AIR COMBAT 1914 – 1918
· Current Edition: 1.1.1
· Recommended scale 1/144 or 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. Different types of machine gun are taken into account, and the skill of your aircrew is paramount. The system also caters for game balance to ensure that no game is a walkover. There are simple rules for ammunition expenditure and players can handle about 4 planes each. An added feature appropriate to the period is the availability of Luck, (assuming you are lucky enough to get any).
The rules are supplemented by data for over 150 aircraft and variants from World War One, for 9 nations and three theatres. The aircraft factors illustrate the differences caused by new designs. The rules incorporate a number of options to make life even more exciting for the unwary, including obsolescence and unreliability. An optional campaign system is provided.
This product is also supported by a game data print programme on the A and A Game Engineering Website at www.aandagames.co.uk.
SUMMARY OF CONTENTS
INTRODUCTION: Scales; Definitions; Game Play Concepts
MEN AND MACHINES: Determining Pilot and Gunnery Skills; Skill Rolls; Luck; Dazed, Wounded or Dead Aircrew; Crew Survival; Experience; Spotting; Obsolete Aircraft; Mechanical Unreliability; Destruction of Aircraft; Large Bombers
SETTING UP A GAME AND DEPLOYMENT: Points Values; Preparing the Game; Starting the Game
SEQUENCE OF PLAY: Campaign Game Timer; Victory and Defeat for stand-alone games; Victory and Defeat for campaign games
FLIGHT FUNDAMENTALS: Formations; The effect of altitude on performance; Tailing; Order of Movement Actions; Movement; Turning; Climbing; Zoom Climb; Climbing Half Loop; Diving; Diving Half Loop; Stacking; Variable dive rates; Altitude loss following a failed VPSR; Leaving the table
SHOOTING: Guns; Arcs of fire; Lines of fire; Shooting between Height levels; Target priority and timing; Aircrew Shooting; Shooting Procedure; Modifiers; Hitting the target; Automatic hit bonus; Guns and Ammunitions; Damaging the target; Critical Hits; Effect of Formations on shooting
CRITICAL HIT TABLE
SPECIAL OPTIONAL RULES: Repair and Rearm; Flying Circuses
ATTACKING A SURFACE TARGET: Hitting the Target and Bomb Damage; Ground Attack with Guns; Hitting the Target with Strafing Attacks; Attacking Balloons; Strafing Trenches; Deep Penetration Raids; Ground Defences against Air Attack
A CAMPAIGN SYSTEM: Set-Up; Campaign Missions; Special Rules regarding Interaction of Certain Missions; Force Selection and Game Duration; End of Mission; Inter-Mission Phase; Prototypes
AIRCRAFT DATA: Aircraft Data; Aircraft Theatres of Operation; Austria Hungary; France; Germany; Italy; Russia; United Kingdom; United States; Aircraft Notes
AIRCRAFT THEATRE LIST: Austria-Hungary; Belgium; France; Germany (Western Front, Russian Front, Middle East); Italy; Russia; Turkey; United Kingdom Royal Flying Corps (Western Front, Middle East); United Kingdom RNAS (Western Front, Middle East); United States (American Expeditionary Force)
GAME RECORD CARDS; CAMPAIGN ROSTERS