rulebook - wordpress.com...for your first game, use the battle of britain: dogfight scenario below....

40
AGE 12+ AGE 12+ COLLECTABLE MINIATURES ACCESSORY COLLECTABLE MINIATURES ACCESSORY RULEBOOK ® RULEBOOK

Upload: others

Post on 18-Mar-2021

3 views

Category:

Documents


0 download

TRANSCRIPT

Page 1: RULEBOOk - WordPress.com...For your first game, use the Battle of Britain: Dogfight scenario below. For future games, try out different Battle of Britain scenarios (see page 28) or

AGE 12+AGE 12+

COLLECTABLEMINIATURES

A C C E S S O R Y

COLLECTABLEMINIATURES

A C C E S S O R Y

RULEBOOk

®

RULEBOOk

Page 2: RULEBOOk - WordPress.com...For your first game, use the Battle of Britain: Dogfight scenario below. For future games, try out different Battle of Britain scenarios (see page 28) or

2

Introduction 3 Miniatures Game Rules 4 Setting Up 4 Battle of Britain: Dogfight 4 Aircraft Stats 6 Sequence of Play 8 Initiative Phase 10 Movement Phase 10 Attack Phase 11 End of Turn 11

Movement and Position 12 Moving Aircraft 13 Difficult Maneuvers 14 Stacking 15

Attack and Defense 17 Firing Arc 17 Resolving Attacks 18 Effects of Damage 20

Example of Play 21

Advanced Rules 25 Tailing 25 Choosing Game Turn Position 25 Aircraft Status 26 Scenarios 28 Battle of Britain Scenarios 28 Standard Scenario 30 Bomber Escort Scenario 32 Optional Rules 33 Constructing Your Own Scenarios 33 Special Conditions 34 Appendix 37

2

STARTER COMPONENTS• 6prepaintedplasticminiatures • 31statcards • 2battlemapsections • Rulebook • Countersheet • 4six-sideddice

TABLE Of CONTENTS

Page 3: RULEBOOk - WordPress.com...For your first game, use the Battle of Britain: Dogfight scenario below. For future games, try out different Battle of Britain scenarios (see page 28) or

33

INTRODUCTION“Never in the field of human conflict was so much owed by so many to so few.”

— Winston Churchill

The Second World War rages across the globe. Messerschmitts and Spitfires duel overLondontodecidethefateofGreatBritain.ZeroesandP-40sbattleoverthejungle-coveredislandsoftheSouthPacific,whiletheFiatsandMacchisoftheRegiaAeronautica seek to overwhelm the outnumbered Gladiators and Hurricanes defending the island fortress of Malta. Russian pilots in Yaks and MiGs desperately struggle to end theLuftwaffe’sdominanceintheskiesovertheEasternFront.Twenty-fiveyearsaftertheairplane’sappearanceasaweaponofwar,airpowerisnowindispensable,andthebattles for the skies of Europe and the Pacific will decide the fate of the world.

Axis & Allies Air Force Miniaturesisafast,action-packedgameofWorldWarIIaircombat.Youtakethestickofoneormoreofhistory’smostfamouswarplanes,takingon your opponent in wild dogfights. Victory goes to the player who gets the most out of his or her plane . . . or sometimes to the player who lands the first lucky shot. You can use the Axis & Allies Air Force Miniatures game in three ways:

• Play using the competitive game rules presented in this book.

• Recreate historical aerial encounters and find out if you might have the makings of an ace.

• Collectthedetailed,historicallyaccurateWorldWarII–eraaircraftrepresentedbythe prepainted plastic miniatures.

DESIGN NOTES: GAME SCALEIncaseyou’rewondering,here’salittleinformationaboutthegamescale.

• A game turn represents about 10 to 15 seconds.

• A hex is roughly 500 yards across. Few fighters had the ability to successfullyengagetargetsmuchmorethan1,000yardsaway,butsome heavily gunned aircraft could manage it.

• Altitude is fairly abstract; there should be about 30 or so altitude bandsinsteadof6,butthatwouldn’tmakeforgoodgameplaybecauseplanesatverydifferentaltitudesdon’tinteractwell,andtracking small increments of altitude can be pretty tedious.

• Aircraft speed is also abstracted; speed ratings aren’t a linear progression. The first couple points of speed each represent 100 mphormore,butthescalecompressesinthe3–4–5rangetohelphighlight the relatively small differences between planes that could fly315or320mph,andplanesthatcouldtop350.

Overall,thescaleisonlyintendedtoserveasaroughapproximation.Ourgoalistoprovidethebest,mostinterestingaircombatgamewecan that’s still a reasonably good simulation of World War II air combat. Enjoy!

Page 4: RULEBOOk - WordPress.com...For your first game, use the Battle of Britain: Dogfight scenario below. For future games, try out different Battle of Britain scenarios (see page 28) or

4

MINIATURES GAME RULESInaminiaturesbattle,aflight(orgroup)ofAxisaircraftfightsitoutagainstaflightof Allied aircraft. The winner is the player whose flight either shoots down the aircraft in the enemy flight or forces them to retreat from the battle.

SETTING UPTo start playing the Axis & Allies Air Force Miniaturesgame,followthesesteps:

1. Choose a Scenario. Foryourfirstgame,usetheBattleofBritain:Dogfightscenariobelow.Forfuturegames,tryoutdifferentBattleofBritainscenarios(seepage28)orusetheStandardScenario(page30).

2. Set Up the Battle Map. Lay out the map sections as shown for your scenario.

3. Choose Sides.DecidewhowillbetheAlliedplayerandwhowillbetheAxisplayer.

4. Deploy Aircraft. Place the aircraft miniatures listed in the scenario in the positionsindicatedonthescenarioset-upmap.Findthecorrectaircraftstatcards and take a moment to read them so that you know what your planes can do. Keep the stat cards in front of you during the battle.

5. Start Playing! Follow the Sequence of Play on page 8.

BATTLE Of BRITIAN: DOGfIGhT

DuringtheBattleofBritain,themissionoftheBritishSpitfirefighterswastotakeontheGermanMesserschmitts,sweepingtheBf109soutofthewaysothatpilotsin Hurricanes could go directly after the German bombers. This scenario is a simple contest of air superiority: Defeat the enemy fighters while taking the least amount of damage possible.

AIRCRAfT fLIGhTSBritish: Use the Spitfire Mk I Ace and the Hurricane Mk I.

German:UsetheBf109EAceand theBf109EWingman.

ThE BATTLE MAPSet up the map sections and deploy aircraft as shown.

Thehalf-hexesalongtheedgesofthebattlemaparen’tinplay—youcan’tsetupinahalf-hexormoveintoone.Wholehexesformedbytwohalf-hexesinadjacentmapsectionsaretreatedasnormalhexes.Youcanmoveanaircraftoffthemap,butifyoudo,thataircraftis considered to have retreated from the battle and contributes to your opponent’s victory points.

4

Ace Ace

Page 5: RULEBOOk - WordPress.com...For your first game, use the Battle of Britain: Dogfight scenario below. For future games, try out different Battle of Britain scenarios (see page 28) or

5

WINNING ThE SCENARIOThe first player to shoot down an enemy aircraft or force an enemy aircraft to retreat from the battle during a game turn wins the game.

5

STARTER VS. BOOSTER PACkSThisStarterincludessixBritishandGermanaircraftforfightingoutdifferentscenariosbasedontheBattleofBritain.However,youcanfind25moreaircraftminiatures—includingfamousUS,Soviet,French,Italian,andJapanesefighters—inthe Axis & Allies Air Force Miniatures Angels Twenty booster packs. If you’re collectingminiaturesfromthe`boosterset,youcanusethemintheStandardScenario(seepage30),orconstructyourownscenarios.

Page 6: RULEBOOk - WordPress.com...For your first game, use the Battle of Britain: Dogfight scenario below. For future games, try out different Battle of Britain scenarios (see page 28) or

TURN

ROLL

CLIMB

DIVE

ARMOR VITAL HITS

ATK 1

ATK 2

ATK 3

SPEED HI SPEED

TYPHOON INTERCEPTOR

8

6

4

4

3

3

3

5

7 3

Veteran43

Poor at Altitude — While at altitude 5 or 6, this aircraft gets –2 on Climb, Roll, and Turn maneuver checks.

Powered Roll — This aircraft gets +1 on Split S maneuver checks.

Steady Shooter — When attacking enemy targets, if this aircraft attempted no diffi cult maneuvers this game turn, it rolls one extra attack die.

29/31

5–62–4

AIRCRAfT STATSInaminiaturesbattle,aflight(orgroup)ofAxisaircraftfightsitoutagainstaflightof Allied aircraft. The winner is the player whose flight either shoots down the aircraft in the enemy flight or forces them to retreat from the battle.

hOW TO READ A STAT CARDHere’s a sample stat card:

6

Name

NationalityPilot

Cost

High Speed

Armor

Vital Armor

Hit Points

Maneuver Bonuses

Collector NumberSet Icon

Attack Values

Normal Speed

SAM

PL

E

Page 7: RULEBOOk - WordPress.com...For your first game, use the Battle of Britain: Dogfight scenario below. For future games, try out different Battle of Britain scenarios (see page 28) or

7

Name: This is the name of the aircraft.

Nationality:EachaircraftbelongstoaspecificAxisorAlliedcountry,shownbythenationality symbol.

Year (appearsoncardback):Theyearthatthisaircraftbecameavailable.Forsomescenarios,youcan’tuseaircraftthatweren’tavailable at that time.

Type (appearsoncardback): Mostaircraftinthegamearefighters,heavyfighters, or naval fighters. Other types include bombers of various sizes.

Cost: The number of points you pay to add the aircraft to your flight.

Pilot: Thequalityoftheaircraft’spilot.Fromworsttobest,pilotqualityisPoor,Average,Veteran,orAce.Pilotqualityinfluencesyouraircraftattacks.

Normal Speed:Thespeed(inhexes)theaircraftcanchooseforitsmovewhileremainingatnormalspeed.Forexample,“2–4”meansthattheaircraftcanmove2,3,or4hexesinagameturnatnormalspeed.

High Speed: Thespeed(inhexes)theaircraftcanchooseforitsmoveifitchoosestomoveathighspeed.Forexample,“5”meansthattheplanecanmove5hexesinagameturn,butit’sathighspeed.Planesmovingathighspeed don’t maneuver as well as planes at lower speeds.

Climb: The aircraft’s bonus to maneuver checks for Climb maneuvers.

Dive: The aircraft’s bonus to maneuver checks for Dive maneuvers.

Turn: The aircraft’s bonus to maneuver checks for Turn maneuvers.

Roll: The aircraft’s bonus to maneuver checks for Roll maneuvers.

Armor: The number of hits that an attacker needs to roll with a single attack to deal 1 point of damage to this aircraft.

