Air combat in the admiralty trilogy

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Air Combat in the Admiralty Trilogy
Rules, Tables, and Examples
By Larry Bond These new rules replace the air combat rules in all three game systems: Fear God & Dread Nought, Command at Sea, and Harpoon. They are simpler, requiring only one die roll per aircraft attack. It also substitutes an initiative system for the cumbersome random draw target selection. The players figure a Maneuver Difference and Weapon Index, then take these values to the Gun or Missile Combat Table. This tells them whether or not they killed their target. Speed and pilot experience become an integral part of this new process. Finally, a new table allows a player to resolve large air battles quickly. Air combat in the Trilogy games is designed to allow large numbers of aircraft to engage each other quickly with a minimum of die rolls. Since the player has the rank of squadron or air group commander, or formation commander of a group of warships, he does not control the movements of individual aircraft. This system deals with two types of air combat: Dogfighting (using guns and short-range weapons) and long-range missile combat. Dogfighting was the first form of air combat and remains an option even in the 21st Century. Missile combat first became possible with the introduction of beyond-visual-range missiles like the AIM-7 Sparrow in the mid-1960s.

7.0.1 Aircraft Maneuver Ratings
All aircraft have two Maneuver Ratings, e.g., “3.5/2.0.” The first is used when the aircraft is lightly loaded or unloaded (no more than 60%of its maximum payload, see 3.3.6.2). The second is used when the aircraft is carrying a full load of ordnance (more than 60%of its maximum payload). For example, a MiG-19PM Farmer D has a Maneuver Rating of 2.5/1.5 and a maximum payload of 1270 kg. It is 2.5 when loaded with four Alkali AAMs (328 kg total) .When carrying 2 400 liter drop tanks and 2 FAB-250 kg bombs (1000 kg total) , the Maneuver Rating drops to 1.5. It would have to jettison the bombs and/or drop tanks to get its higher Maneuver Rating of 2.5 back.

7.0.2 Aircraft Damage Ratings
Each aircraft has a single number that rates its resistance to damage. The number is based on its construction, the number and type of engines, its structure, and any special protective measures it carried. Up until the beginning of WWII, planes were still fabric-covered over wood or metal frame structures. A plane of fabric and wood construction is less sturdy than one with metal skin and a metal monocoque fuselage. Aircraft engines, after the crew, are the most important and vulnerable component. The number of engines obviously affects a plane’s ability to stay aloft. How the engines are arranged can also be a factor. Ideally, they should be separated, so that damage to one doesn't spread to the others. Podded engines like those on a He 177 or B-52, or engines located side-by-side in a fuselage risk the spread of fire or secondary explosions. In the damage formula, if the engines are closely arranged, there is a .75 modifier to the number carried. Aircraft designers can also add protection to vital areas of the plane to improve its chances of surviving a fight. The most obvious place to start is self-sealing fuel tanks and cockpit armor. Most countries’ planes did not have these features at the start of WW II, and they quickly learned that unprotected fuel tanks were a dangerous liability. Armor protection for the pilot did not cost much in weight, and until the widespread use of large-bore cannon (30mm), gave him a good chance of surviving a hit in the cockpit area. Lack of protection for the

fuel or pilot will reduce the plane’s damage value below a similar aircraft with those features. In other words, basic protection is the norm. Beyond this basic protection, aircraft designers could add more armor. Planes like the Il-2 and the Hs 293 ground attack aircraft appeared in WWII, and the A-10 is a more modern example. The more armor a plane has, the sturdier it is. Armor does affect the plane's performance, but performance is covered elsewhere.

7.0.3 Aircraft Weapons
Typical ordnance loads for each aircraft type are provided in Annex B. These loadouts, however, are not meant to be a comprehensive list. If players want to have an aircraft carry a load different than the ones listed in Annex B, they should find a photograph or other reference that shows that the aircraft could indeed carry the desired configuration. Be careful to note whether the ordnance to be loaded is appropriate to the country using that type of aircraft. For example, Russian MiG-23s could carry R-23s [AA-7 Apexes ] and R--60s [AA-8 Aphids ], but Libyan MiG-23s could only carry K-13s [AA-2 Atolls ]. Since planes carry a limited number of weapons, players must keep track of the missiles and other major ordnance as it is used. Gun ammunition is not measured. A plane’s guns, offensive or defensive, will have a numerical rating in bold in Annex B after their description. e.g., “2 M2 .50 cal (0.6)”

7.0.4 Air Combat Restrictions
There are cases when air combat cannot take place or one aircraft will be at a disadvantage. • • Aircraft landing or launching cannot attack or actively defend themselves; they have a Maneuver Rating of 0.0. Aircraft cannot shoot down surface--to-air (SAM) or air-to-air (AAM) missiles because of their small size, very high speed, and limited flight time. They can engage surface-to-surface (SSM) and air-to-surface (ASM) missiles. Aircraft cannot attack more than one target with one type of weapon in a single dog fight round. There are a few exceptions to this rule: some aircraft can fire more than one air-to-air missile at more than one target. Annex B lists aircraft which have a multiple launch capability in the remarks section for that aircraft type. Planes fitted with defensive guns can fire them at eligible targets while they also fire missiles or rockets or offensive guns.



