solo rules - distant thunder
DESCRIPTION
Wings of WarTRANSCRIPT
As of 30 December 2012 1
August 24th 1914 until November 11th 1918 And further perhaps
Pensacola Wargamers
Al Hattlestad
In appreciation and memoriam to those who actually participated,
in those horrible times, 1914-1918.
These rules are based on the game designed by Andrea Angiolino and Pier Giorgio Paglia, many thanks. As
well many of rules here are derived from or outright swiped from the works of Tyneside Wargames Club,
Richard Bradley, Iain McGhee, the Pour Le Merite system and Knights of the Air as well as many ideas and
contributions from The Aerodrome, and from so many of the people who contributed so much time and effort
into providing so much data for this game.
Thanks to all of you.
The basic rules required for use here are the RAP rulebook.
This is found in Ares WW1 Rules and Accessories Pack.
Many of the items in this pack will be useful or required for many of the missions.
As of 30 December 2012 2
Dicta Boelcke Try to secure the upper hand before attacking. If possible, keep the
sun behind you.
Always continue with an attack you have begun.
Only fire at close range, and then only when the opponent is properly
in your sights.
You should always try to keep your eye on your opponent, and never
let yourself be deceived by ruses.
In any type of attack, it is essential to assail your opponent from
behind.
If your opponent dives on you, do not try to get around his attack, but
fly to meet it.
When over the enemy's lines, never forget your own line of retreat.
Tip for Squadrons: In principle, it is better to attack in groups of four
or six. Avoid two aircraft attacking the same opponent.
As of 30 December 2012 3
Table of Contents
Chapter 1 Squadron & Crew Rules 5
Chapter 2 Mission Generation 11
Chapter 3 Rewards 27
Chapter 4 Special Rules 49
Chapter 5 Optional Rules 59
Annex A Ace Skills
Annex B Critical Hit Cards
Annex C WW1 Calendar by week
Annex D Tab 1 Aircraft Data, Alphabetically
Tab 2 Aircraft Availability, Nationality & Quarter
Tab 3 Aircraft Availability, Quarter
Annex E Charts
Annex F Forms
Required Supplies:
Dice; 2 six sided, and 2 ten sided as a minimum. In some options a 20 sided might help.
At least one range stick (ruler).
A control card for each plane to be used. Control card is also referred to as pilots console.
A miniature and/or aircraft silhouette card for each plane to be used, and the appropriate maneuver deck for it.
The following markers for each control card;
1 Smoke, 1 Fire, 1 Steep, 1 Straight, 1 Reversal, 1 Kill, and 3 Jam markers.
All Target, Gun emplacements, Balloon, or Bomb cards as needed for a given mission.
Ace cards (see Annex A)
Critical Hit Cards (see Annex B)
As of 30 December 2012 4
Overview, the campaign proceeds from August 1914 until the end of the war, on a weekly basis. It is possible
to continue aerial action to include action into the 20’s with the Russian Civil War and many other conflicts
ongoing during the period. So feel free to either extend your war with original squadrons or with some of your
favorite crew into these other wars.
Each week, the player generates missions, executes those missions and then does the bookkeeping to confirm
pilots kills, losses, and so on. The aircraft will not be available early in the war to accomplish some of the
game’s missions, so you will have to reroll to find some that you can do. It will difficult to have a dogfight with
squadrons of unarmed aircraft, so you may find yourself doing a lot of reconnaissance and spotting type missions. Due to losses, your squadron will similarly have to reroll to select missions they can perform later in
the war as well.
Then getting replacement pilots and aircraft take place at the end of the month in a bookkeeping period that
allows you to settle that without having to worry about those details each week (although the replacement pilots
and planes will filter into your squadron over the next five weeks – even if that makes some of the replacements
show in a following month).
As of 30 December 2012 5
Chapter 1
Squadron Creation Each player controls 2 squadrons (one from each side) with up to a maximum of 20 pilots and observers in each squadron. No more
than half of the squadron members may be observers. This way you have your own dedicated opposing force to campaign against.
1914 all green pilots, no ace skills
1915-17 for each pilot roll a d10, if you have a 0, that pilot is an ace, and you may select an Ace Skill for the pilot. Then
reroll the d10, again, if you have a 0 gain another ace skill and repeat until you quit rolling a 0 for that pilot. For each
0 result, give the pilot 5 kills. To encourage you not to keep trying for super aces, once you hit 80 kills that pilot dies
and you now have an empty slot on your roster to represent the late ace.
1918 onwards As above, except that a 9 or 0 will count for ace skills and kills.