Vital Armor: The number of hits that an attacker needs to roll with a single attack to destroy this aircraft outright.

Hit Points:Howmanypointsofdamageittakestodestroytheaircraft.Forexample,an aircraft with 3 hit points is destroyed when it has accumulated 3 points ofdamage(unlessofcourseit’sdestroyedoutrightbyanumberofhitsthatequalsorexceedsitsvitalarmorrating).

Attack Values: The number of attack dice you roll when this aircraft attacks. The numbervariesforattacksatarangeof1,2,and3hexes.

Special Abilities: Most aircraft have one or more special abilities.

Flavor Text (appearsoncardback):Abriefdescriptionoftheaircraft’shistoryornoteworthy facts about it.

Set Icon/Collector Number: The set icon tells you which set a miniature belongs to. The collector number lists the aircraft’s order in the set and how many total miniatures there are in that set.

Page 8: RULEBOOk - WordPress.com...For your first game, use the Battle of Britain: Dogfight scenario below. For future games, try out different Battle of Britain scenarios (see page 28) or

8

SEqUENCE Of PLAYThegameisplayedingameturns.Duringeachgameturn,playersfollowasequenceof play consisting of the following phases and steps:

A. Initiative Phase

Roll for initiative. The winner of the roll gets to move second—which is usually an advantageinthisgame—andisthe“secondplayer”forthegameturn.Theloseroftherollhastomovefirst,andisthe“firstplayer”forthegameturn.

B. Movement Phase

• The first player chooses one of his or her aircraft to activate and conducts its move.

• The second player chooses one of his or her aircraft to activate and conducts itsmove,unlessthesecondplayer’saircraftareoutnumbered(seetheUnequalNumberssidebaronpage10).

• Alternate activating aircraft until all aircraft remaining in the game have moved this game turn.

• Markeachaircraftthat’sfinisheditsmovewitha“MoveFinished”marker.

C. Attack Phase

• The first player chooses one of his or her aircraft to attack with and resolves its attack.

• The second player chooses one of his or her aircraft to attack with and resolves its attack.

• Alternate attacking with your aircraft until all attacks are resolved.

• Markeachaircraftthat’smadeanattackwitha“FireResolved”marker.

D. End of Turn

• Score victory points.

• Pickup“MoveFinished”and“FireResolved”markers.

Multiplayer Games:Ifyouhavemorethanoneplayeronaside,then“firstplayer”or“secondplayer”means“firstside”or“secondside.”Eachplayeronasidemovesor attacks with one plane when that side moves or attacks. If one player on a side controls more aircraftthanotherplayersonthesameside,then the player with fewer aircraft moves his first plane when his partner moves the first plane—hesimply“runsout”ofplanestomoveor attack with before his partner does.

Page 9: RULEBOOk - WordPress.com...For your first game, use the Battle of Britain: Dogfight scenario below. For future games, try out different Battle of Britain scenarios (see page 28) or

9

Page 10: RULEBOOk - WordPress.com...For your first game, use the Battle of Britain: Dogfight scenario below. For future games, try out different Battle of Britain scenarios (see page 28) or

10

INITIATIVE PhASEThe Initiative phase determines the order in which players act each game turn. Each player makes an initiative roll by rolling two dice and adding any bonuses that apply.(Someaircrafthavespecialabilitiesthatprovideinitiativebonusesindifferentsituations.)Formultiplayergames,oneplayerpersiderollsinitiative.

The player with the better result wins initiative. If you and your opponent have the sameinitiativetotal,theplayerwiththebetterinitiativebonuswinsinitiative.Ifit’sstilltied,rollagainuntiloneplayerwins.

Ifyouwininitiative,you’rethesecondplayerforthegameturn.Youropponentisthefirstplayer.Movingsecondisanadvantage,sinceyoucanseewhereyouropponentmoved his or her aircraft and position yourself to avoid attack or make an attack of yourown.However,movingfirstmeansthatyourattacksareresolvedfirst,solosinginitiative isn’t always bad.

MOVEMENT PhASEYou’llmoveeachaircraftinyourflighteachgameturn.Movethemoneatatime,alternating with your opponent.

Tomoveanaircraft,chooseaspeedinthemovingaircraft’sspeedorhigh-speedrange;forexample,anaircraftwithSpeed2–3/HighSpeed4canmove2or3hexesatnormalspeed,or4hexesathighspeed.Amovingaircraftusuallymovesintothehexitsnoseispointedat,butyoucanturnaftermovingintoanewhexorattemptamaneuverchecktoexecutevarioustacticalmaneuverssuchasBreaks,TightTurns,orPowerDives(seeDifficultManeuversonpage14).

Placea“MoveFinished”markerbytheaircraft’sbasewhenyou’refinishedwithitsmovement.

10

UNEqUAL NUMBERS Whenonesideinthebattleoutnumberstheotherside,theMovementphaseisa

little different.

You win initiative and have more planes: Youropponentmovesaplanefirst,then you move a plane. Alternate normally. When your opponent runs out of planestomove,keepactivatingyourplanesandmovingthemoneatatimeuntilyou’ve moved all your planes.

You win initiative and have fewer planes: Your opponent activates and moves planes one at a time until you have more planes left to move than your opponent does. You then move your first plane of the game turn. Alternate normally after that.

Toputitanotherway,ifyouwininitiative,youalwaysgettobethelastaircrafttomoveintheMovementphase,regardlessofnumbers.Ifyouloseinitiative,youalways have to be the first aircraft to move.

Unequal numbers have no effect on attack resolution—the first player chooses an aircrafttoattackwith,andattacksalternatenormally.

Page 11: RULEBOOk - WordPress.com...For your first game, use the Battle of Britain: Dogfight scenario below. For future games, try out different Battle of Britain scenarios (see page 28) or

11

ATTACk PhASETaketurnsattackingwithyouraircraft,oneaircraftatatime.

Youmayattackenemyaircraftusingyouraircrafts’attackvalues(seeAttackandDefenseonpage17).Mostplaneshaverange3fortheirattacks;thecloseryouare,themoreattackdiceyougettoroll.Anaircraftcan’tattackanenemyinitsownhex.Youdon’thavetoattack,butit’salmostalwaysbettertotakeyourshotswhenyougetthem.

Toresolveanattack,declarewhichofyouraircraftisfiring,whichenemyaircraftit’sattacking,andmakeanattackroll.Alternateresolvingattackswithyouropponent.Ifyoudeclinetoattack,youcan’tmakeanymoreattacksinthisphase.Eachaircraftcanonly attack once per game turn.

Aircraftdamagedordestroyedbyanenemyattackareaffectedimmediately,andmaybe destroyed before they get to attack.

END Of TURNCheck to see if you’ve met the victory conditions for the scenario you’re playing.

Victory Points:Somescenarios(forexample,theStandardScenario)awardvictorypointsfordestroyingenemyaircraftorforcingthemtoretreatfromthebattle(usuallybyflyingoffamapedge).

Enemy aircraft destroyed VP = aircraft cost

Enemy aircraft retreats VP = 1/2 aircraft cost

Ifyourscenariousesvictorypointstotrackvictory,youwinattheendofthegameturnwhenyourscorereachesorexceedsthetotalspecifiedinthescenarioandyouhave more points than your opponent.

Page 12: RULEBOOk - WordPress.com...For your first game, use the Battle of Britain: Dogfight scenario below. For future games, try out different Battle of Britain scenarios (see page 28) or

12

MOVEMENT AND POSITIONThehexesonthebattlemapmarkthepositionandfacingofeachaircraft.Gettinginto a strong firing position without giving your opponent a good shot at you is the key to success in a dogfight. Here’s what you need to know about how aircraft move on the battle map.

Aircraft Must Move: Each aircraft in the battle moves once each game turn during the Movement phase. You must move each aircraft each game turn.

Alternate Movement: Move aircraft one at a time during the Movement phase. The firstplayerpicksoneofhisorheraircrafttoactivate,andconductsitsmove.Thenthesecondplayerpicksoneofhisorherownaircrafttoactivate,andconductsitsmove.

fACINGThe direction that an aircraft is pointed is its facing. An aircraft always faces one of thesixsidesofitshex;itsfacingisthesideitsnoseiscurrentlypointedat.Aircraftcan’t change facing unless they turn or perform a maneuver.

Clock-face Directions:Ifyouneedtoidentifywhichhexsideyou’rereferringto,youcanuseclock-facetermstobeprecise.Thesixhexsidesaroundyouraircraftare12o’clock(straightahead),2o’clock(aheadright),4o’clock(behindright),6o’clock(deadbehind),8o’clock(behindleft),and10o’clock(aheadleft).

ALTITUDEAircraftcanbeatoneofsixdifferentaltitudebands:altitude1,2,3,4,5,or6.Thehigheryouraltitudenumber,thehigheryouraircraft.Yourscenarioprovidesyouwithabeginningaltitude,butyouraltitudechangesthroughthebattleasyouraircraft climbs or dives.

OPTIONAL RULE: MIDAIR COLLISIONMidair collisions were not uncommon in large engagements. If two aircraft end upinthesamehexandatthesamealtitudeattheendoftheMovementphase,eachaircraftrollsadie.Arollof1isapossiblecollision(1or2forapoorpilot).Ifbothplanesinvolvedrollpossiblecollisions,theplanescollide.Bothplanesare immediately destroyed.

Page 13: RULEBOOk - WordPress.com...For your first game, use the Battle of Britain: Dogfight scenario below. For future games, try out different Battle of Britain scenarios (see page 28) or

13

MOVING AIRCRAfTAircraftmoveanumberofhexesequaltothespeedyouchoose.Ifyoudon’tturnormaneuver,youraircraftsimplymovesstraightahead.Inonegameturn,anaircraft’smovement can include any number of normal turns and one difficult maneuver.

Choose Speed: Anaircraftmovesanumberofhexesequaltothespeedyouannounce.Whenyoubeginmovinganaircraft,chooseaspeedfromtheaircraft’sspeedorhigh-speedranges,whichappearonitsstatcard.Highspeedaffectsanaircraft’sabilitytomaneuver.

Normal Movement: Aircraft can move straight or perform normal turns as they move. An aircraft at normal speed can turnonceperhexitenters;anaircraftat high speed can’t turn or maneuver in consecutivehexes.

Turn (normal): You may perform a normal turnof1hexside(60degrees)eachtimeyouenterahex,unlessyouattemptadifficultmaneuverinthathex.Youcan’tturn before you start moving for the game turn.

Difficult Maneuvers: Oncepermove,anaircraftcanattemptadifficultmaneuverwhenitwouldleaveahex.Adifficultmaneuverrequiresamaneuvercheck.

High Speed: Ifyouareathighspeed,youcan’tturnormaneuverinconsecutivehexes.