7.1 Dogfighting
To make an attack with guns or air-to-air rockets, the attacker must close to within dog fighting range of his opponent. They can also use guided missiles if they wish, although some early missiles suffer a heavy penalty if used in a dogfight. Once the attacking player is close enough, he declares an attack. The range for declaring a dogfight depends on the speed of the aircraft involved: Maximum speed of fastest aircraft: 200 kts: 400 kts: 401+ kts: Dogfight Radius 1 nm 3 nm 6 nm

The player declaring the dog fight must be no more than one altitude level below his opponent and no more than two levels above his opponent. A plane at Low cannot engage an enemy at High altitude, but the plane at High altitude can declare a dog fight with the plane at Low. A dog fight takes place at the altitude of the lowest aircraft involved in the fight, and all dog fighting aircraft are at the same altitude level.

Once a dog fight is declared, place a marker on the board representing the center of the dog fight circle. The radius of the circle is the same as the dog fight range. All the planes involved in the fight are assumed to be somewhere within the circle, but their exact position is undefined. Within the circle, each plane is maneuvering, trying to get into firing position while avoiding attack itself. All ranges to the dog fight are taken from the marker. Planes in a dog fight can do nothing else. They cannot attack ground targets, land or do anything that compromises their ability to maneuver and attack. If an aircraft cannot or chooses not to maneuver (e.g., a recce plane on a photo run) , then it has a Maneuver Rating of 0.0. Dogfights are fought in rounds of one minute each, with three rounds to a three-minute Tactical Turn. The sequence during each round is: 1) Find each plane’s Maneuver Rating. This will vary from mission to mission, and during the mission, depending on what ordnance load the plane is carrying, or possibly other factors. Planes with a higher Maneuver Rating move before planes with a lower Maneuver Rating. If two planes have the same Maneuver Rating, the plane with the higher full military power speed at that altitude moves first. If their speeds are also the same, flip a coin. Planes in formation (see section 7.3), regardless of their individual Maneuver Rating, have the lowest initiative and move last. They have a Maneuver Rating of 0.0. Aircraft that cannot or choose not to maneuver (e.g., cruise missiles or reconnaissance planes on a photo run) also move last. If more than one such group is present, move them in order of their speed, fastest to slowest. It is entirely possible that planes will be shot down before they can take their turn. 2) As each plane takes its move, the player can make an attack, declare he is maneuvering defensively (7.1.4), or attempt to leave the dog fight (7.1.6). Each of these actions is described more completely below. 3) At the end of the third and sixth rounds, the players check to see if the dog fight is over. After three rounds, (one Tactical Turn) , either player rolls a D6.On a 1 or 2, the dog fight is over. After the sixth round (two Tactical Turns), if the D6 roll is 1 -4, the fight is over. All dog fights automatically end after nine rounds (three Tactical Turns). This simulates the effects of low ammunition or fuel or the two sides simply deciding they’ve had enough. Section 7.1.7 describes how to end a dog fight.

7.1.1 Dogfight Attacks with Guns
After the players figure out what order the planes move in, each plane follows this procedure to make an attack: 1) Declare what weapon the plane will attack with. This section covers gun attacks. AAMs in a dog fight are covered in 7.1.2, special air-to-air weapons (large-bore cannon, unguided rockets, etc.) are covered in 7.1.3. 2) The attacker chooses a target. 3) Subtract the Maneuver Rating of the defending aircraft from the maneuver rating of the attacking aircraft. This is called the Maneuver Difference. Example: A lightly loaded Bf 109E has a Maneuver Rating of 3.0. A Gloster Gladiator also has a Maneuver rating of 3.0. The Maneuver Difference is 0.0. 4) Compare the speed at full military power (without afterburner) of the attacker with the full military power speed of the defender at that altitude. If a plane is faster by 50-99 knots, add 0.5 to its Maneuver Difference. If it is 100-149 knots faster, add 1.0, and so on. If it is slower by 50-99 knots, subtract 0.5 from the Maneuver Difference, and so on. The maximum speed modifier is +2.0 or -2.0.