See Annex A for Ace Skills.
As of 30 December 2012 6
Squadron Rules At start, each player has a Fresh Squadron. At the end of each month the player checks for total of experience and checks for
Squadron Status. Based on Squadron experience, replacement pilot, aircraft, and ground crew are acquired.
Squadron Status Chart
Experience
required Unit
Aircraft
Limit
Pilot
Limit
Observer
Limit
Ground
Crew Limit
Starting Aircraft
(roll d10 for each aircraft up to aircraft limit)
Current 1 Quarters
back
2
Quarter
back
3 Quarters
back
4 Quarters
back
0 Fresh
Squadron 12 12 6 12 1 2-3 4-7 8-9 0
1000 Reserve
Squadron 16 16 8 16 1-2 3-6 7-9 0 -
3000 Combat
Squadron 20 20 10 20 1-4 5-8 9-0 - -
9000 Elite
Squadron 24 24 12 24 1-8 9-0 - - -
With this you start your squadron with aircraft from current and previous quarters of aircraft availability. Obviously in August 1914
(14Q3) you are not going to have much choice in prior quarters, so you will just move forward to current as needed. You can select
any aircraft available to your nationality or to one of your allies within the time frame. You should always prefer your own nationality
in preference – but you are only constrained here by your own sense of fairness and accuracy to historical doctrine. In many cases,
you may have to select from earlier aircraft or from allies to fill replacements as your nation has not produced new aircraft in a given
quarter.
Squadron Replacement Chart
Experience at end
of month
Replacement
Pilots Up to Squadron Limit
Replacement
Observers Up to Squadron Limit
Aircraft
Available Up to Squadron Limit
Replacement Aircraft
(roll d10 for each aircraft)
Current 1 Quarters
back
2 Quarter
back
3 Quarters
back
4 Quarters
back
-10 or lower 4 2 2 - 1-2 3-4 5-7 8-0
0 to -9 4 2 4 1 2-3 4-6 7-8 9-0
100 to 0 6 3 6 1-3 4-6 7-9 0 -
101 or higher 8 4 8 1-8 9-0 - - -
Replacement Pilots and Observers will arrive immediately, Quarters of the Year
while aircraft will be apportioned over the next five weeks as Q1 Q2 Q3 Q4
evenly as possible. This is to simulate aircraft production & January April July October
delivery times. Even if the aircraft are older ones being transferred February May August November
from other units, these would still be somewhat randomized by those March June September December
units delivery of replacement and or newer aircraft. Q1 Q2 Q3 Q4
Keep a running total of experience earned each month. Each month at the end (blank) week, consult that total and Squadron Status
and the Squadron Replacement Charts below. After determining replacements, if any, add the monthly total to the Squadron total
and see if the Squadron Status changes.
Experience is earned after each sortie for mission accomplishments (see table below), and for time elapsed in the campaign.
For each week your squadron participates, you gain 75 repair points, however you must subtract the cost of repairs from that to
determine what you have to add to your experience.
Damaged Aircraft Points -1 each
Special Damage -5 each
As of 30 December 2012 7
Mission Accomplishment Experience Awards and Losses
Mission Win Draw Lost Enemy
A/C killed
Friendly
A/C killed
Each friendly
KIA
Each friendly
WIA
Each friendly
MIA/POW
Dogfight
aka Air Superiority 3 0 -3 2 -1 -1 -1 -1
Patrol
aka Air Superiority 1 For each non-encounter patrol.
Photo recon 2 0 -2 2 -1 -1 -1 -1
Bombing 2 0 -2 2 -1 -1 -1 -1
Artillery Spotting 2 0 -2 2 -1 -1 -1 -1
Rendezvous Escort 2 0 -2 2 -1 -1 -1 -1
Photo recon 2 0 -2 2 -1 -1 -1 -1
Bombing 2 0 -2 2 -1 -1 -1 -1
Artillery Spotting 2 0 -2 2 -1 -1 -1 -1
Trench Strafing 3 0 -3 2 -1 -1 -1 -1
Stop the Convoy! 6 3 0 3 -2 -1 -1 -1
Kill the Tanks! 6 3 0 3 -2 -1 -1 -1
Airfield Attack 5 0 -5 2 -1 -1 -1 -1
Catch the train! 6 0 -6 2 -1 -1 -1 -1
Balloon Busting 4 0 -4 2 -1 -1 -1 -1
Pick Up missions Rescue Pilot
Rescue Spy
Special Date
6 0 -6 3 -2 -1 -1 -1
Drop Off missions Resupply
Spy Insertion
Pigeon Drop
8 0 -6 3 -2 -1 -1 -1
Dawn Patrol 5 0 -5 3 1 -1 -1 -1
The Bridge 7 0 -7 3 1 -1 -1 -1
LZ 41 8 0 -8 4 -2 -1 -1 -1
Quarterly Experience Worksheet example
1st month of quarter Month: Totals
Squadron Total from Previous Month From previous month 3,311
Missions Experience
Scratch space to total whatever experience you earned,
say 45 in this month
plus
4 weeks of unexpended repairs = 100 points
Add the total earned
experience this month
145
New Total Total above is.. 3,456
This is from a quarterly scratch sheet to keep a running total of your experience for you squadron, feel free to use your own system for
such bookkeeping as long as you are satisfied it will keep you in some semblance of accuracy.