MANAGING ThE BATTLE MAP Thehalf-hexesontheedgeofthemaparen’tinplay.Atanytimeduringplay,any

player may adjust the positions of all aircraft on the battle map toward the center ofthemap(usuallybecauseamovingplaneisabouttoflyoffthemapsheet).

Toadjustpositions,moveallaircraftonthemapthesamenumberofhexesinthesamedirection,keepingeachplane’sorientationthesame.Ifyoucan’tadjustthe map to give a plane room to maneuver without pushing another plane closer tothemapedgethanthemovingplane’scurrentposition,thenyoucan’tadjustthe map—the moving plane must maneuver to remain on the board.

Planesthatexitthebattlemapareconsideredtohaveretreatedfromthebattle,and are removed from the game.

Ifyouandyouropponentagree,youcanalsoaddorshiftmapsectionstoputafresh map in front of a plane that’s about to move off the board.

Normal Turn

automatic success

Page 14: RULEBOOk - WordPress.com...For your first game, use the Battle of Britain: Dogfight scenario below. For future games, try out different Battle of Britain scenarios (see page 28) or

DIffICULT MANEUVERSInadditiontonormalmovement,aircraftcanattemptdifficultmaneuvers.Difficultmaneuversaredividedintoclimbs,dives,rolls,andturns.Youcan’tattemptadifficultmaneuverandperformanormalturninthesamehex(butyoucanmoveintoahex,makeanormalturn,andthenannounceanattempttoperformadifficultmaneuverinthenexthexyou’removinginto).

Difficult maneuvers include:

BREAk (ROLL)Make a Roll maneuver check. Success:Sidesliptothehexatyour10o’clockor2o’clockandturn1hexside(60degrees). Failure:Movestraight1hex.

BARREL ROLLMake a Roll maneuver check. Success:Sidesliptothehexatyour10 o’clock or 2 o’clock. Failure: Movestraight1hex.

CLIMBMake a Climb maneuver check. Success: Movestraight1hexandincrease altitude by 1. Failure:Movestraight1hex.

MANEUVER ChECkSRoll two dice + maneuver bonus. Success = 10 or higher at normal speed, or 13 or higher at high speed.

Toexecuteadifficultmaneuver,youmustsucceedonamaneuvercheck.Tomakea check:

1. Announce the maneuver you’re attempting when you would leave the precedinghex.

2. Determine the check’s success number: 10 if you chose a speed in your aircraft’snormalspeedrange,or13ifyouchosehighspeedthisgameturn.

3. Roll two dice and add them together. Add your aircraft’s relevant maneuver bonus—Climb,Dive,Roll,orTurn—dependingonthetypeofmaneuveryou’reattempting.

4. Your check succeeds if your result equals or beats the success number. Your check fails if your result is less than the success number.

14

Break

start

successfailure

success

Barrel Roll

failure

success

success

start

Page 15: RULEBOOk - WordPress.com...For your first game, use the Battle of Britain: Dogfight scenario below. For future games, try out different Battle of Britain scenarios (see page 28) or

15

POWER DIVEMake a Dive maneuver check. Success:Movestraight1hexanddecrease altitude by 1 or 2. Failure:Movestraight1hexanddecrease altitude by 1.

SPLIT S (ROLL)Make a Roll maneuver check. Success:Movestraight1hex,decreasealtitudeby1,andturn2or3hexsides(120or180degrees). Failure: Movestraight1hexanddecrease altitude by 1.

SCISSORS (TURN)Make a Turn maneuver check. Success:Remainincurrenthex,countingitas1hexofmovement. Failure: Movestraight1hex.

TIGhT TURNMake a Turn maneuver check. Success:Movestraight1hexandturn2hexsides(120degrees). Failure: Movestraight1hexandturn1hexside(60degrees).

MOVEMENT AND SPECIAL ABILITIESSome aircraft have special abilities that allow them to adjust their positions at the endoftheMovementphase.Conductallaircraftmovementnormally,andafterthelastplaneofthegameturnhastakenitsmove,checktoseeifanyofthemareusingspecialabilitiestomodifytheirfinalpositions.Ingeneral,thefirstplayerdeclares whether he or she is using a special ability after the Movement phase first. Declaretheuseofspecialabilitiesoneatatime,alternatingbetweenplayers,untilboth players have used all special abilities they wish to use.

STACkINGIftwoormoreaircraftofthesamesideendupinthesamehexwiththesamealtitudeattheendoftheMovementphase,allplanesofthatsideafterthefirstthatmovedintothathexreturntotheirprevioushex,retainingtheirsamefacing.Anaircraft that is forced to adjust its position this way may not attack this game turn (thepilot’sbusyavoidingcollision).Friendlyaircraftatdifferentaltitudescan beinthesamehex,ascanaircraftofopposingsides.

Split S[-1 altitude]

success

failure

start

success

Tight Turn

start

failure

failure

success

success

Scissors

failure

(remaininstartinghex)

Page 16: RULEBOOk - WordPress.com...For your first game, use the Battle of Britain: Dogfight scenario below. For future games, try out different Battle of Britain scenarios (see page 28) or

Movement Example: The player controlling the A6M2 Zero wants togetaroundbehindtheP-40andsetupa good shot. He chooses a speed of 3 for the game turn. The Zero begins by moving forward1hex,andturnsleftinthathex.Thenitmovesahead1hex,andattemptsaTightTurn,whichrequiresaTurnmaneuvercheck.TheZeroisatnormalspeed,sothesuccess number for the check is 10. The Zero’s Turn bonus is +6. The Zero’s player rollstwodice,gettinga6.Thechecktotal

is12,sotheTightTurnsucceeds,andtheZeroturnslefthard.ThentheZerocompletesitsmovementbymovingforward1morehex,gettingrightbehindtheP-40.Zeroesaredangerousinturningfights!

Movement Example 2: TheplayercontrollingtheP-40wantstogeton the Messerschmitt’s tail. She chooses a speedof5forthegameturn,whichishighspeedfortheP-40.Atfirst,theplayertriesa path that won’t require any maneuver checks,butsherealizesthatshecan’tgetintothehexbehindtheBf109andthenturn,becauseshehastoturnintheprevioushextoo—you’renotallowedtomaneuverinconsecutivehexesathighspeed.Soshetriesadifferentplan,beginninghermoveby

makingaBreakmaneuvertotheright.TheP-40hasaRollratingof+5;sherollstwodiceandgetsan8,foratotalof13—exactlywhatsheneedsforsuccessinahigh-speedmaneuvercheck.FromthatpointtheP-40playercaneasilygetbehindthe Messerschmitt by moving straight and making two normal turns to the left.

Movement Example 3: TheBf109isataltitude4,andtheSpitfireisataltitude3.TheBf109playerseesan opportunity to dive down right on the Spit’stail.Hestartsbychoosingspeed3,andattemptsaSplit-Sforhisfirsthexofmovement.TheSplit-SisaRollmaneuver,andtheBf109’sRollratingis+4.Herollstwodiceandgetsa4,totaling8—notenough!TheSplit-Sdoesn’tworkout,and instead the player has to follow the maneuver’s failure result. He moves the Bf

109straightahead,butonthebrightsidehestilllosesthealtitudehewantedto lose. The player would like to try a Tight Turn to correct for his previous bad roll,butyou’reonlyallowedonedifficultmaneuverpermove,sohecan’t.Nowataltitude3,theBf109executestwonormalturnsinitsremainingmovement,andfinishes up just out of range of the Spitfire.

1616

1. normal turn

3. normal turn

2. normal turn

3. normal turn

2. normal turn

1. split-s fails

1. break succeeds

3. move straight

2. tight turn succeeds

Zero

P-40

P-40

path 2path 1

Bf 109

Bf 109 (alt 4)

Spitfire (alt 3)

Movement Example 1

Movement Example 2

Movement Example 3

Page 17: RULEBOOk - WordPress.com...For your first game, use the Battle of Britain: Dogfight scenario below. For future games, try out different Battle of Britain scenarios (see page 28) or

17

ATTACk AND DEfENSEAircraft fire at enemy planes in the Attack phase. The overall effectiveness of an aircraft’soffensivearmamentismeasuredbyitsattackrating,whichaccountsforitsmachineguns,automaticcannons,andotherfactorssuchassightquality,stability,and rate of fire.

One Attack per Game Turn: Even if an aircraft is in position to fire on multiple targets,itonlyattacksoncepergameturn.

Alternate Attacks: Attacks alternate between the first player and the second player.

Firing Arc and Altitude: An aircraft can only attack a target in its front firing arc and at the same altitude.

No Range 0 Attacks: An aircraft can’t attack a target at range 0.

Immediate Effect:Attackstakeeffectimmediately,soanaircraftdestroyedbyanaircraft that fires before it does is removed from the game before it can fire back.

fIRING ARCMostsingle-seatfighterscanonlyattackenemyaircraftintheir“firingarc.”Thefiringarcisazoneofhexesinfrontoftheplane’snose.(Thegameassumesthatplanescanmake minor adjustments to their heading in order to take a shot at enemies that aren’t straightaheadofthem.)

FIRING ARC

Page 18: RULEBOOk - WordPress.com...For your first game, use the Battle of Britain: Dogfight scenario below. For future games, try out different Battle of Britain scenarios (see page 28) or

18

RESOLVING ATTACkSToresolveanattack,followthesesteps.

1. Determine Range and Attack Dice: Countthenumberofhexesfromtheattacker to the target. Check the attacking aircraft’s stat card to see how many attack dice you roll against the target at that range.

2. Check the Target Aspect: Determinewhichsideofthetarget’shextheattackis coming from. The target aspect determines the base target number for your attackroll;seetheTargetAspectdiagram,below.

3. Compare Pilot Quality: Compare the pilot quality of the attacking aircraft and thetargetaircraft.Iftheattackingaircrafthasabetterpilot,itgetsanattackbonus.Fromworsttobest,pilotqualityisPoor,Average,Veteran,orAce.

4. Check Special Abilities: Many aircraft have special abilities that modify their attack dice.

5. Roll Your Attack: Rollyourattackdice,modifyingresultsforanyattackbonusor penalty that applies. High rolls are better. Each die result that’s equal to or higher than the target number for this attack is one hit. An unmodified roll of 6 alwayscountsas2hits,regardlessofyourtargetnumberandattackpenalties.

6. Compare Hits to Target Armor.Totalupthehitsofyourattackdice,andcompare them to the target aircraft’s armor. If you equal or beat the target’s armorrating,youdeal1pointofdamagetoit.Ifyouequalorbeatthetarget’svitalarmorrating,youdestroyitoutright.

Hits < Target Armor = Miss

Hits ≥ Target Armor = Hit! Deal 1 point of damage.

Hits ≥ Vital Armor = Target destroyed!