5) Pilot Modifier: If pilot experience has not been defined for the scenario, skip this step (assume all pilots are Competent) . If it has been specified, compare the pilot skill ratings of the attacker and defender (see 6.3.7 Pilot Experience) . The .ve pilot ratings are: Recruit, Novice, Competent, Experienced, and Veteran. Each level of superior pilot skill allows the attacker to shift the result on the Gun Combat Table a column to the right and down a row (this is good) . If he has a lower skill level, he has to shift a column and row to the left and up (this is bad). Example: An Experienced pilot attacks a Novice. There is a difference of two skill levels, so the attacking pilot will be able to shift his gun attack two columns to the right and two rows down. When the novice attacks, he will have to shift two columns to the left and two rows up. Treat unmanned defenders (e.g., cruise missiles, UAVs) as having a Competent skill level. 6) Find the gun rating of the attacking aircraft and the damage rating of the defender.Refer to the Aircraft Gun Lethality Index Table with these two values and find the Lethality Index. 7) On the Air-to-Air Gun Attack Table, use the Lethality Index and the Maneuver Difference to find the chance of a kill. If there is a Pilot Modifier, apply it to shift both the row and column, either right and down, or left and up. Example 1: F4F-4 Wildcat vs.A6M2 Zero at Medium altitude. Both pilots have the same skill level. Aircraft F4F-4 A6M2 Zero Man Rtg 2.5 3.5 Gun Rtg 1.8 1.5 Dam Rtg 14 10 Max Speed 277 288

The F4F attacking the Zero: Maneuver Difference = -1.0 (subtracting the Zero’s 3.5 from the Wildcat’s 2.5) . The difference in maximum speed is less than 50 knots, so there is no effect on the Maneuver Difference. Lethality Index = 0.35 (comparing the F4F’s 1.8 to the Zero’s 10 on the Gun Lethality Table) Chance of a Kill = 0.07 (comparing the Maneuver Difference of -1.0 to the Lethality index of 0.35 on the Gun Combat Table) The Zero attacking the F4F: Maneuver Diff = +1.0 (The Zero’s 3.5 minus the F4F’s 2.5) Lethality Index = 0.30 (Comparing 1.5 to 14) Chance of a Kill = 0.12 (Comparing +1.0 to 0.30) Example 2: Spit fire Va vs Bf 109F at Low altitude. Assume the German pilot is a Experienced and the RAF pilot is Competent. The difference is one skill level. Aircraft Man Spit fire Va Bf 109F-1 Rtg 3.0 3.0 Gun Rtg 2.0 1.0 Dam Rtg 13 13 Max Speed 332 279

The Spitfire attacking the Bf 109F: Maneuver Difference = +0.5. The Spit and the Bf 109 have an equal maneuver rating, but the British fighter has a speed of 332 knots at Low altitude, while the Bf 109F has a speed of 279 knots. The Spit fire is 53 knots faster, so +0.5 is added to the Maneuver Difference. Pilot Modifier = One skill level lower Lethality Index = 0.35 (Comparing 2.0 to 13)

Chance of a Kill = 0.09. The player compares the +0.5 row with the 0.35 column (hit chance of .12), but then shifts one row up (0.0) and one column left (0.30) to get the final result of 0.09. The Bf 109F attacking the Spitfire: Maneuver Difference = -0.5. They have equal maneuver ratings, but the Messerschmitt is 53 knots slower, so the total Maneuver Difference is -0.5 Pilot Modifier = One skill level higher Gun Lethality Index = 0.25 (Comparing 1.0 to 13) Chance of a Kill = 0.09. The pilot modifiers are applied to again, this time shifting right and down.So instead of reading the value at the -0.5/0.25 cell (kill chance = 0.06) , the German player reads from the 0.0/0.30 cell (0.09)

7.1.2 Dogfight Attacks with AAMs
Procedure: 1) The player must declare that he has selected an AAM and which type at the start of his move. Allaspect missiles may be fired in or out of a dog fight. Missiles with narrow and wide-aspect seekers can only be fired in a dog fight. Planes attacking with AAMs in a dog fight cannot be fired at by a target’s defensive guns. The missile’s range is greater than the defensive guns’ effective range. 2) The attacker chooses a target. 3) Subtract the Maneuver Rating of the defending aircraft from the Maneuver Rating of the attacking aircraft. This is called the Maneuver Difference. 4) Add a modifier to the Maneuver Difference based on the missile’s seeker’s generation: 1st Gen: 0 2nd Gen: +1 3rd Gen: +2 4th Gen: +3 5) If the pilot is using a helmet-mounted sight or helmet- mounted display add these modifiers to the Maneuver Difference: Helmet-Mounted Sight: +1.0 Helmet-Mounted Display: +2.0 6) Compute the speed modifier. This is the same as step 4 for a gun attack. The result is the final Maneuver Difference. 7) Find any pilot skill modifier. This is the same as step 5 for a gun attack. Each level of superior pilot skill allows the attacker to make a column and row shift to the right and down on the Missile Combat Table. If he has a lower skill level, he has to shift a column and row to the left and up. 8) Subtract the Maneuver Rating of the defending aircraft from the air-to-Air rating of the missile. If the missile is not “dog fight-rated ” (this is listed in the AAM Annex) , then halve the missile’s airto-air rating. This is the Missile Index. 9) Check to see if any of the following modifiers apply: If the defending aircraft is fitted with countermeasures, compare the seeker generation of the attacking missile with the generation and type of countermeasures fitted (jammer only, decoys only, or jammers and decoys) on the AAM Countermeasures Table. Subtract the result from the Missile Index. If the target has a VSmall or Stealthy signature, compare the missile’s seeker generation with the target’s signature on the following table. Subtract the modifier from the Missile Index.

