.5 2.0 3.0 4.0
6.5 1.5 2.0 3.0 4.5
10.0 - 10.5 18 10 8 5 3 500 - 525 7.0 1.5 2.5 3.5 4.5
11.0 - 11.5 22 12 9 6 4 550 - 575 7.5 2.0 2.5 3.5 5.0
12.0 - 12.5 26 14 11 7 5 600 - 625 8.0 2.0 2.5 4.0 5.5
8.5 2.0 3.0 4.0 5.5
1. Procedure - Cross index A/C SPEED with turn rate to find the FPs required per 30° of facing 9.0 2.0 3.0 4.5 6.0
change. Turn decel is incurred per 30° of facing change. No shots if ET rate used. 9.5 2.5 3.0 4.5 6.5
2. “90” or “60” entries indicate max allowed facing change in degrees per FP. 10.0 2.5 3.5 5.0 6.5
3. “3-2” or “2-1” entries indicate a split turning FP requirement; the left no. is for the first facing
change and the right no. for the next facing. The cycle repeats for continuous turn at that rate. 10.5 2.5 3.5 5.0 7.0
11.0 2.5 3.5 5.5 7.5
11.5 3.0 4.0 5.5 7.5
Flight Procedures Summary 12.0 3.0 4.0 6.0 8.0
A. Use throttle: If at or below maximum level speed, take from 0 to Flight Attitudes Diagram
highest no. shown on Power vs. Speed Chart for A/C’s speed range and
altitude. If idle, –0.5 to speed. If above max. level speed, power = 0. Transition Procedure: Find A/C’s start attitude, select turn rate for a pull
B. If Stalled: No turns, rolls or transitions. Choose power. End attitude or push transition and count around Flight Attitude Diagram the number
is STD, AFA is VD, (spend VFPs first). If speed < 1.0 when stalled, it of attitudes steps given by turn rate to find ending attitude.
becomes 1.0. Lose altitude normally (MC & OC per normal rules). Gain Transition Turn Rate = Flight Attitude Step Changes
accel normally from diving and power. If A/C start speed >= minimum it
can fly normally again with a start attitude of steep dive. None = 0 EZ = 1 TT = 1 HT = 2 * BT = 3 ET = 4
C. Choose Flight Attitude: Remain in same attitude, or transition to • Outer circle shows flight attitude changes when pulling nose up.
new attitude. If transitioning, see procedure at right. • Inner circle shows flight attitude changes when pushing nose down.
D. Execute A/C Move: • Average flight attitude (AFA) = attitude half way between start & end
• Apply mandatory altitude change (MC) immediately. attitude (rounded up, unless using <= EZ rate, or exiting or passing
• Expend FPs in compliance with Flight Proportion restrictions through vertical while diving, then it is rounded down).
of AFA. (HFPs & VFPs may be mixed in any order). If transition • Push transitions limited to a maximum of HT-2.
> 1 step, max VFPs for AFA must be used unless AFA is vertical.
Gravity effects - If start att. and original AFA are in “with gravity” area,
• Take optional altitude change (OC) at end of move if desired.
an extra attitude change is allowed (recalculate AFA); even if rate of
• Each VFP expended changes altitude by 300 feet.
“none” selected (decel is still be taken for this extra change). Any push
• If transitioning through a vertical att., or ending in a vertical att.
transition > 1 step, or pushing >= 1 step against grav. invokes Neg. G.
with optional reverse, do reversal at end of move. If starting in
If Neg.-G invoked, turning not allowed during move.
vertical att. and a reversal is mandatory, reverse at start of move.
E. Determine Speed Change: A/C gains or loses 0.5 speed per 5
accel or decel left. Record on flight log - A/C’s new attitude, altitude,
speed, bank angle and any 0.5 FP, accel or decel carried forward. (INV)
(SHC) (SHD)
FLIGHT PROPORTIONS TABLE
Flight Mandatory VFPs Allowed Optional LVL
(STC) SHD SHC
Attitude Changes (MC) (Rest are HFPs) Changes (OC) (STD)
With
Level None None ± up to 1/4 +
Shallow 1/3 + 0 or 1 FP as VFP** up to 1/3 – STD Gravity STC
Side Shots: If both level, no change.If both climbing or diving, sum steps of
each from level, move deflection toward 0° by half the sum rounded down. All 30° x 2 30° x 2
other cases, move deflection away from 0° by half the sum rounded down. 0° x 1
6:00 L
Rear Shots: If both level, no change. If both climbing or both diving, move Deflection 12:00 6:00
deflection away from 0° by difference in steepness. All other cases, sum
steps of each from level, shift deflection away from 0° by sum.
Diagram Line Line
Shooter