TARGET ASPECTTarget aspect is the target’s facing relative to the attacking aircraft. Attacks from behind the target are more accurate than shots from straight ahead or from the sides. Target aspect determines the basic target number for the attack.

Page 19: RULEBOOk - WordPress.com...For your first game, use the Battle of Britain: Dogfight scenario below. For future games, try out different Battle of Britain scenarios (see page 28) or

19

In-between Shots Use the Less Favorable Attack: If the attacking plane is firing fromahexthatisexactlyhalfwaybetweentwotargetaspects,thehighertargetnumberistheminimumhitnumberfortheattack.Forexample,ifanattackingP-40isexactlyataZero’s3o’clockposition,theattackhitstheZero’s2o’clock,notits4o’clock,sothehitnumberis6,not5.

ATTACk BONUSES AND PENALTIESThebasetargetnumberforanattackisdeterminedbythetargetaspect,asshownin the Target Aspect diagram on this page. Some circumstances provide a bonus or penalty to your attack roll:

Pilot Quality:Iftheattackingaircrafthasahigher-qualitypilotthanthetargetaircraft,itgetsanattackbonus.Fromworsttobest,pilotqualityisPoor,Average,Veteran,orAce.

Crippled: Iftheattackingaircraftiscrippled,itgetsanattackpenalty.Ifthetargetaircraftiscrippled,theattackingaircraftgetsanattackbonus.

Calculate bonuses and penalties as follows:

Attack Bonus (+1 per die): Add 1 to the result of each die in your attack roll. For example,ifyourolledanattackoffourdicethatcameup1,3,5,and6,anattackbonusmakesthoseresults2,4,6,and6(butonlytheunmodified6countsfortwohits).

Attack Penalty (–1 per die): Subtract 1 from the result of each die in your attack roll.Forexample,ifyourattackrollis1,3,5,and6,anattackpenaltychangesthoseresultsto0,2,4,and6(thepenaltydoesn’taffecttheunmodified6,whichcountsastwohits).

Multiple Bonuses and Penalties Stack: Each factor contributing a bonus or penaltyisapplied.Forexample,ifyouhavetwofactorsprovidingabonusandoneprovidingapenalty,theneteffectisanattackbonusof+1perdie.Ifyouhavetwofactorsprovidingapenalty,theneteffectisanattackpenaltyof–2perdie.

Target Aspect

4 o’clock

6 o’clock12 o’clock

8 o’clock10 o’clock

2 o’clock

4+

5+

5+

5+

6

6

Page 20: RULEBOOk - WordPress.com...For your first game, use the Battle of Britain: Dogfight scenario below. For future games, try out different Battle of Britain scenarios (see page 28) or

20

EffECTS Of DAMAGEAnaircraftisdestroyedwhenittakesdamageequaltoorgreaterthanitshitpoints,orwhenasingleattackequalsorexceedsitsvitalarmorrating.Accumulatingdamage affects an aircraft’s ability to maneuver and attack.

DAMAGEDAn aircraft with 1 point or more of damage is damaged. Damaged aircraft have no specialpenaltiesuntiltheyhaveonly1hitpointleft,atwhichpointtheybecomecrippled.

CRIPPLEDA damaged aircraft that is down to its last hit point is crippled. Crippled aircraft take a–2penaltytoallmaneuverchecks,andcan’tchoosehighspeed.Enemyaircraftattacking a crippled aircraft gain an attack bonus. Crippled aircraft take an attack penalty when they attack.

DESTROYEDAnaircraftthataccumulatesdamageequaltoitshitpointrating,orthatishitanumberoftimesequaltoormorethanitsvitalarmorinasingleattack,isdestroyed. Remove destroyed aircraft from play.

DESTROYED? Forgamepurposes,destroyedaircraftareimmediatelyremovedfromthemap.

However,“destroyed”coversalotofdifferentoutcomesofanattack.Anaircraftmightexplodeandbreakupinmidair,orthepilotmightbekilled—ortheaircraftmighthavecrucialcontrolsshotaway,itsengineknockedout,anoillinesevered,oritmightcatchfire.Adestroyedaircraftcouldgointoaspin,climbordiveuncontrollably,orslowlylosepowerandcoasttoarelativelysoftlandingmanymilesaway.“Destroyed”reallymeansthattheaircraftisnolongercombatworthyand has begun to crash; it’s not under the pilot’s control and takes no more part in theaction.Theexactwaytheplanecrashesisn’tthatimportantinthegame.

Page 21: RULEBOOk - WordPress.com...For your first game, use the Battle of Britain: Dogfight scenario below. For future games, try out different Battle of Britain scenarios (see page 28) or

21

ExAMPLE Of PLAYTheplayershavedecidedtotryaFarEastscenario.TheAxisplayer’sflightconsistsofanA6M2“Zeke”andaKi-61“Tony.”TheAlliedplayer’splanesareaP-40CFlyingTigerandaHurricaneMkI(thismightbeaduelovertheskiesofBurmainearly’42).

Example of Play > Game Turn 1

TURN 1Initiative Phase:TheAxisplayerrolls10ontwodice;theAlliedplayerrolls6.TheAxisplayerwinsinitiative,andisthesecondplayerforthisopeninggameturn.

Movement Phase:

1. The Allied player begins by moving his weaker plane into position to threaten a patchofskytheopposingplayermightwanttouse,knowingthatit’sunlikelyhe’llactuallygetashot.Hechoosesspeed4(highspeed)fortheHurricane,andmoves it straight ahead.

2.TheAxisplayernowhastomoveaplane.ShedecidestomovetheTonyintopositionforashotontheHurricanefromoutsidetheHurricane’sfiringarc,andbeginshermovebydeclaringspeed3andattemptingaBreak,whichisaRollmaneuver.TheTony’sRollratingis+5.Sherollsan8onhermaneuvercheck,+5foratotalof13,whicheasilysucceeds.Shemoves2morehexesandmakesa normal turn to get in on the Hurricane’s 10 o’clock—not a very good attack angle,butatleastit’sasafeone.

3. TheAlliedplayermovestheP-40.HeseesanopportunitytotakeadecentshotattheTony,andchoosesspeed4.Twonormalturnslethimsetup2hexesfromthe Tony.

4. TheZekemoveslast.There’snogoodwaytogetattheP-40,sotheAxisplayerdecidestodoubleupontheHurricane.Shechoosesspeed4(highspeed)fortheZeke,andstartstoworkbehindtheHurricane.Inherlasthexofmovement,sheattempts a Tight Turn. This is a Turn maneuver; the Zeke’s Turn rating is +6. The Axisplayerrollsa7onhermaneuvercheck,adds6,andgetsa13—justenoughtosucceedatahigh-speedturn.

1.

2.

3.

4.

Tony

Page 22: RULEBOOk - WordPress.com...For your first game, use the Battle of Britain: Dogfight scenario below. For future games, try out different Battle of Britain scenarios (see page 28) or

22

Attack Phase:ThatconcludestheMovementphase,sonowtheplayersmoveonto the Attack phase. The first player gets to attack first in this phase. The Hurricane hasnoshots,buttheP-40hasadecentoneontheTony.Atrange2,theP-40hasfiveattackdice.TheshotisexactlybetweentheTony’s2o’clockand4o’clock,andtiesgoagainsttheattackerinthiscase—it’streatedasashotatthe2o’clock,sothetargetnumberfortheattackis6.TheP-40isaVeteranpilotattackinganAveragepilot,sohe’llgeta+1oneachattackdie.TheAlliedplayerrolls6,6,4,4,and2,scoring4hits(unmodified6’salwayscountastwohitseach).ThisbeatstheTony’sarmorof3,butdoesn’ttopitsvitalarmorof6,sotheTonytakes1pointofdamage.

Nowit’stheAxisplayer’sturn.ShebeginswiththeTony.Ithassixattackdiceatrange1,butit’sattackingtheHurricane’s10o’clockarc,sothetargetnumberis6.TheAxisplayerrolls5,4,4,3,2and1,scoringnohits.

TheZekehasamuchbettershot.Ithasfourattackdiceatrange2,andit’sshootingatthe4o’clockarc(targetnumber5).TheZekehasabetterpilotthantheHurricane,soitgetsa+1bonusoneachattackdie.TheAxisplayerrolls5,5,4,and1,whichbecomes6,6,5,and2.However,these6’sdon’tcountastwohitseach—onlyunmodified6’scountdouble.Still,thattotals3hits,whichequalstheHurricane’s armor 3 and deals 1 point of damage to it.

ThatconcludesTurn1,soit’sontotheInitiativephaseofTurn2.

Example of Play > Game Turn 2

TURN 2Initiative Phase: TheAlliedplayerrollsa5;theAxisplayerrolls11.TheAlliedplayer is first player again.

Movement Phase:

1.TheAlliedplayerbeginsbymovingtheHurricane,choosingspeed2andattemptingaTightTurninthesecondhex.Unfortunately,herollsa3,soevenwiththeHurricane’s+5Turnbonus,hefailstheTightTurnandexecutesanormal turn instead.

1.

2.

3.

4.

Tony

Page 23: RULEBOOk - WordPress.com...For your first game, use the Battle of Britain: Dogfight scenario below. For future games, try out different Battle of Britain scenarios (see page 28) or

23

2.TheAxisplayerchoosestomovetheTonynext.Shechoosesspeed2,anddecidestotryaTightTurn.TheTony’sTurnbonusis+4.TheAxisplayerrollsan8,totaling12,whichsucceeds,andthengetsinbehindtheHurricane.

3.TheAlliedplayermovestheP-40next.Hechoosesspeed2,andbeginswithaBreakmaneuver.TheP-40hasa+5onRollchecks,buttheAlliedplayerrollssnakeeyesandfails.Hesettlesformovingahead2hexesandturningtokeepthe Tony in his arc of fire.

4.TheZekedecidestocontinuetoconcentrateontheHurricane,andchoosesspeed2.TheAxisplayerbeginsthemovewithanattempttoperformaScissorsmaneuverandrollsa9,+6fortheZeke’sTurnrating—aneasysuccess.ThatallowshertomovetheZekejustonehexforwardthismove,andturninbehindthe Hurricane.

Attack Phase:Nowit’stimefortheAttackphase.Again,theHurricanehasnoshots,sotheAlliedplayertakestheonlyshothehas,theP-40ontheTony.TheP-40hasfiveattackdiceatrange2,andthetargetnumberforshootingattheTony’s8o’clockis5.TheP-40gains+1oneachdiebecauseit’saVeteranpilotattackinganAveragepilot.TheAlliedplayerrolls6,6,4,4,and1,whichbecomes6,6,5,5,and2.Twounmodified6’sandtwo5’sgivehim6hits,whichbeattheTony’svitalarmor,destroyingitoutright.TheTonyisshotdowninflames!