Missile Generation 1 2 3 4 •

VSmall -1.0 -1.0 -1.0 -0.5

Stealthy -2.0 -2.0 -2.0 -1.5

If the plane being attacked has piston engines ((not turboprops, those are jet turbines) and the attacker is using an IR AAM, add a -1.0 modifier to the Missile Index because of the engine’s low heat signature. If target’s speed is 1000 knots or more, subtract the following modifiers from the Missile Index: Target Speed (kts) : VSmall 1000 -1500: -1.0 1501 -2000: -1.5 2001+: -2.0



10) On the Air-to-Air Missile Attack Table, use the final Missile Index and the Maneuver Difference to find the chance of a kill. If there is a Pilot Modifier, apply it to both the Maneuver Difference and the Missile Index -right and down if it’s higher, left and up if it’s lower. Example 3: F-4C vs MiG-21 Fishbed C at Medium altitude Aircraft Man Rtg F-4C 2.5 Gun Rtg -1.5 Dam Rtg 29 17 Max Speed 698 590 Counter-measures None None

MiG-21 3.5 Missile: AIM-9E ATA Rating: 3.0 Seeker Gen: 2

The F-4E attacking with an AIM-9E: Maneuver Difference: Subtract the MiG-21’s 3.5 from the F-4E’s 2.5, for a -1.0, then add a +1.0 for the missiles’s second generation seeker, resulting in a zero. Lastly, compare the planes ’ speeds: The F-4 is 108 knots faster, so add +1.0 to the difference = +1.0 Missile Index: -0.5, for the AIM-9E’s 3.0 minus the MiG’s 3.5. Neither aircraft has countermeasures and the MiG’s signature is Small, so there is no modifier to the missile index for low signature. Chance of a Kill = 0.10 (Comparing the 1.0 Maneuver Difference with the -0.5 Missile Index) Example 4: Indian MiG-29K Fulcrum D vs.Chinese J-10 at High Altitude. The Fulcrum is carrying Russian R-77 [AA-12 ] and R--73 [AA-11 ] missiles.. The J-10 is loaded with R77s and Chinese PL-8s. The Indian pilot is Experienced. The Chinese pilot is Competent. The Indian aircraft is fitted with a helmet-mounted sight. Aircraft Man MiG-29K J-10 Rtg 5.0 4.5 Gun Rtg 3.5 3.0 Dam Rtg 20 21 Max Speed 750 740 Counter-measures 3rd Gen D 3rd Gen D

Missile ATA Rating Seeker Gen R-77 7.0/8.0 4 R-73 6.5 3 PL-8 5.0 3 The Indian MiG attacking the Chinese J-10 with R-77:

Maneuver Difference = +0.5, with no speed modifier. The Indian pilot’s HMS adds +1.0 to the difference, for a value of +1.5. Then he adds +3.0 for the seeker’s generation for a total of +4.5 Missile Index = +3.5, R-77 ATA is 8.0 fired in a dog fight minus the J-10’s 4.5. The countermeasures modifier (R77’s 4th Gen seeker vs.3rd Gen Decoys) is -0.5, and the J-10 is a VSmall aircraft, for a -0.5 modifier. The final value is +2.5. Kill chance = 0.48 (+4.5 Maneuver Difference compared to +2.5 Missile Index (0.41) , shifted one column right and down for the difference in pilot skills to 0.48) . The Chinese J-10 attacking the Indian Fulcrum with R-77: Maneuver Difference = -0.5, with no speed modifier, +3.0 for the seeker’s generation for a total of 2.5. Missile Index = +3.0, R-77 ATA is 8.0 fired in a dog fight minus the MiG’s 5.0. The countermeasures modifier (R77’s 4th Gen seeker vs.3rd Gen Decoys) is -0.5. The final value is +2.5. Kill chance = 0.25 (+2.5 Maneuver Difference compared to +2.5 Missile Index (0.30) , shifted one column left and up for the difference in pilot skills to 0.25) .

7.1.3 Special Dogfight Weapons
These weapons are described as “special” because that’s nicer than saying “lame” or “failures.” These are air--to-air weapons that were fielded and used operationally, but were either discarded as ineffective or quickly replaced. Players using these weapons should not expect them to perform well.