As of 30 December 2012 8
Aircrew Generation First, you get to specify Nation and Service, i.e. French, Air Force – Use chapter 3 to find nations in the war, pick one and if listed
pick a service. Then specify Name, Charles De Arges – feel free to use your imagination or any of the numerous online name
generators. Now we randomize things;
Background of the character 1-5 6-8 9 0 First roll across to determine which
social class this person comes from. Then, having determined the class, roll for rank
down the given column. To determine specific
rank, go to the rewards charts in chapter 3
for the nation and service of this character and pick the lowest rank of the given type.
Lower Class Middle Class Upper Class Nobility
Enlisted 1-6 1-2 - -
NCO 7-8 3-5 1 -
WO 9 6-8 2-3 1
Officer 0 9-0 4-0 2-0
Skills of the character
1-5 6-8 9 0 Lower
class
Middle
class
Upper
class
&
nobility
First roll across to determine the primary duty
this character enters the squadron with.
Pilot Observer Gunner Support
Staff
Then roll down to determine previous duty(s).
With this you have a list of possibilities and all of them are
usable if you roll less than the given number listed. Note that
the various classes may give a plus to the required number on
different skills.
Note that Infantry and Cavalry skills are mutually exclusive.
You can only have one of them. If you roll both, then you will
just have to select which one to keep.
Aviator* 5 3 2 1 +1 +1
Infantry 3 4 3 3 +2 +1
Cavalry 2 3 2 2 +1 +2
Artillery Spotter 1 2 2 2
Gunner 1 1 5 2 +1 +2
Bombardier 2 2 2 1
Observer 2 5 2 2
Mechanic 2 2 2 5 +2
Radio Operator 1 1 1 1 +1
Photographer 1 1 1 1 +1
* A character with Aviator skill starts at the following Pilot Skills; Combat Pilot II and Acrobatics III.
Pilot Skills Skill Level Skill prerequisite Description of Skills Available.
Pilot -
All new pilots start at this skill level for combat awareness.
Ignores any enemy approach, until first shot that does
damage.
Combat
Pilot I
Only move to this level if pilot survives being shot at and damaged during a sortie.
Ignores any enemy approach from behind or above, until first shot that does damage.
Combat
Pilot II
Only move to this level if pilot survives being attacked from blind
spot and damaged during a sortie while at Combat Pilot I level.
Ignores any enemy approach from above ,until first shot that
does damage.
Combat
Pilot III
Only move to this level if pilot survives being attacked from blind
spot and damaged during a sortie while at Combat Pilot II level. This level represents combat ready for pilots.
Acrobatic Skills Skill Level Skill prerequisite Description of Skills Available.
Acrobatics
I All new pilots start at this skill level for combat acrobatics.
Acrobatics
II Advance to this level of combat acrobatics after surviving ten sorties. Crash landing survival allowed.
Acrobatics
III
Advance to this level of combat acrobatics after surviving twenty
sorties. Immelmann Loop allowed.
Acrobatics
IV
Advance to this level of combat acrobatics after surviving thirty sorties.
Immelmann Turn allowed.
As of 30 December 2012 9
Pilot Combat Attitudes Situations
Die Combat
Roll Attitude Attack Defense Survival
1-4
Aggressive
Will always try to
engage the enemy
Will always try to attack the enemy in the least
amount of cards possible.
Will always try to attack the enemy, but fly
defensibly in those attacks (avoids head on
passes and other "exchange damage moves).
Will break off combat when
aircraft has taken 75% or
more of its damage.
5-9
Passive
Will only engage
the enemy if
threatened
Will be triggered to Aggressive - Attack mode if
enemy comes within 2 rulers distance of him. Other
wise will maintain distance from him.
Will be triggered to Aggressive - Defense mode
if enemy comes within 2 rulers distance of him.