BecausetheTonywasdestroyedbeforeitcouldfire,itdoesn’tgettoattackthisgameturn.TheAxisplayerresolvestheZeke’sattack.Ithasfourattackdiceatrange2,andisshootingatthe4o’clockarc,targetnumber5.However,theHurricaneisnowdamaged,sotheZeke’sKillerInstinctspecialabilitynowapplies,giving it a bonus attack die. The Zeke gains a +1 bonus per die because of the comparativepilotquality.Therollsare5,4,3,2,and1,whichbecome6,5,4,3,and2—only2hits(onlyunmodified6’scountdouble),whichisn’tenoughtobeattheHurricane’sarmor3.It’sclose,buttheHurricaneisasturdyplane,andtheZekecan’t quite get enough rounds on target this time.

Page 24: RULEBOOk - WordPress.com...For your first game, use the Battle of Britain: Dogfight scenario below. For future games, try out different Battle of Britain scenarios (see page 28) or

24

Example of Play > Game Turn 3

TURN 3Initiative Phase: TheAxisplayerwinsinitiativeyetagainwitharollof11to4.BecausetheAxisplayerwoninitiative,shegetstomovethelastplaneintheMovement phase—both Allied aircraft must conduct their moves before she does.

1.TheHurricanechoosesspeed3,andsucceedsinaTightTurncheck.

2.TheP-40choosesspeed2,andmakesanormalturnsothatitsgunsarecoveringtheHurricane’stail,andviceversa.

3.ThentheAxisplayermovestheZeke.Shechoosesspeed3,andtriestogetontheP-40’stailwithanotherTightTurn,whichsheeasilysucceedson(Zekesarenimble).TheAlliedplayermayhavemadeaseriousmistakebytryingtocovertheHurricanewiththeP-40!

Attack Phase: TheAlliedplayergetsthefirstshot.TheP-40hasnoshot,ofcourse,buttheHurricanecanfire.Itonlyhastwoattackdiceatrange3,andit’sshootingintotheZeke’s12o’clockarc(targetnumber5).TheZeke’sExpertDogfighterabilitymeansthattheHurricanetakesa–1penaltyperdie.TheHurricanerollsa4anda3,andscoresnohits.ThentheAxisplayergetstomakeherattackwiththeZeke.TheZekehassevenattackdiceatrange1,andit’srightontheP-40’stail(targetnumber4).Bothpilotsarethesamequality,andnospecialabilitiesapply.Sherolls6,5,5,4,4,3,and2,totaling6hits.ThatcertainlybeatstheP-40’sarmorof4,andfalls one short of its vital armor 7. A lot of other fighters would go down under that kindofpunishment,butP-40sareveryruggedplanes,anditstaysintheairaftertaking 1 point of damage.

Afterthreegameturns,it’soneveteranZekeagainstadamagedHurricaneandadamagedP-40.TheAlliesholdtheedge,butit’sstillanybody’sgame!

1.

2.

3.

Page 25: RULEBOOk - WordPress.com...For your first game, use the Battle of Britain: Dogfight scenario below. For future games, try out different Battle of Britain scenarios (see page 28) or

25

ADVANCED RULESWhenyou’vemasteredthebasicsofmovementandattack,you’rereadytoaddacoupleofnewruleselementstoyourgames.Tailingprovidesaninitiativebonus,makingitmore likely that an aircraft in an advantageous position will be able to set up an attack bymovingafteritstargetmoves.Statusallowsyoutopositionyouraircraftforbanking,climbing,ordiving,givingyousomeveryusefulbenefitsinmovement,attack,anddefense.

ADVANCED INITIATIVE RULESWhenyouplayagameundertheadvancedrules,addtwonewrulestotheInitiativephase: Tailing and Choosing Turn Position.

TAILINGGetting behind your opponent is the most fundamental air combat tactic—you can attack him,andhecan’tattackyou.Thisisrepresentedinthegamebytailing.Todeterminewhichaircraftareintailingpositions,checkthemapatthebeginningofeachInitiativephase. An aircraft is tailing an enemy plane if:

• Thetailingaircraftis1to4hexesfromthetailedaircraft.

• The tailing aircraft is in the rear half of the tailed aircraft’s facing.

• The tailed aircraft is in the front half of the tailing aircraft’s facing.

• Both aircraft are within 1 altitude of each other.

Ifyouaretailingmoreofyourenemy’saircraftthanyourenemyisofyours,youhavethetailingadvantage,andyougeta+2bonusonyourinitiativeroll.Ifyou’reeachtailingthesamenumberofaircraft,noonegetsthisbonus.

ChOOSING TURN POSITIONWhenyouwininitiative,youcanchoosewhetheryouarethefirstplayerorthesecondplayerforthegameturn.It’susuallymoreadvantageoustobethesecondplayer,butthefirstplayergetstomakethefirstattackoftheAttackphase,andinsomecircumstancesthat’s better than being able to move after your opponent moves.

Page 26: RULEBOOk - WordPress.com...For your first game, use the Battle of Britain: Dogfight scenario below. For future games, try out different Battle of Britain scenarios (see page 28) or

26

ADVANCED MOVEMENT RULESThe advanced rules add an important new component to aircraft movement: status

AIRCRAfT STATUSWhenyoufinishmovinganaircraft,youmaysetupforyourattacksthisgameturnandmaneuversnextgameturnbybankingorincliningthemodelonitsbase.Youdon’thavetochooseastatusifyoudon’twantto—ifyoudon’tchooseanystatus,youraircraftissimplyinaneutralstatus,withnoadvantagesordrawbacks.Anaircraftretainsitscurrentstatusuntilitmovesagainonthenextgameturn.

Required Maneuver: Aircraft that begin the Movement phase with a status are required to perform or attempt specific maneuvers before they do anything else in theircurrentmove.Youmustmeet(orattempttomeet)arequiredmaneuverinthefirsthexyouenterduringyourplane’smove.Afterthat,youarefreetocontinueyourmovenormally,butofcourseyoumayhavealreadyusedyouronedifficultmaneuver for the move in performing the required maneuver.

DIVING STATUS (NOSE DOWN)

• You can attack an enemy 1 altitude below you. You get a +1 bonus on each attack die when attacking an enemy below you.

• Ifyoubeginyourmoveindivingstatus,youarerequiredtoPowerDive.• You can’t select Diving status at altitude 1.

EVADING STATUS (BANkING LEfT OR RIGhT)• Enemiesgeta–1penaltyoneachattackdiewhenattackingyou.• Yougeta–1penaltyoneachattackdie.• IfyoubeginyourmoveinEvadingstatus,youarerequiredtoturnorattempta

Tight Turn in the same direction you’re evading.

CLIMBING STATUS (NOSE UP)• You can attack an enemy 1 altitude above you.• Enemy aircraft with a better Climb bonus than yours get a +1 bonus on each

attack die when attacking you.• IfyoubeginyourmoveinClimbingstatus,youarerequiredtoClimb.Yougeta

+4 bonus on your Climb maneuver check.• You can’t select Climbing status at altitude 6.

Climbing(noseup) Evading(bankingleftorright)Diving(nosedown)

Aircraft Status

Page 27: RULEBOOk - WordPress.com...For your first game, use the Battle of Britain: Dogfight scenario below. For future games, try out different Battle of Britain scenarios (see page 28) or

27

ADVANCED ATTACk AND DEfENSE RULESThe statuses described under Advanced Movement Rules also affect your aircraft’s ability to attack and avoid attack.

fIRING ARC AND ALTITUDEAn aircraft with Diving status can attack targets at its altitude or at the altitude 1 lower.

ATTACk BONUSES AND PENALTIESInadditiontopilotqualityandseveredamage,yourattackrollcanalsobemodifiedby the status of the attacking aircraft and the target aircraft.

Evading Status:Ifthetargetortheattackingaircrafthavetheevadingstatus,youtakeanattackpenaltyof–1perdie(ortwoattackpenaltiesifbothareevading).

Climbing Status: If the target aircraft has the Climbing status and your attacking aircrafthasabetterClimbratingthanthetarget,yougetanattackbonusof+1perdie.

Diving Status: If your attacking aircraft has the Diving status and the target aircraft is1altitudelower,yougetanattackbonusof+1perdie.

DESIGN NOTES: STATUS Choosingastatusallowsyoutogainapowerfulbenefit,usuallythisgameturn,in

exchangeforgivingyouropponentinformationaboutwhatyouraircraftisgoingtohavetodonextgameturn.Itaddsalittletouchofextrarealismtothegame’smovementrules,sinceaircraftwithstatuschoiceshavetocommittofairlyrealisticbehaviors.Ifyounoseoveronanenemybelowyou,you’relikelytodivepasthimafteryourattack;ifyoutrytoout-climbanenemywhoseplaneclimbsbetterthanyours,you’reaskingfortrouble.

Thedifferentmodesalsoprovideyouwithmoretacticalgameplay.Forexample,ifyoufindyou’rethefirstplayerforthegameturn,youcanbereasonablysurethatan aircraft you move early in the Movement phase isn’t going to get a good shot at anenemyplane—so,ifyouhavetomoveearly,it’sagoodideatochooseEvadingstatusfortheextradefense.Divingstatusoffersanexcellentattackbonus,buttouseityou’llhavetogetanaltitudeadvantageoveryourprospectivetarget,whichmeans that on any given game turn climbing might be a good idea.

Bestofall,adjustingyourminiature’sposejustlookscool!

Page 28: RULEBOOk - WordPress.com...For your first game, use the Battle of Britain: Dogfight scenario below. For future games, try out different Battle of Britain scenarios (see page 28) or

28

SCENARIOSWhen you play the Axis & Allies Air Force Miniaturesgame,youandyouropponentchoose a scenario. You can use one of the Battle of Britain scenarios designed for play withminiaturesincludedintheStarter,oryoucanchooseastandardscenarioforusewith any Axis & Allies Air Force Miniatures aircraft.

BATTLE Of BRITAIN: INTERCEPT ThE INTERCEPTORSBritish doctrine called for their Hurricanes to attack the Germanbombers,whiletheSpitfiresweresupposedtoengageanddestroytheBf109s.TheHurricanesusually tried to avoid the enemy fighters when they could.Inturn,theGermanBf109shadthemissionofintercepting and destroying the British fighters before they reached the German bombers. Things didn’t always go as planned.

Flights: TheAxisplayerstartswith2Bf109Eaircraftat altitude 3. The Allied player starts with 2 Hurricane Mk I aircraft at altitude 2.

Battle Map: Set up the map sections and deploy aircraft as shown.

Winning the Scenario: The Allied player wins if both of his or her aircraft reach altitude 5 without taking anydamage.Otherwise,thefirstplayertoshootdownan enemy aircraft wins.