7.1.3.1 Large-Bore Cannon
During WW II both the Japanese and the Germans tried to use large cannon to attack bomber formations beyond the range of their defensive guns. Some are early weapons, like the hand-fed Japanese Type 94 37mm. This was designed for ground use and then adapted for aircraft. Later 37mm guns developed by the Japanese, and those designed by other countries, have much higher ROFs and can make standard attacks. Other large cannon, like the German BK5 50mm, were simply slow-.ring because of their shell size. Any aircraft gun listed as “slow-firing” in the remarks in Annex H3 is cannot be used against a maneuvering target. They are limited to aircraft in formation, airships, surprise attacks, and any other situation where the aircraft to be attacked cannot or does not maneuver (effective Maneuver Rating of 0.0). During the attacking plane’s turn, compute the plane’s Maneuver Difference and Lethality Index normally to see if the attack is successful. Attacks with large-bore cannon cannot be combined with other offensive armament. Planes can attack with one or the other. Planes making attacks with large-bore cannon fire beyond the range of their target’s defensive armament, so defensive guns do not get an attack.

7.1.3.2 Unguided Air-to-Air Rockets
Unguided rockets cannot be used against a maneuvering target. Eligible targets are limited to targets with an effective Maneuver Rating of 0.0: aircraft formations, airships, surprise attacks, and any other situation where the aircraft cannot or does not maneuver to avoid attack. [Note: Yes, on May 1, 1967, an A-4C Skyhawk killed a MiG-17 with a salvo of Zuni rockets, but that was a fluke. It wasn’t planned, and they didn’t try it again. Loading a strike plane up with rocket pods and calling it a fighter is a Bad Idea.] At the beginning of his turn, the player declares he is selecting air-to-air rockets and how many he plans to fire. He then looks on the table below to find the equivalent gun rating, and resolves the attack normally.

Rocket Size

Number of Rockets Fired 0 -10 11 -20 21 -40 41 -80 81+

60mm or less 61 or larger

0.25 0.5

0.5 1.0

1.0 2.0

2.0 3.0

3.0 4.0

Planes making rocket attacks do not receive fire from defensive guns. The attack is made from outside defensive gun range, which is one reason rockets were tried. Example 4: An Me 262 armed with 24 R4M 50mm rockets attacks a B-17 formation at High altitude: The B-17G is part of a formation, so its effective maneuver rating is 0.0 (see 7.3) and its speed is 160 knots, its cruise speed at High altitude. Aircraft Man B-17G Me-262 Rtg 0.0 2.5 Gun Rtg 0.6 4.5 Dam Rtg 51 23 Max Speed 160 420

Attacking with the Me-262’s R4M rockets: The Maneuver Difference is 2.5 for the Me-262 minus the B-17’s zero. The Me-262 is also faster by 260 knots, so the maximum speed modifier of 2.0 is added to the Maneuver Difference for a total of 4.5. Rocket Rating: The Me 262 fires all 24 50mm rockets. The equivalent gun rating is 1.0 Lethality Index = 0.10 (comparing 1.0 against the B-17’s 51) Chance of a kill = 0.08 (4.5 Maneuver Difference with a 0.10 Lethality index). Attacking with the Me-262’s 30mm cannon: The Maneuver Difference is 4.5. Lethality Index = .25 (comparing 4.5 against the B-17’s 51) Chance of a kill = 0.19 (4.5 Maneuver Difference with a .25 Lethality index).

7.1.3.3 Air-to-Air Bombs
Both the Germans and the Japanese tried dropping different types of aerial bombs into Allied bomber formations. These included bombs with time fuses, white phosphorous bombs, and bomb with cables designed to catch a wing or tail surface. They didn’t work. Never successful.0%hit chance. If a player really wants to try air-to-air bombs, listen politely and attentively to his plan, roll a die, and tell him they miss. And keep him away from anything sharp.

7.1.4 Defensive Guns
Many multi-crew aircraft carried defensive guns sited to fire behind, below, or to the side of the plane. These guns had a poor chance of hitting, but it was a chance, and best of all, the defending plane didn't have to maneuver. Any plane that has defensive guns (these will be listed in Annex B) that is attacked in a dog fight automatically gets to fire back at its attacker. Also, unlike a plane with offensive guns, which can only attack once per round, a plane’s defensive guns can engage every plane that attacks it. These defensive shots are rolled at the same time as the attack, and the effects take place simultaneously.

Example: A Japanese A6M2 attacks a single American B-17E Flying Fortress at High altitude. Aircraft A6M2 Zero B-17E Man Rtg 3.5 0.5 Gun Rtg 1.5 0.6 Dam Rtg 10 49 Max Speed 250 277

Attacking with the B-17’s defensive guns: The Maneuver Difference is -3.0 Lethality Index = 0.20 (comparing 0.6 against the Zero’s 10) Chance of a kill = 0.01 (-3.0 Maneuver Difference with a 0.20 Lethality index) . If three Zeroes make three attacks, the B-17 will get a shot at each one.

7.1.5 Defensive Maneuvering
A plane may be more interested in surviving than attacking the enemy or may not have offensive guns. By concentrating entirely on evasion and giving up any chance of getting on an opponent’s tail, a defending aircraft can increase its Maneuver Difference by 0.5. The aircraft’s player must declare that it is maneuvering defensively at the start of the round before any aircraft have taken their turn. Planes maneuvering evasively can still use their defensive guns if they are attacked, but they suffer a -1.0 modifier to their Maneuver Difference because of their more violent maneuvers.