Other wise will maintain distance from him.
Will break off combat when
aircraft has taken 50% or
more of its damage.
0
Evasive
Will try to avoid
combat
Will try to evade enemy until enemy comes within
1 ruler of him. At that point he will only attack the
enemy to defend or "scare" the enemy off an attack.
Will always try to escape from the enemy in the
safest manner.
Will break off combat when
aircraft has taken any
damage.
Passive Pilots might be better used as Observers or gunners. Evasive Pilots – transfer to the infantry or use as other duties?
Character Categories Game Suggestion
Die
roll Category Rommel’s Recommendation Lower class Middle class Upper class Nobility
1 Lazy & Smart Make them commanders Promote Two Ranks (enlisted to NCO to
WO to Officer)
Promote Two Ranks (pilot to flight leader to
squadron leader)
2-5 Lazy & Dumb Mundane and/or Menial duties. Ordinary duty
6-7 Ambitious &
Smart Make them staff officers. Promote One Rank (enlisted to nco to wo)
8-0 Ambitious &
Dumb
These are dangerous and must be
eliminated. Demote, transfer, whatever you need to do to get rid of them.
Age Die
Roll
Lower
class
Middle
class
Upper
class Nobility Use this chart to get the birth year for new staff for your squadron in 1914.
As the campaign proceeds, add one to the year for each year of the game.
Thus, in game year 1917, you would add 3 to resultant year rolled up. So a roll of 5 for a
Upper class character would be 1893 plus 3 for a birth year of 1896.
If you desire to specify month and date of birth, roll a d12 for month, a d30 for date; or a d6
divided by 3 minus one to get first digit of date, and a roll of a d10 for second digit of date. Adjust this as needed to work into the real calendar.
Of course feel free to just write in whatever date you feel appropriate.
1 1886 1888 1890 1892
2 1887 1888 1891 1892
3 1888 1889 1891 1893
4 1889 1890 1892 1893
5 1890 1891 1893 1894
6 1891 1892 1893 1894
7 1892 1893 1894 1895
8 1893 1894 1895 1895
9 1894 1895 1895 1896
0 1895 1896 1896 1896
Of course, other modifiers to the birth year would be by rank. Again, feel free to modify what you think are unreasonable results.
Enlisted – no modifier NCO, add 4 years to age,
Subtract 4 years for birthyear WO, add 2 years,
Subtract 2 years for birthyear Officer, subtract 3 years, Add 3 years for birthyear
As of 30 December 2012 11
Solo Game of
AVIATOR RECORD SHEET Name
Charles Andrew Smythe
Rank & Service
Captain, RFC
Birthdate
1890 Age
24 Social Status & Title (If Any)
Middle Class
Combat Attitude:
Aggressive
Character Category:
Lazy & Smart
Attributes:
Kills:
Notes:
Pilot ■ Combat Pilot I ■
Combat Pilot II ■ Combat Pilot III □
Acrobatics I ■ Acrobatics II ■
Acrobatics III ■ Acrobatics IV □
□ □
□ □ Aviator* ■
Artillery Spotter □ Observer ■
Photographer □
Infantry □ Gunner □
Mechanic ■ □
Cavalry ■ Bombardier □
Radio Operator □ □ □ □ □ □
Ace Abilities Maneuver Abilities
Pilot only
evasion abilities
Pilot only
Personal abilities
Pilot or Crew
Technical abilities
Pilot or Crew
Combat abilities
Pilot or Crew
Acrobatic Pilot □ Good at Escaping □
Chivalrous Aptitude □
Bullet checker □ Itchy Trigger Finger □
Daredevil Pilot □ Lucky Pilot □
Strong Constitution □ Incendiary Bullets □
Perfect Aim □
Height Control □ Super Ace □ Technical Eye □ Sniper
□ Optional
Maneuver Abilities
Pilot only
Optional
evasion abilities
Pilot only
Optional
Personal abilities
Pilot or Crew
Optional
Technical abilities
Pilot or Crew
Optional
Combat abilities
Pilot or Crew
Circus Pilot □ Evasive pilot □
Always coming Home □ Exceptional Pilot □
Quick Shot □
Stunt Pilot □ Barrel Roll □
Escape & Evasion □ Expert Eye □
Loop □ Trench Runner □ Lucky Git □
Tough □
Durable □
The Pensacola Wargamers
Solo Game of
As of 30 December 2012 12
AVIATOR RECORD SHEET
August 24, 1914 – Ordered to command new squadron of RFC in the field at Pont Ver Duhac.