BATTLE Of BRITAIN: LIMITED fUELOne of the serious challenges confronting the Luftwaffe was the fact that the air battlestookplaceoverBritishsoil,atsomedistancefromtheGermanbases.TheBf109Ewasanexcellentfighter,butdidn’thaveaverylongrange.InsomemissionstheGerman fighters had to turn back after only 10 minutes of fighting over the target area. WhentheBf109shadtoleaveearly,theGermanbomberswereveryvulnerabletoattack from the British defenders.

Flights: TheAxisplayerstartswith2Bf109Eaircraft,aBf110,and2bombertokensat altitude 4. The Allied player starts with 2 Hurricane Mk I aircraft and a Spitfire Mk I Ace at altitude 3.

BOMBER STATSThebombertokensinthisscenariorepresenttwo-engineHeinkelHe111mediumbombers. They have the following characteristics:

Armor 3

Vital Armor 8

Hit Points 5

Speed 2

Point Value 40

Thebomberscanonlyturnorflystraight,andcan’tperformanyothermaneuvers.Eachbomberhasdefensivemachineguns:Attack3atrange1,andAttack2atrange 2. It can attack in any direction.

Page 29: RULEBOOk - WordPress.com...For your first game, use the Battle of Britain: Dogfight scenario below. For future games, try out different Battle of Britain scenarios (see page 28) or

29

SCENARIOSWhen you play the Axis & Allies Air Force Miniaturesgame,youandyouropponentchoose a scenario. You can use one of the Battle of Britain scenarios designed for play withminiaturesincludedintheStarter,oryoucanchooseastandardscenarioforusewith any Axis & Allies Air Force Miniatures aircraft.

BATTLE Of BRITAIN: INTERCEPT ThE INTERCEPTORSBritish doctrine called for their Hurricanes to attack the Germanbombers,whiletheSpitfiresweresupposedtoengageanddestroytheBf109s.TheHurricanesusually tried to avoid the enemy fighters when they could.Inturn,theGermanBf109shadthemissionofintercepting and destroying the British fighters before they reached the German bombers. Things didn’t always go as planned.

Flights: TheAxisplayerstartswith2Bf109Eaircraftat altitude 3. The Allied player starts with 2 Hurricane Mk I aircraft at altitude 2.

Battle Map: Set up the map sections and deploy aircraft as shown.

Winning the Scenario: The Allied player wins if both of his or her aircraft reach altitude 5 without taking anydamage.Otherwise,thefirstplayertoshootdownan enemy aircraft wins.

BATTLE Of BRITAIN: LIMITED fUELOne of the serious challenges confronting the Luftwaffe was the fact that the air battlestookplaceoverBritishsoil,atsomedistancefromtheGermanbases.TheBf109Ewasanexcellentfighter,butdidn’thaveaverylongrange.InsomemissionstheGerman fighters had to turn back after only 10 minutes of fighting over the target area. WhentheBf109shadtoleaveearly,theGermanbomberswereveryvulnerabletoattack from the British defenders.

Flights: TheAxisplayerstartswith2Bf109Eaircraft,aBf110,and2bombertokensat altitude 4. The Allied player starts with 2 Hurricane Mk I aircraft and a Spitfire Mk I Ace at altitude 3.

BOMBER STATSThebombertokensinthisscenariorepresenttwo-engineHeinkelHe111mediumbombers. They have the following characteristics:

Armor 3

Vital Armor 8

Hit Points 5

Speed 2

Point Value 40

Thebomberscanonlyturnorflystraight,andcan’tperformanyothermaneuvers.Eachbomberhasdefensivemachineguns:Attack3atrange1,andAttack2atrange 2. It can attack in any direction.

Battle Map: Set up the map sections to create a battle map.Themapisfixedinplace—anyplanethatfliesofftheedgeisconsideredtohaveretreated,buttheBf109sareallowed to leave by the south edge of the map without giving the British player victory points.

Special Rules: This scenario ends after 5 game turns. TheBf109shavetoleavethesouthedgeofthemapbythe end of game turn 4 or they count as destroyed. Until theyareattacked,thebomberscan’tturn.

Winning the Scenario: TheAxisplayerwinsifneitherbomberisdamagedbytheendofthescenario.Otherwise,the player with the most victory points at the end of game turn 5 wins.

BATTLE Of BRITAIN: SChNELLBOMBEREarlyinthewar,thetwin-engineBf110wasquitesuccessfulfightingagainstcountriesthatdidn’thavethemostmodernequipment,orwhenitstruckwiththeadvantageofsurprise.However,theGermansdidn’thavemuchsuccessusingitasafighterduringtheBattleofBritain.WhiletheBf110hadexcellentfirepower,goodrange,andgoodspeed,itlackedthemaneuverabilityofthemodernsingle-enginefighters.AftertheGermansdiscovereditsvulnerabilityindogfights,theyemployedtheBf110asalightattackaircraftinso-calledSchnellbomber(“fastbomber”)missions.Itcouldn’tcarryasmuchordnanceastheHeinkelHe111,butitwasbetterabletodefend itself against interceptors.

Flights: TheAxisplayerstartswithaBf109EandaBf110 at altitude 3. The Allied player starts with 2 Spitfire Mk I Aces at altitude 3.

Battle Map: Set up the map sections and deploy aircraft as shown.

Winning the Scenario: The first player to score 60 victory points wins the scenario. At the end of each gameturn,theBf110endsataltitude1withoutattemptinganydifficultmaneuvers,andtheAxis player scores 10 victory points from strafing targets on the ground.

Spit

109 109110

bomber bomber

Hurr Hurr

109

110

Page 30: RULEBOOk - WordPress.com...For your first game, use the Battle of Britain: Dogfight scenario below. For future games, try out different Battle of Britain scenarios (see page 28) or

30

STANDARD SCENARIOIf you collect additional Axis & Allies Air Force Miniaturesaircraft(availableinboosterpacks),youcanaddmoreaircrafttypestoyourcollection,includingfamousplanessuchastheAmericanP-40WarhawkorP-51Mustang,theSovietYak-1,theItalianMacchiC.202,andtheJapaneseA6M2Zero.IntheStandardScenario,youchooseaflightoffightersfromyourcollection,andtakeonanotherplayerwhoselects his or her or her own flight of enemy fighters.

1. Build a Flight. One player creates an Allied flight that costs 100 points or less. TheotherplayercreatesanAxisflightthatcosts100pointsorless.

2. Set Up the Battle Map. Lay out the map sections.

3. Roll for Advantage. Roll a die to determine which player has the starting advantage.

4. Roll for Starting Situation. Roll a die and use the starting situation of that number; see the Starting Situations section below.

5. Deploy Aircraft. The player without the starting advantage places his or her aircraftwithinthebluesetuparea,facinginthemarkeddirection.Thentheplayer with the starting advantage places his or her aircraft within the red setup area,facinginthemarkeddirection.

6. Start Playing! Follow the Sequence of Play on page 8.

ChOOSING SIDESIn an Axis & Allies Air Force Miniatures game,oneplayeristheAxisplayerandtheotheristheAlliedplayer.Youcanbuildflightsofanynationality,butonlyaircraftfromAxiscountriescanbepartofanAxisflight,andviceversaforAlliedaircraft.

Axis: Germany,Italy,Japan,Romania,Finland,VichyFrance,andotherAxisnations.

Allies:UnitedStates,UnitedKingdom(includingAustralia,Canada,SouthAfrica),SovietUnion,France,Poland,andotherAlliednations.

BUILDING fLIGhTSYou can spend up to 100 points to build your flight. Your flight must have at least twoaircraft,andcan’thavemorethanfive.Normally,oneplayerbuildsanAlliedflightwhiletheotherbuildsanAxisflight.

STARTING SITUATIONSThefollowingdiagramsshowsixdifferentstartingsituationsforthebattle,alongwith the setup positions for each side.

Advantaged Position: Inscenarios4,5and6,onesidebeginswithabetterposition than the other. The better position is marked as the red advantaged position.Ifyousetupintheadvantagedposition,you’retheadvantagedplayerforthe game. You need to score more victory points to win as the advantaged player than as the disadvantaged player.

Page 31: RULEBOOk - WordPress.com...For your first game, use the Battle of Britain: Dogfight scenario below. For future games, try out different Battle of Britain scenarios (see page 28) or

31

No advantage

Blue player begins with 10 victory points

Blue player begins with 30 victory points

No advantage

Sit

uat

ion

1

altitude 3

starting area

altitude 3

starting area

Sit

uat

ion

4

altitude 2

starting area

altitude 3

starting area

Sit

uat

ion

2

altitude 3

starting area

altitude 3

starting area

Sit

uat

ion

3

altitude 3

starting area

altitude 3

starting area

Sit

uat

ion

6

altitude 3

starting area

altitude 3

starting area

Sit

uat

ion

5

altitude 2

starting area

altitude 3

starting area

Blue player begins with 20 victory points

No advantage

WINNING ThE STANDARD SCENARIOThe first player to score 60 points wins the game. If both players reach 60 points in the samegameturn,thentheplayerwhoachievesthehighestscorewins.Youscorepointsfor the following:

• Wheneveryoudestroyanenemyaircraft,youscorevictorypointsequaltoitscost.

• Wheneveranenemyaircraftretreatsfromthebattle,youscorevictorypointsequaltohalf its cost.

• Inthreeofthestartingsituations,thedisadvantagedplayer(intheblueposition)begins the game with bonus victory points.

Thegameendswhenoneplayerwins,orwhenoneplayerhasnoaircraftremaining.Ifneitherplayerhasreached60pointsbythetimethegameends(usuallybecauseoneplayer’saircraftretreated),thentheplayerwiththemostaircraftremaininginthegamewins.

Page 32: RULEBOOk - WordPress.com...For your first game, use the Battle of Britain: Dogfight scenario below. For future games, try out different Battle of Britain scenarios (see page 28) or

32

PILOT SURVIVAL It’snotimportantinastandardscenario,butsomecustom-designedscenariosor

campaigns track pilot attrition. If it’s important to know what happens to the pilot ofadestroyedaircraft,rolladie.Ona4orhigher,thepilotsurvives.Add+1ifthebattletakesplaceoverfriendlyterritory,or–1ifthebattletakesplaceoverenemyterritory.Pilotswhodon’t“survive”aren’tnecessarilykilled—theymightbecaptured,orinjuredbadlyenoughtobeoutofthewarforalongtime.

BOMBER ESCORT SCENARIOThe primary means for projecting airpower in World War II was the bomber. Any seriousattackonenemygroundforces,infrastructure,ornavalunitsrequiredthe delivery of heavy bomb payloads. Enemy fighters often intercepted bomber missions,whichwereinturnprotectedbyfighterescorts.Inthebomberscenario,oneplayerprotectsalarge,slowbomberasitmakesitswayacrossthebattlemap,while the other player attempts to shoot it down.

BUILDING fLIGhTSBoth players have 100 points to construct flights offighters.Inaddition,theplayerescortingthebomber gets 2 bombers. You need to score more victory points to win as the advantaged player than as the disadvantaged player.