7.1.6 Escaping a Dogfight
If a plane wants to break off combat before the dog fight ends, he declares this when it is his turn to move. During the round he breaking away, he is considered to be maneuvering defensively (7.1.5) . He cannot make an attack, although if he has defensive guns, they can fire. The player attempting to escape rolls D10, adding one to the die roll for each 50 knots of speed advantage over the other side (subtract one for each 50 knots slower), and one for each higher level of pilot experience (subtract for each lower level of skill) . If the final roll is 6 or more, the plane has escaped combat and cannot be pursued. If it is less, the plane has not escaped. It can try again next turn. Planes in formation cannot leave a dog fight.

7.1.7 Ending a Dogfight
When the dog fight stops, planes can take up any heading and speed the players desire. If their altitude matters, roll D10 and subtract one for every round of dog fighting. If the result is a 5 or less, the combatants ended the fight one altitude lever lower than they started. If it is 1 or less, it ended two levels lower, but no lower than Low altitude. Planes leaving a dog fight must return to base. If they encounter enemy aircraft on the way back to base, they can make one attack, but must then break off combat and continue home. If they are attacked by enemy aircraft, they can dog fight normally if they cannot break off the attack.

7.1.8 Fuel Consumption in a Dogfight
Planes in a dog fight burn fuel at full military power including the judicious use of afterburner if they are fitted with it. Players should know how many dog fight rounds (at one minute each) they can fight before they must turn for home.

7.1.9 Special Starting Conditions (optional)
Inside a dog fight circle, the positions and speeds of the individual aircraft are not defined, but their relative positions and speeds on the first dog fight round are known. If the players all agree, they can apply the special modifiers to the first-turn Maneuver Difference:

Starting Speed: Instead of the maximum full military power speed at that altitude listed in Annex B, use the plane’s actual plotted speed for the turn the dog fight begins. For example, a plane in a diving attack might gain a real advantage on the first turn, or a plane caught climbing to altitude might find itself severely disadvantaged. Attacking From the Front: Head-on attacks were risky, but presented the defender with a harder target. If a plane starts its attack facing another aircraft, add 1.0 to the attacker’s Maneuver Difference. Because of the higher relative speed, any defensive guns suffer a -0.5 modifier to the Maneuver Difference. If the defender has offensive cannon and chooses to, it counterattacks simultaneously with a +1.0 added to its Maneuver Difference as well. Attacking From Astern: If an aircraft starts the fight behind a group of enemy aircraft (anywhere in their rear hemisphere), and there are no aircraft behind it, add +1.0 to the attacker’s Maneuver Difference. In effect, it’s almost in firing position when the fight starts. If an aircraft starts the fight with an enemy behind it, subtract 1.0 from its Maneuver Difference. Surprise: If one group of aircraft can surprise another, they are allowed one round of attacks against the other side without the defenders being able to shoot back. This includes not only fighters but aircraft with defensive armament. Also, the Maneuver Rating of the opposing side is reduced by 2.0 (to 0.5 minimum) , since the surprised pilots are not maneuvering to avoid the attack.

To gain surprise, attacking aircraft must approach from behind the enemy and be undetected by the enemy group before the attack. The attackers then roll on the surprise table. The number on the surprise table represents the percent chance of a successful surprise attack, rolled on D100. If the aircraft being attacked are not single-seat fighters, use the number from one column to the right. In other words, treat 3-4 multi-crew aircraft as 5-8 single-seat aircraft. Extra eyes really help in spotting attackers. If the aircraft are of mixed types, use the majority as the determining type. If the attackers wish to make their attack from “out of the sun,” which increases the chance of surprise, they must approach the enemy aircraft directly from the east in the morning or the west in the afternoon. The attacking player then declares that he is attempting to approach from out of the sun. He rolls a D10, using the left-hand-most column (number of aircraft attacked is 1) of the Surprise Table to determine the chance of positioning his aircraft. If he succeeds, add 30% to the chance of surprise, which is rolled separately and under the appropriate column for the number of planes attacked. If any of the defending aircraft are equipped with tail warning radar (which would be listed in Annex B), they cannot be surprised. If any of the defending aircraft are equipped with a RWR or ESM, they cannot be surprised by an attack using a radar-guided weapon. This includes gun attacks using a plane’s AI radar for gun ranging. RWRs will not be alerted by IRH missiles. Missile Warning sensors will detect AAMs or SAMs attacking the aircraft, but not AI radars. If the defending aircraft are in communication with any other unit (ground, naval, or air) that is actively tracking the attacking aircraft, then they cannot be surprised. Compare the experience level of the attackers and defenders, and shift the roll to the right one column if the defenders have more experience, and to the left if the attackers are more experienced. Shift the columns as many levels as the difference in experience. If there is any question about which group is more experienced, do not make the column shift.