The Pensacola Wargamers
As of 30 December 2012 13
Virtual Pilot Rules 1 Make sure virtual pilots have forms, planes, decks, etc. set up before you begin the play.
2 As a basic rule of thumb, place manoeuver cards of the human player(s) pilots before the virtual pilot(s) do.
3 Use the direction template on the virtual pilot plane’s base to determine direction of the human controlled plane from it. Direction
will be a 1 through 12.
4 If not obvious, use a range ruler to check distance… from red dot to red dot (or post to post); (or with multi weapon aircraft – from
red dot to red dot of specific gun laid on target) will determine CLOSE or LONG range.
5 Check human controlled plane facing to the virtual pilot plane, using the 4 corners of the base for reference. Will be NOSE, LEFT,
RIGHT or TAIL.
6 Cross reference direction (1-12) (of the virtual pilot plane’s) with facing (NOSE, LEFT, RIGHT or TAIL) (of the human
controlled planes) on the range charts (CLOSE or LONG)
Finally, rather than reinvent the wheel, I recommend you download and use Richard Bradley’s Virtual Pilot System with its charts and
tables. These can be found at
http://www.tynesidewargames.co.uk/download/WoWTemplateA.pdf
http://www.tynesidewargames.co.uk/download/WingsOfWarDeckASoloRules.pdf
http://www.tynesidewargames.co.uk/download/WingsOfWarDeckBSoloRules.pdf
http://www.tynesidewargames.co.uk/download/WingsOfWarDeckCSoloRules.pdf
http://www.tynesidewargames.co.uk/download/WingsOfWarDeckDSoloRules.pdf
http://www.tynesidewargames.co.uk/download/WingsOfWarDeckESoloRules.pdf
http://www.tynesidewargames.co.uk/download/WingsOfWarDeckFSoloRules.pdf
http://www.tynesidewargames.co.uk/download/WingsOfWarDeckGSoloRules.pdf
http://www.tynesidewargames.co.uk/download/WingsOfWarDeckHSoloRules.pdf
http://www.tynesidewargames.co.uk/download/WingsOfWarDeckISoloRules.pdf
http://www.tynesidewargames.co.uk/download/WingsOfWarDeckJSoloRules.pdf
http://www.tynesidewargames.co.uk/download/WingsOfWarDeckKSoloRules.pdf
http://www.tynesidewargames.co.uk/download/WingsOfWarDeckLSoloRules.pdf
http://www.tynesidewargames.co.uk/download/WingsOfWarDeckMSoloRules.pdf
http://www.tynesidewargames.co.uk/download/WingsOfWarDeckNSoloRules.pdf
http://www.tynesidewargames.co.uk/download/WingsOfWarDeckOSoloRules.pdf
http://www.tynesidewargames.co.uk/download/WingsOfWarDeckPSoloRules.pdf
http://www.tynesidewargames.co.uk/download/WingsOfWarDeckQSoloRules.pdf
http://www.tynesidewargames.co.uk/download/WingsofWarSolorulesr.pdf
http://www.tynesidewargames.co.uk/download/WingsofWarSoloruless.pdf
http://www.tynesidewargames.co.uk/download/WingsOfWarDeckTSoloRules.pdf
http://www.tynesidewargames.co.uk/download/WingsOfWarDeckX-ABCDSoloRules.pdf
Optionally you can download and use Joaquim Pedro Ferreira’s version of Richard Bradley’s system.
Rules for this system; http://www.wingsofwar.org/forums/downloads.php?do=file&id=1063
For A, B, & S decks; http://www.wingsofwar.org/forums/downloads.php?do=file&id=1075
For C deck; http://www.wingsofwar.org/forums/downloads.php?do=file&id=1076
For D deck; http://www.wingsofwar.org/forums/downloads.php?do=file&id=1077
For F & N decks; http://www.wingsofwar.org/forums/downloads.php?do=file&id=1078
For G deck; http://www.wingsofwar.org/forums/downloads.php?do=file&id=1079
For J deck; http://www.wingsofwar.org/forums/downloads.php?do=file&id=1080
For L deck; http://www.wingsofwar.org/forums/downloads.php?do=file&id=1081
For M deck; http://www.wingsofwar.org/forums/downloads.php?do=file&id=1082
For O deck; http://www.wingsofwar.org/forums/downloads.php?do=file&id=1083
For P deck; http://www.wingsofwar.org/forums/downloads.php?do=file&id=1084
For Q deck; http://www.wingsofwar.org/forums/downloads.php?do=file&id=1085
For E & I decks; http://www.wingsofwar.org/forums/downloads.php?do=file&id=1086
For K & H decks; http://www.wingsofwar.org/forums/downloads.php?do=file&id=1087
As of 30 December 2012 15
Mission Generation
1 Missions Per Game Week At the Start of each game week; roll on the following table to generate a random number of missions for your squadron.