Bom

ber

Esc

ort

Scen

ario

Map

starting area

starting area

altitude 4

BO

MB

ER

STA

TS

The bombers in this scenarioaremedium-sized,two-enginebomberssuchastheB-25Mitchell,G4M“Betty,”orJunkersJu88.Theyhavethefollowing characteristics:

Armor 4

Vital Armor 9

Hit Points 5

Speed 2

The bombers can only turnorflystraight,andcan’t perform any other maneuvers. Each bomber has defensive machine guns: Attack 3 at range 1,andAttack2atrange2. They can fire in any direction.

Page 33: RULEBOOk - WordPress.com...For your first game, use the Battle of Britain: Dogfight scenario below. For future games, try out different Battle of Britain scenarios (see page 28) or

33

SETUPTheescortingplayersetsupfirstinthebluearea.Thebombersmustbeatleast3hexesapart.Useproxymodelstorepresentthebombers(anythingthatcanserveasamarkerwilldo).

WINNING ThE BOMBER ESCORT SCENARIOIfbothbombersreachtheoppositesideofthemap,theescortingplayerwins.Ifneitherreachestheoppositeside,theinterceptingplayerwins.Ifonebomberreaches,thentheplayer who destroys the highest point value of enemy fighters.

OPTIONAL RULESYou may use the optional rules in this section to add further depth and realism to your games.

CONSTRUCTING YOUR OWN SCENARIOSYou can create scenarios of your own that reflect particular engagements or battles. For example,youcouldcreateascenariothatpitsFrenchaircraftagainstGermanaircrafttorecreateanengagementintheBattleofFrance,orJapaneseaircraftagainstUSaircrafttorepresent an air battle over the Solomon Islands in the South Pacific.

YEAR RESTRICTIONSYoucanrestrictflightbuildingbyspecifyingayearforthescenario.Forexample,ifyouchoose1942astheyearyourscenariotakesplace,thenanyaircraftwithanavailabilityof1943orlaterwouldn’tbeeligibleforuseineitherplayer’sflight.

hISTORICAL ThEATER RESTRICTIONSOfthemanyairforcesinvolvedinWorldWarII,mostonlyoperatedinoneortwoofthegrandtheatersofaction.Forexample,GermanaircraftneverflewinthePacifictheater.Bychoosingatheaterforyourscenario,youcanrequireplayerstobuildflightsofaircraftthatwould at least have had a chance of being present in the same patch of sky at some point during the war.

Europe, Western Front: Axis:Germany,Italy,VichyFrance.Allies: Britain,Canada,France,Netherlands,Poland,UnitedStates.

Europe, Eastern Front: Axis: Germany,Finland,Romania.Allies: Poland,SovietUnion.

China and Southeast Asia: Axis:Japan. Allies: Australia,Britain,China,France,Netherlands,UnitedStates.

Mediterranean: Axis:Germany,Italy,Romania,VichyFrance.Allies: Australia,Britain,France,UnitedStates,SouthAfrica.

South Pacific: Axis: Japan.Allies: Australia,Britain,UnitedStates.

Page 34: RULEBOOk - WordPress.com...For your first game, use the Battle of Britain: Dogfight scenario below. For future games, try out different Battle of Britain scenarios (see page 28) or

34

SPECIAL CONDITIONSNot all air battles took place in bright daylight and clear skies. Weather often played acrucialroleinshapingtheaerialbattlefield,andmanyairraidstookplaceatnight.Antiaircraft fire from flak batteries presented aircraft with a constant threat over important ground targets or enemy warships. These special conditions aren’t included inthestandardscenario,butyoucanincorporatetheminyourgamestoprovidemorerealistic aerial encounters.

CLOUDSCloudscanplayanimportantroleinanaerialencounter,offeringapilotintroubleasaferefuge,orhidingnearbyenemiesfromsight.

Cloudscomeinfourbasictypes:solid,heavy,light,andclear.Solidcloudsofferfewstretchesofclearair,andareveryeasytohidein.Heavycloudshavelargeopenbreaksorgaps.Lightcloudsarejustasthickassolidorheavyclouds,butthey’resmallerandfartherapart,leavingmoreclearairbetweenthem.Clearairisprettymuchdevoidofclouds.

Cloudcoveroftenvariesatdifferentaltitudes.Forexample,abattleareamightbeclearataltitude1,solidlycoveredataltitude2,lightlycloudyataltitude3,andclear

at altitude 4 and 5. Changing altitude allows pilots to take advantage of these changing conditions—a pilot could dive down into a solid layer to get away from trouble,orclimbupintointermittentcloudstokeepfrom being noticed by an enemy he intends to attack.

Todeterminewhetheranaircraftis“intheclouds,”follow the rules below:

Solid: An aircraft in a solid cloud band at the end of its move is in the clouds.

Heavy: An aircraft in a heavy cloud band at the end of its move can attempt to move into the clouds. Roll adie;onarollof3orhigher,theaircraftisintheclouds.

Light: An aircraft in a heavy cloud band at the end of its move can attempt to move into the clouds. Roll adie;onarollof5orhigher,theaircraftisintheclouds.

Clear: An aircraft in a clear band at the end of its move is not in the clouds.

Ifyouwanttostayinacloud,youmustattempttomoveintothecloudsagainonyournextgameturn.

EffECTS Of BEING IN ThE CLOUDS

Anaircraftthatis“intheclouds”followstheserules:

■ It can’t tail enemy aircraft or be tailed.

■ It can’t attack or be attacked.

■ It remains in the clouds until it moves again. SP

ECIf

IC C

LOU

D L

OCA

TIO

NS

If you want to know exactlywherecloudsareinyourscenario,youcanmark their locations on your battle map by using cottonballs,papercutouts,or other markers. In general,anisolatedcloudis1to4hexeslong,1to2hexeswide,andcovers1to3altitudebands,usuallywith its base at altitude 2 or3.Forgamepurposes,you can assume that all the clouds in the same area are about the same height and begin at the same altitude. In areas of lightcloudcover,cloudsareabout5to10hexesapart;inheavycover,clouds are about 2 to 5 hexesapart.Inthetimescale of the Axis & Allies Air Force Miniatures game,cloudsstayinplaceand don’t change for the duration of the battle.

Page 35: RULEBOOk - WordPress.com...For your first game, use the Battle of Britain: Dogfight scenario below. For future games, try out different Battle of Britain scenarios (see page 28) or

35

RANDOM CLOUD ARRANGEMENT

Ifyouwanttoaddcloudstoyourairbattles,rolladiewhenyousetupyourscenarioandconsult the following chart:

1 2 3–4 5–6

Altitude 1 Light Clear Clear Clear

Altitude 2 Solid Solid Heavy Light

Altitude 3 Heavy Heavy Light Light

Altitude 4 Heavy Light Clear Clear

Altitude 5 Light Clear Clear Clear

Altitude 6 Clear Clear Clear Clear

fLAk fIELDSWhilelightantiaircraftfireisgenerallytargetedatspecificenemyaircraft,heavyantiaircraftbatteries often employ the tactic of making a piece of the sky a dangerous place by creating a flakfield.Inspecificscenarios,onesidemayhaveoneormoreflakfieldstoplaceduringthecourse of the battle.

Flak fields follow the rules below:

Area Affected:Aflakfieldcoversanareaofsevenhexes—onecentralhex,andallsixadjacenthexes.

Altitude: Aflakfieldexistsataspecificaltitude(altitude2,3,or4).

Aircraft Attacked During Its Move: Anyaircraftenteringahexofaflakfieldmaybeattacked.Makeaflakrollineachhexofaflakfieldthatanaircraftmovesthrough.

Flak Roll: Rolladie.Onarollof1,themovingaircraftisimmediatelyattacked.Rolladie again to determine the number of attack dice in the flak attack.

Resolve Attacks Normally: The target number for a flak attack is 4. If the attack equals orexceedsthemovingplane’sarmor,themovingaircrafttakes1pointofdamage.Iftheattackequalsorexceedstheplane’svitalarmor,themovingaircraftisdestroyed.

Flakfieldsattackallaircraftthatenter,regardlessofwhetherthey’refriendly.Itwascommonfordefendingfighterstobreakoffwhenabomberformationenteredaflakfield,only to resume their attack once the bombers had passed through.

BARRAGE BALLOONSBarrageballoonsarelarge,tetheredballoonsthathelptoguardanareaagainstlow-levelair attack by creating an obstacle over the area. The strong wires between ground and balloon could damage or destroy an aircraft colliding with them. Some barrage balloons werefittedwithsmallbombsthat“slid”downthewireoncontacttoensuretheaircraft’sdestruction.

Barrage balloons follow the rules below:

Area Affected:Abarrageballoonguards1hex.

Altitude: A balloon only threatens aircraft at altitude 1.

Aircraft Attacked During Its Move:Anyaircraftenteringabarrageballoonhexmaybeattacked.Makeaballoonrollwhenanaircraftentersthehex.

Page 36: RULEBOOk - WordPress.com...For your first game, use the Battle of Britain: Dogfight scenario below. For future games, try out different Battle of Britain scenarios (see page 28) or

36

Balloon Roll:Rolladie.Onarollof1or2,themovingaircraftisimmediatelyattackedby the balloon. Roll a die:

1–2Noeffect

3–4Aircrafttakes1pointofdamage

5–6Aircraftisdestroyed

Barrageballoonsthreatenallaircraftthatenter,regardlessofwhetherthey’refriendly.

NIGhT COMBATAir-to-aircombatatnightposedmanychallengesinWorldWarII.Spottingenemyaircraft in darkness with the unaided eye was nearly impossible. Both sides developed a variety of techniques and technologies to deal with the challenge of intercepting enemy bombersattackingatnight—listeningpostsandsearchlightnetworks,fighterdirectionbyground-basedradarstations,andincreasinglycapableairborneradars.Fighter-on-fighter combat during the hours of darkness was very unusual in the early years of the war,butbythewar’sendhighlycapablenightfightersroutinelyengagedindeadlygamesofcat-and-mouseintheskiesoverGermanyorthePacific.

Night combat falls into two categories: moonlight or darkness.

EffECTS Of MOONLIGhT

Attack Penalty:Allattackssufferanattackpenalty(–1perdie).

EffECTS Of DARkNESS

No Tailing: Ignore tailing in night combat.

Requirements to Attack: An aircraft can’t attack unless it has a special ability allowing ittoattackindarkness,itisunderdirection,orthetargetisilluminated.

Attack Penalty:Allattackssufferanattackpenalty(–1perdie).

fIGhTER DIRECTION

Ground-basedradarinstallationscantrackenemyaircraftindarknessandvectorinterceptorsintoplacethroughfighterdirectionprocedures.Inanightcombatscenario,one side or the other may have fighter direction available. Fighter direction is described in terms of capacity—the number of friendly fighters that can be guided to targets in the areaatthesametime.Foreachpointofdirectioncapacityavailable,youcanprovidefighter direction to one friendly fighter.