Example: A pair of F4F Wildcats sees a formation of 4 G4M Betty bombers, escorted by three A6M Zero fighters. The Japanese formation has not seen them (see section 5.4 Visual Detection) , but the American fighters are being vectored by ship-based radar. The American carefully positions himself above and behind the Japanese, approaching directly from the east. He declares that he is attempting to attack from out of the sun, then rolls the die. Since there are two aircraft in the attacking group, there is a 25%chance he successfully positions them, and he succeeds. The base chance of the two Wildcats surprising the Japanese is 5%, taken from the Surprise Table. This must be moved one column to the right though, since the majority of the Japanese aircraft are multi-crewed. This lowers the chance to 5%, but the successful sun attack raises it to 35%. This is the number the American player must roll on D100.

7.2 Long-Range Missile Attacks
Aircraft can attack each other with all-aspect AAMs without dog fighting. If a target is within the range and altitude limitations for the missile (listed in Annex H4), the attacking player can fire an AAM by ordering it in the plotting phase. Only all-aspect missiles may be fired outside a dog fight. They may also be fired in a dog fight. Guidance systems allowing, a plane may fire up to two missiles in a 30-second Aircraft Movement Phase at the same target. Section 5.4 covers the different seeker types and their capabilities. Annex B will list in the Remarks section if an airplane can attack more than one target with missiles in the same phase or fire more than two missiles. In the Air Combat Phase it is fired, a missile does not move, since it has just been launched. In each following 30-second Aircraft Movement Phase, the missile will fly towards its intended target. Missile range is measured from the geographic point of firing to the present position of the missile. If a missile exceeds its range without reaching its target, it automatically misses. Once a missile reaches its target (in the Movement Phase) the attack is resolved immediately. Use the procedure in section 7.1.2 to compute the Skill Modifier and Missile Index (steps 7 to 9) with one additional modifier: If attacker is not at the same altitude as the target aircraft and is not using a snap up/snap down missile, subtract -1.0 from the Missile Index. Take the modified Missile index and the skill modifier and refer to the Long-Range AAM Attack Table. Find the Missile Index on the table, then shift it one row down for every level of superior pilot skill, and up one row for every inferior skill. The result is the chance of the missile killing its target.

7.2.1 Evading AAM Attacks Outside a Dogfight
In the Movement Phase that an AAM reaches an aircraft, the targeted plane can do nothing but attempt to evade the missile. By dropping chaff and flares in combination with evasive maneuvers, a plane can reduce the missile’s chance to hit. These are things planes automatically do in a dog fight, but their exact movements are not tracked. This is reflected in the Countermeasures modifier. If the plane is surprised, or the player does not wish his plane to maneuver, he should declare this in the Plotting Phase for the turn. Halve the Countermeasures modifier and treat the plane as having a Maneuver Rating of 0.0. Aircraft evading a missile cannot launch or drop any ordnance on any targets that Phase. Any missiles that the aircraft launches or is controlling will automatically “go stupid” and miss. If the aircraft was designating a target for an SALH weapon or was maintaining the control data-link for an EO/IR weapon, the visual line of sight is lost and the weapon’s chance of a hit is reduced to 1/4 its normal value. The only action permitted an engaged aircraft is that it may jettison part or all of its external ordnance, if it wishes to change its Maneuver Rating from fully loaded to lightly loaded. Ordnance that is jettisoned automatically misses. If the plane survives the attack, the aircraft’s pilot rolls D6 and refers to the following table. 1: 90° left turn 2: 60° left turn 3: 30° left turn 4: 30° right turn 5: 60° right turn 6: 90° right turn During the Movement Phase for that 30-second turn, the aircraft must make the maneuver indicated by the die roll. It also slows down by D6*50 knots. If the die roll would force the plane below its stalling speed, reduce the plane’s altitude by one level, and reduce its speed to stalling speed. If the plane is at VLow altitude and it falls below stall speed, it crashes.

7.2.2 Speed Effects on AAM Range
Missile range (out of a dog fight) is affected by the speed of the launch aircraft. If the missile shooter is moving at less than Mach 0.5 (330 knots at low altitude and 290 knots at Medium and higher altitudes) halve the AAM’s range. If the shooter is flying at faster than Mach 1.5 at High or VHigh altitude (860 knots) , increase the range by 50%.

7.2.3 Firing AAMs into a Dogfight
An aircraft in a dog fight is changing position rapidly with respect to both friend and foe.A non-dog fighting aircraft firing an AAM or a ship firing a SAM into a dog fight has a equal chance of locking onto any aircraft in the fight, friendly or enemy. If a plane fires an AAM into a dog fight, roll randomly to see which aircraft, friendly or enemy, is attacked by the incoming missile. The missile’s chance to hit is figured once the target is known. The attacking player cannot stop guiding the missile (if it needs guidance) once the target is determined.