1-4 Generate 1 mission
5-8 Generate 2 missions
9-0 Generate 3 missions
2 Specific Missions
For each mission generated, roll d10 and assign pilots and aircraft according to the description. For purposes of
this table, flights consist of 1 to 4 (normally 2) aircraft at your discretion.
1-2 Dogfight Missions aka Air Superiority 4.1
3-5 Patrol Missions aka Air Superiority 4.2
6-7 Reroll d10 below Escort Missions*
1-3 Photo Recon 4.31
4-6 Bombing 4.32
7-9 Artillery Spotting 4.33
0 Rendezvous Escort 4.34
8 Reroll d10 below Ground Attack Missions*
1-4 Trench Strafing 4.41
5-6 Stop the Convoy! 4.42
7 Kill the Tanks! 4.43
8 Airfield Attack 4.44
9-0 Catch the Train 4.45
9 Balloon Busting* 4.5
0 Reroll d10 below Special Missions
1-5 Reroll d10 below Pickup Missions 4.6a
1-6 Rescue Pilot 4.61
7-9 Rescue Spy 4.62
0 Special Date 4.63
6 Reroll d10 below Drop Offs 4.6b
1-7 Resupply 4.66
8-9 Spy Insertion 4.67
0 Pigeon Drop 4.68
7-8 Dawn Patrol * 4.7
9 The Bridge * 4.8
Reroll d10 below Zeppelin LZ 41 Missions *
Disregard (reroll from start), if you do not have the
LZ 41 from Aerodrome or other zeppelin.
1-6 Bombing Mission 4.91
7-9 Rescue Mission 4.92
0 0 Overflight Scramble 4.93
* Roll d6: 1-3 play as above, 4-6 play as opposing side.
In this case disregard anything about drawing a damage card, the enemy is doing that mission, and you are there
to prevent it - as the patrolling friendly flight.
As of 30 December 2012 16
3 Mission Randomizers
Random Enemies Table
1-3 Fighter Flight 2 aircraft
4-5 Two-seater flight Equal chance of 1 or 2 aircraft
6 Two-seater flight plus escort fighters or bomber flight Equal chance of 1 or 2 escorts
Starting Altitude Table
Starting Altitude
D10
Roll
Cloud Cover
1-4
Scattered clouds
5-8
Full Cover
9-0
Thunderstorms
Base + 0 1-2 - - -
Base + 1 3-4 - - -
Base + 3 5-7 Starting Altitude +1 - -
Base + 6 8 Starting Altitude -1 Starting Altitude +1 Starting Altitude +0
Base + 7 9 Starting Altitude +2 Starting Altitude +3 Starting Altitude +1
Base + 8 0 Starting Altitude -1 Starting Altitude +6 Starting Altitude +2 Missions not involving ground interaction, roll for starting height, where Base refers to the first altitude peg (altitude level 1).
Once this is done, roll again to determine which column of cloud cover – determine for each type; for scattered clouds and
thunderstorms, randomly locate on the playing board before locating aircraft starting locations. For Full cover, when anyone climbs
into the cover, roll a d10 to determine the top of the cover (adding the die result to the altitude of the aircraft that climbed up there).
See Optional Rules for details on how to use clouds. Storm fronts are not simulated for games as that event would simple preclude
flight operations in or near them.
As of 30 December 2012 17
4.1 Dogfight Missions aka Air Superiority
Mission Setup
Assign at least one flight, roll once on the Random Enemies table for each flight used
Begin with Starting Altitude and Cloud Cover
Mission Randomizers.
Setup using random placement diagram to right.
Roll 2d6 to place
Then use for distance a roll of d6, with 1-3 starting
2 rulers distant, 4-6 start 3 rulers distant.
Encountered flights roll d10, with 1-5 being non-
bomb bearing, 6-0 carrying a full bomb load (if
capable) and will dump them if they take any
special damage.
This chart created by Charlie3. (would rather have actual name for credit)
To Win You must have the last remaining aircraft on the table.
As of 30 December 2012 18
4.2 Patrols Missions aka Air Superiority
Mission Setup Assign at least one flight. Draw an A-damage card. If you get any result other than zero, generate a Dogfight mission. Once this is
complete, repeat for a 2nd
and 3rd
card. You may return to base after taking part in any Dogfight, but you lose the mission unless all 3
cards have been drawn. Individual aircraft are allowed to RTB. Damage (and ammunition, if using that optional rule) carry over from
dogfight to dogfight.
