AIR COMBAT 1930 – 1945
· Current Edition: 3.2
· Recommended scale 1/300
· Complexity: 4/10
· Level of detail: 7/10
· Avg game length 1-1½ hours
· Dice required: D10, D6
These rules operate in three dimensions while only physically using two, height being indicated beside an aircraft. Weapon effectiveness is taken into account, and the skill of your aircrew is paramount. This is varied by nation and period to get the right feel for the game. The system also caters for game balance to ensure that no game is a walkover. There are simple rules for ammunition expenditure, Flak, Bombing, Night Actions, etc.
The rules are simple enough for a player to pick up the fundamentals quickly, and to control several aircraft. Experience has shown that a players can handle about 4 planes with ease.
There are a number of optional rules to make life even more exciting for the unwary, introducing new complexities into the game, as well as offering some emerging technologies.
While the rules are quite short, they are supplemented by introductory data with over 200 selected aircraft from the main theatres of World War Two. Players will be able to see the differences caused by new designs and trying to stuff more into an old design.
SUMMARY OF CONTENTS
INTRODUCTION: Scales; Definitions; Sequence of Play
MEN AND MACHINES: Determining Crew Skills; Skill Rolls; Dazed, Wounded or Dead Aircrew; Crew Survival; Experience; Spotting; Obsolete Aircraft (Optional); Mechanical Unreliability (Optional); Destruction of Aircraft
SETTING UP A GAME AND DEPLOYMENT: Points Values; Preparing the Game; Starting the Game; Victory and Defeat; Sequence of Play
FLIGHT FUNDAMENTALS: Formations; Effect of Altitude on Performance; Tailing; Order of Movement Actions; Movement; Turning; Effects of Damage on Turning; Climbing; Zoom Climb; Climbing Half Loop; Diving; Diving Half Loop; Stacking; Variable Dive Rates; Altitude loss following a failed VPSR
SHOOTING: Guns; Arcs of Fire; Lines of Fire; Target Priority and Timing; Aircrew Shooting; Shooting Procedure; Modifiers; Hitting the Target; Automatic Hit Bonus; Ammunition Supply; Damaging the Target; Critical Hits; Effect of Formations on Shooting; Special Weapons; Combining Fire from Multiple Mounts
ATTACKING A SURFACE TARGET: Area Bombing Attacks; Hitting the Target and Bomb Damage; Ground Attack with Guns and Rockets; Hitting the Target; Guns and Rocket Damage; Anti-Shipping Strikes; Deep Penetration Raids; Kamikaze Attacks
GROUND DEFENCES AGAINST AIR ATTACK: Anti-Aircraft Batteries; Heavy Batteries; Light Batteries
NIGHT ACTIONS: Markers; Spotting at Night; Jamming and Interference; Searchlights
OPTIONAL RULES: Simplified Pilot Skill Rolls; Losing contact with the Enemy; Dark Night; Weapon Alignment; Transonic speeds; Computing Gun Sights; Aircrew Training; German Secret Weapons; Re-arming and Repairs
SETTING UP A TYPICAL GAME
AIRCRAFT DATA AND THEATRES OF USE: Understanding Aircraft Data Tables; Aircraft Theatres of Operation; Australia; France; Germany; Great Britain; Italy; Japan; Poland; Russia; United States; Aircraft Notes; Operational Theatres: North West Europe, Southern Europe and Africa, Eastern Front, The Far East, Other Theatres
APPENDIX A - A TASTER SCENARIO
APPENDIX B - AIR COMBAT FOR THE BEGINNER
APPENDIX C - TABLE OF AIRCRAFT WEAPONS
APPENDIX D – DESIGNERS’ NOTES
FIGHTER RECORD CARDS; BOMBER RECORD CARDS