Assigning Direction: AftertheInitiativephase,assignfighterdirectiontofriendlyaircraft. Your aircraft receives direction until you choose to reassign direction to a different aircraft in a subsequent Initiative phase.

ILLUMINATION

Batteriesofsearchlightscantrackenemyaircraftatnight,illuminatingthemforfriendlyfighterstofindandattack.Inanightcombatscenario,oneside(usuallytheonedefendingthebattleareaagainstanenemyraid)mayhavesearchlightbatteriesdeployed on the ground below.

Illumination Roll:ImmediatelybeforetheAttackphase,makeanilluminationrollforeach aircraft. Roll a die:

Heavy bomber = Illuminated on a 2+ Medium bomber = Illuminated on a 3+ Light bomber = Illuminated on a 4+ Heavy fighter = Illuminated on a 4+ Fighter or Naval Fighter = Illuminated on a 5+

Target Illuminated:Iftheilluminationrollsucceeds,thesearchlightilluminatesthetarget until the end of the game turn.

Page 37: RULEBOOk - WordPress.com...For your first game, use the Battle of Britain: Dogfight scenario below. For future games, try out different Battle of Britain scenarios (see page 28) or

37

APPENDIx USING AxIS & ALLIES AIR fORCE MINIATURES PLANES IN ThE AxIS & ALLIES MINIATURES LAND GAME

IfyouplaytheAxis&AlliesMiniatureslandgame,youcanusetheminiaturesfromtheAxis & Allies Air Force Miniaturesgamewiththelandgamerules.Thetablebelowsumsupthecost,defense, anti-personnel,andanti-tankattackratingsforaircraftthathaveappearedsofarinthisgame.

A6M2“Zeke” JP 1940 12 3 8 6 4 3 Aircraft;Antiair;Agility

A6M2ZeroAce JP 1941 14 4 9 7 4 3 Aircraft;Ace;Agility

Bf109EAce GE 1939 17 4 9 7 4 3 Aircraft;Ace;SteelyResolve2

Bf109EWingman GE 1939 14 4 8 6 4 3 Aircraft;Antiair

Bf109F“Friedrich” GE 1940 13 4 7 5 3 2 Aircraft;Antiair;Agility

Bf109G“Gustav”Ace GE 1942 17 4 8 6 3 2 Aircraft;Ace;Ruthless

Bf110C GE 1939 17 4 9 7 5 4 Aircraft

C.200SaettaRookie IT 1940 9 4 7 5 3 2 Aircraft;Antiair;Inaccurate1

C.202Folgore IT 1941 12 4 7 5 3 2 Aircraft;Antiair

C.202FolgoreAce IT 1941 15 4 8 6 3 2 Aircraft;Ace;Agility

ChannelFrontFw190A GE 1942 15 4 9 6 4 3 Aircraft;Antiair;Agility

ExpeditionaryC.200Saetta IT 1940 13 4 7 5 3 2 Aircraft;Antiair;Agility

Fw190AWürger GE 1941 14 4 9 6 4 3 Aircraft;Antiair

GuardsYak1 USSR 1941 14 4 8 6 4 3 Aircraft;Antiair

HurricaneMk1 UK 1939 13 4 7 5 3 2 Aircraft;Antiair;SteadyFiring

I-16“Abu” CH 1939 10 4 7 5 3 2 Aircraft;Inaccurate1

I-16“Ishak” USSR 1939 11 4 7 4 2 1 Aircraft;Antiair

Ki-61“Tony” JP 1943 13 4 8 6 3 2 Aircraft;Antiair

KosciuszkoHurricaneMkI PL 1940 13 4 8 6 3 2 Aircraft;Antiair

Lend-LeaseTomahawkMk.II USSR 1941 13 4 7 5 3 2 Aircraft;Antiair;SteadyFiring

MS.406“Mätimaha” FI 1940 12 4 7 5 3 2 Aircraft;Antiair

MS.406Rookie FR 1939 9 4 7 5 3 2 Aircraft;Antiair;Inaccurate1

NavyF4F-3Wildcat US 1941 12 4 7 5 3 2 Aircraft;Antiair

P-40BRookie US 1941 11 4 8 6 3 2 Aircraft;Antiair;Inaccurate1

P-40CFlyingTiger US 1941 15 4 8 6 3 2 Aircraft;Antiair;SuperiorArmor2

P-51BMustangAce US 1943 14 4 8 6 3 2 Aircraft;Ace

P-51CEscort US 1943 13 4 8 6 3 2 Aircraft;Antiair

SpitfireMkIAce UK 1940 16 4 9 7 3 2 Aircraft;Ace;Agility

TyphoonInterceptor UK 1943 19 4 8 6 5 4 Aircraft;Antiair;Rockets8

USMCF4F-4Wildcat US 1942 14 4 9 7 3 2 Aircraft;Antiair

Yak-1Rookie USSR 1941 9 4 7 5 3 2 Aircraft;Antiair;Inaccurate1

Anti-TankAnti-

Personnel

Name Nation Intro Cost Def S M S M Rules

Page 38: RULEBOOk - WordPress.com...For your first game, use the Battle of Britain: Dogfight scenario below. For future games, try out different Battle of Britain scenarios (see page 28) or

38

CreditsGame Design and Development:RichardBaker(designlead),MonsJohnson,TravisPetkovits

Additional Playtesting:JenniferClarkeWilkes,PaulClinkingbeard,JoshDillard,BrianHart,RyanMiller,MarcPeterson,JamieRarick,ChaseRobinson,RobertSchuster,SteveWarner,SteveWinter

Rules and Flavor Text Writing: Richard Baker

Editing: Bill McQuillan

Art Direction: Ryan Sansaver

Graphic Design: Ryan Sansaver and Lisa M. Douglass

3D Artists: Nick Bartoletti and Nick Isaac

Photography: Allison Shinkle

Brand Management: Brian Hart

Production Management: Godot Gutierre

Project Management: Neil Shinkle

Thanks to all our project team members and the many others too numerous to mention who have contributed to this product.

©2011WizardsoftheCoastLLC,P.O.Box707,Renton,WA98057-0707,U.S.A.ManufacturedbyHasbroSA,RoutedeCourroux6,2800Delemont,CH.RepresentedbyHasbroEurope,2RoundwoodAve.,StockleyPark,Uxbridge,Middlesex,UB11 1AZ UK. The Wizards of the Coast logo is a trademark of Wizards of the Coast LLC in the U.S.A. and other countries. AvalonHill,Axis&Allies,Hasbro,andtheirlogosaretrademarksofHASBRO,Inc.andareusedwithpermission.®denotesReg.U.S.Pat.&TMOffice.Allrightsreserved.©2011Hasbro.Colorofpartsmayvaryfromthosepictured.

Please retain company details for future reference.

30034405000001 EN

Questions?U.S., Canada, Asia Pacific, & Latin America www.wizards.com/customerservice Wizards of the Coast LLC P.O.Box707 RentonWA98057-0707 U.S.A. Tel:1-800-324-6496

(withintheU.S.) 1-206-624-0933 (outsidetheU.S.)

U.K., Eire, & South Africa Wizards of the Coast LLC c/oHasbroUKLtd. Caswell Way Reevesland Industrial Estate NewportNP194YH UNITED KINGDOM Tel:+44(0)8457125599 Email: [email protected]

All Other European Countries WizardsoftheCoastp/aHasbroBelgiumNV/SA Industrialaan 1 1702Groot-Bijgaarden BELGIUM Tel: +32.70.233.277 Email: [email protected]

Check us out on the web: Axisandallies.com

Page 39: RULEBOOk - WordPress.com...For your first game, use the Battle of Britain: Dogfight scenario below. For future games, try out different Battle of Britain scenarios (see page 28) or

39

SEqUENCE Of PLAYThegameisplayedingameturns.Duringeachgameturn,playersfollowasequenceofplay consisting of the following phases and steps:

A. Initiative Phase

Roll for initiative. The winner of the roll gets to move second—which is usually an advantageinthisgame—andisthe“secondplayer”forthegameturn.Theloseroftherollhastomovefirst,andisthe“firstplayer”forthegameturn.

B. Movement Phase

• The first player chooses one of his or her aircraft to activate and conducts its move.

• The second player chooses one of his or her aircraft to activate and conducts itsmove,unlessthesecondplayer’saircraftareoutnumbered(seetheUnequalNumberssidebar).

• Alternate activating aircraft until all aircraft remaining in the game have moved this game turn.

• Markeachaircraftthat’sfinisheditsmovewitha“MoveFinished”marker.

C. Attack Phase

• The first player chooses one of his or her aircraft to attack with and resolves its attack.

• The second player chooses one of his or her aircraft to attack with and resolves its attack.

• Alternate attacking with your aircraft until all attacks are resolved.

• Markeachaircraftthat’smadeanattackwitha“FireResolved”marker.

D. End of Turn

• Score victory points.

• Pickup“MoveFinished”and“FireResolved”markers.

Page 40: RULEBOOk - WordPress.com...For your first game, use the Battle of Britain: Dogfight scenario below. For future games, try out different Battle of Britain scenarios (see page 28) or

DIffICULT MANEUVERS

BREAk (ROLL)Make a Roll maneuver check. Success:Sidesliptothehexatyour10o’clockor2o’clockandturn1hexside(60degrees). Failure:Movestraight1hex.

BARREL ROLLMake a Roll maneuver check.

Success:Sidesliptothehexatyour10o’clockor 2 o’clock.

Failure: Movestraight1hex.

SPLIT S (ROLL)Make a Roll maneuver check.

Success:Movestraight1hex,decreasealtitudeby1,andturn2or3hexsides(120or180degrees).

Failure: Movestraight1hexanddecreasealtitude by 1.

SCISSORS (TURN)Make a Turn maneuver check.

Success:Remainincurrenthex,countingitas1hexofmovement.

Failure: Movestraight1hex.

TIGhT TURNMake a Turn maneuver check.

Success:Movestraight1hexandturn2hexsides(120degrees).

Success: Movestraight1hexandturn2hexsides(120degrees).

CLIMBMake a Climb maneuver check. Success: Movestraight1hexandincrease altitude by 1. Failure:Movestraight1hex.

POWER DIVEMake a Dive maneuver check. Success:Movestraight1hexanddecrease altitude by 1 or 2. Failure:Movestraight1hexanddecrease altitude by 1.

Break

start

successfailure

success

Split S[-1 altitude]

success

failure

start

success

success

Tight Turn

start

failure

failure

success

success

Barrel Roll

failure

success

success

start

Scissors

failure

success(remaininstartinghex)