For purposes of this mission only, rolls of 6 on the Random Enemies table are discarded. This may only happen once per generated
Dogfight. In addition, if no Dogfights are generated by the first two cards, the last card is not drawn, instead a Dogfight is
automatically generated.
Begin with Starting Altitude and Cloud Cover
Mission Randomizers.
Setup using random placement diagram to
right. Roll 2d6 to place
Then use for distance a roll of d6, with 1-3
starting 2 rulers distant, 4-6 start 3 rulers
distant.
Encountered flights roll d10, with 1-5 being
non-bomb bearing, 6-0 carrying a full bomb
load (if capable) and will dump them if they take any special damage.
This chart created by Charlie3. (would rather have actual name for credit)
To Win
You must have the last remaining aircraft on the table. You may return to base after taking part in any Dogfight, but you lose
the mission unless all 3 cards have been drawn (see setup section for
details).
As of 30 December 2012 19
4.3 Escort Missions Mission Setup Assign one flight to escort a single 2-seater on a mission. Draw an A-Damage card. Any Positive damage results in an enemy flight
patrolling the area.
Cards for targets, bombs, and artillery are available on Aerodrome.
See Below for Mission Targets & Defenses.
4.31
Photo Recon
The recon plane must execute a stall within ½ ruler of the target at between altitude level of 4 and 11 (and must
be below all cloud cover) to take photographs. If the observer is hit, the plane may not photograph the target.
To win, the recon plane must take photos of the target and exit from the attacker’s short table edge.
4.32
Bombing
The escorted plane must pass over the center of the target at altitude level of 2 or 3, and exit from the
attacker’s short table edge. If it passes over the center and is then shot down, the game is a draw. If it fails to
reach the target, it’s side loses. The observer must be alive to drop bombs.
4.33
Artillery Spotting
The spotter plane must stay below cloud cover and within 2 rulers of the target’s center. At the end of each
turn where this is achieved and no Special Damage is taken, draw a D-damage card for the target. Once the
target takes at least 10 points of damage, the spotter may exit from it’s short table edge. The observer must be
alive to spot targets. If the target takes 10 points of damage from artillery (the D-damage cards) you win.
4.34
Rendezvous Escort
A single 2-seater is in the middle of the battle area (on one side – and moves at slowest speed possible so as to
stay in the middle area between both sides), your flight starts from friendly side and proceeds to the 2-seater.
If any enemy aircraft are present they start on the opposite side. The 2-seater basically does not start moving
until one of you is within 2 rulers, at which point he turns to the friendly side and heads for safety. If he makes
it, you win. If he doesn’t exit off the friendly side, you lose. No draws.
To Win See escorted plane’s Mission
Mission Targets & Defenses – see RAP rulebook, pages 31-34
Random Target Table
1-3 Trench Complex Trenches & balloons are placed one ruler from the center of the table, towards their owner’s short table edge and pointed
towards the enemy’s short table edge. Multiple trenches are place ½ ruler apart.
4-6 Other
(factory, bridge, etc.) Other targets are placed one ruler from the center of the owner’s short edge.
Random Defences Table 1-2 B-firing machine guns ½ ruler to each side of the target.
3-4 Also add an A-firing machine gun ½ ruler in front of the target.
5-6 Also add two AA guns 1 ruler behind the target and 2 rulers apart.
Defending Aircraft All missions other than Dogfight or Patrol that have defending fighters present, check for placement and entry using these charts.
Random Defences Table 1-2 Aircraft are placed on the first planning phase, after the attacking aircraft.
3-4 Aircraft are placed after the first turn is complete, before the next planning phase.
5-6 Aircraft are placed after the second turn is complete, before the next planning phase.
Each defending flight picks a random card from one of their Maneuver Decks when they deploy:
If a wide sideslip card is drawn Place the flight on the long table edge corresponding to the card, on the centerline of that side.
If any turn card is drawn Place the flight on the side of the short table edge according to the turn’s direction.
If any card other than a turn is drawn Place the flight on the center of their side’s short table edge.
Starting Altitude for Defenders 1 Start d6 levels below enemy, +/- 1 level (defender’s choice), minimum level is 2
2-4 Start +/- 1 level from enemy, (defender’s choice), minimum level is 2
5-6 Start d6 levels above enemy, +/- 1 level (defender’s choice)
As of 30 December 2012 20
4.4 Ground Attack
Mission Setup Assign one flight. Draw an A-Damage card. Any Positive damage results in an enemy flight patrolling the area. Cards for truck, trench and tanks are all available on Aerodrome.