7.3 Formations
Any group of three or more planes of the same type can declare themselves to be in formation. If any plane in a formation of aircraft is attacked, several planes in the formation can fire their defensive guns at the attacking aircraft (see the formation table) . Planes in formation fly at the same altitude and speed and direction. Planes in formation: • • • Burn more fuel (see Formation Table). Must fly at cruise speed. Can make only slow, gentle turns (20° times Maneuver rating in a 3-minute Tactical Turn).

• • • • •

Take time to form up ((see the Formation Table) .While forming, the group is at range cruise speed, but circles, remaining stationary on the board. May use only level bombing, but get a benefit for bombing effectiveness (see Consolidated Bombing Table). Are detected visually at twice normal range, and by radar as one signature larger (e.g., a formation of small aircraft is treated as having a Medium signature). Cannot be specifically targeted by long-range missile fire (see 7.2). AAMs not fired in a dog fight will randomly target one of the aircraft in a formation. Planes in formation attacked by missiles must break formation and maneuver to evade attack and receive the Countermeasures modifier.

A formation of planes can break formation at the beginning of any Dogfight round. This means they are not subject to any of the restrictions, and receive none of the benefits of being in formation. They cannot reform the formation until after the dog fight has ended. FORMATION TABLE # of a/c in formation 3–6 7 – 12 13 – 18 18+ Time to form (min.) 3 9 15 30 Range Reduction 0% 10% 20% 30% # Defenders firing 2 3 4 5

Example 5: Me 410 with a BK 5 cannon attacking a B-17G squadron (12 planes) at High altitude Both sides are competent. A large-bore cannon allows the attacker to fire from outside defensive gun range, so the B-17 does not get to fire at the Me 410. The B-17G is part of a formation, so its effective maneuver rating is 0.0 and its speed is 160 knots, its cruise speed at that height. Aircraft B-17G Me 410/U-4 Man Rtg 0.0 2.0 Gun Rtg 0.6 2.1 Dam Rtg 51 26 Max Speed 160 328 (2x20, 2x7.9)

0.1 (BK 5 50mm) The Me 410 attacking with the BK 5: The Maneuver Difference is 2.0 minus the B-17’s zero. The Me 410 is faster by 168 knots, so 1.5 is added to the Maneuver Difference for a total of 3.5. Lethality Index = 0.05 (comparing the BK 5’s 0.1 against the B-17’s 51, using the .25 column and the 50 row) Chance of a kill = 0.03 (3.5 Maneuver Difference with a .05 Lethality index)

7.4 Missile Failure Roll (optional rule).
Air-to-air missiles are notoriously unreliable. Buffeted by 600-knot-plus slipstreams, stressed by high-g turns, it’s lucky anything as complicated as an AAM ever works at all. After a player declares what kind and how many missiles he will launch in a round, he must roll a D10 for Missile Generation Failure Roll 1st Gen 7 -0 2nd Gen 8 -0 3rd Gen 9 -0 4th Gen 0 If the missile fails, it falls clear of the rail but never ignites (Doh!). This may seem severe, but historical AAM failure rates are even higher.

7.5 Dogfighting in Poor Visibility
Fighters can use guns, rockets and missiles at night against targets with a Maneuver Rating of 0.5 or less. Against more maneuverable targets, planes can fire missiles (dog fight and long range) against targets detected by onboard radar or IRST. Dogfighting with guns is too dangerous due to pilot disorientation. Dogfighting cannot take place in clouds due to lack of visual cues.

7.6 Resolving Large Air-to-Air Attacks Quickly
If there are a lot of aircraft making similar attacks, they can be resolved as individual attacks (with much dice rolling) or combined into a single roll. This is not only useful for offensive attacks, e.g., a 12v12 dog fight, but for the defensive fire from bomber formations. Statistically, it results in the same number of kills. The larger the number of engagements combined into a single roll, the more closely the result will match the results of making individual die rolls. Instead of resolving combat in one- minute dog fight rounds, each die roll covers a three-minute Tactical Turn and multiple attacks by each aircraft. 1) Find the kill chance for a single aircraft attack. 2) Calculate the average number of kills, using the number of planes attacking, the number of attacks per plane (three) , and the chance of a kill. Statistically, this is the Expected Value. 3) Roll 2D6 on the Multiple Air-to-Air Attacks Table using the Expected Value Example: A flight of four F4F-4s with competent pilots attacks a group of A6M2 Zeroes. The chance of an individual F4F killing a Zero is 0.07. 4) 4 planes x 3 attacks/plane x 0.07 Pk/ attack = 0.84 Zeroes shot down. Rolling on the Multiple Attacks table, in this case the 0.5 row, a roll of 6 or better on 2D6 will result in one Zero being killed in twelve attacks over a three minute period. Example: Six Zeroes (two shotai) attack the flight of 4 F4Fs. The individual kill chance is 0.1. The expected value is 6 planes x 3 attacks x 0.10.= 1.8. Rolling on the 1.5 line of the Multiple Attack table, the Zeroes may shoot down zero to three Wildcats.

BT

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