4.41
Trench Strafing Place three trench cards and random defenses using the Mission Targets & Defenses below. To win, destroy
all three trenches. At least damaging all three is a draw, any other result is a loss.
4.42
Stop the Convoy!
Place 8 truck cards in a column in the middle of table. If four of them make it off the edge the longest from
the center, the player loses. If all eight are destroyed, the player wins. Any other result is a draw.
4.43
Kill the Tanks! Place 4 tank cards and random defenses using the Mission Targets & Defenses below, ignore random
defenses section. To win, destroy all four tanks. At least damaging all four is a draw, any other result is a
loss.
To Win As per Mission requirements.
4.44 Airfield Attack Mission Setup The defenders have two aircraft on the runway. These may not take off until you make a d6 roll of 5 or 6 in the planning phase (one
roll for both). After these aircraft take off, place two more aircraft on the runway in the next planning phase. These need a roll of 4-6
to take off. The attackers have 2 flights of aircraft, and may replace the second flight with either two 2-seaters or one bomber.
To
Win
To win, the attacker must cause 20 points of damage to airfield’s building using the rules for trench strafing (bombers and
bomb carrying aircraft score points according to normal bombing rules, loads as noted in Annex D, and have at least half
their aircraft leave from their short table edge. If the attacker does not cause enough damage or loses more than half their
planes, they lose. Any other result is a draw.
4.45 Catch the Train! Modified from the orginal posted by flyinghogfish
Mission Setup An Allied raid on a enemy train station to coincide with a train unloading
Your force consists of 1 flight of a bomber, and a fighter escort; a second flight may be added.
The enemy have 1 or 2 flights of fighters to match your numbers.
Extras pieces required: Some railway sections, a station, a train and two AA-guns.
Extra rules used: Bombing, dud bombs, AA-guns, strafing, trains
Setup:
Place the railway sections across the table, from left to right, with the station placed a little way in from one side.
The track should be closer to the German end than the Allied end The station (and railway line) should be at least far enough away from the players edge that the bomber is unable to reach the station in three full turns of straights (you
might have to use the table lengthwise, it depends on how long your table is…).
Place the two AA-guns within ½ ruler of the station. The two defender planes enter from the side nearest the railway, the three player planes enter from the other side The bomber carries three bombs (numbered 1, 2 and 3). One of these is a dud.
To simulate this, after a bomb has landed, roll d6 to determine which was the dud; 1-2 was number 1, 3-4 was number 2 and 5-6 was number 3.
If the first bomb wasn’t the dud, roll d6 again after the next one lands; 1-3 boom, 4-6 dud. If that bomb worked, then obviously the last one is a dud.
The player objectives are to destroy the train station and the train. The enemy objectives are to stop this from happening.
The bomber aircraft must pass over the center of the target at altitude level of 2 or 3 to drop a bomb. Check for dud. If no dud, target destroyed.
Trains: The train is busy unloading. Place three markers on the train and remove one at the end of each full turn. At the start of the first turn after all the markers have been removed, the train can move – although, the German player can hold the train and start it moving later if he wishes. Once set in motion, the train moves forward
(the longer section of track) one rail section each phase. It cannot stop unless the track has been destroyed in front of it in which case it will come to a halt in the rail
section immediately before the damage. If that happens, the train can reverse if it spends one full turn motionless first, stopping again at the station or continuing off the
other side of the table.
Player Defender Destroy the station 4 vp For station surviving at end 2 vp
Destroy the train 2 vp For train surviving at tend 2 vp
Destroy a section of track 1 vp (once only, not cumulative) Shoot down the bomber 2 vp
Destroy an AA gun 1 vp Shooting down an enemy 1 vp
Shooting down an enemy 1 vp
To Win To win, must have destroyed station and train. To draw must have equal to or more vp than
defender. Anything else is a loss.
As of 30 December 2012 21
4.5 Balloon Busting Mission Setup Assign one flight. Draw an A-Damage card. Any Positive damage results in an enemy flight patrolling the area. Place the balloon and defenses using the Mission Setup rules, but always treat the random defenses roll as a 6. Attacking planes start
36 inches from the enemy short edge.
Unlike other missions, the base height should be adjusted to allow the balloon type to reach its maximum altitude. The attacker
always has the option of increasing the base height anywhere up to the starting height of the balloon. In any case, if the balloon is
winched down, then the base level is automatically lowered as required to keep it in play. If this would leave any aircraft more than 3
height levels above it, they are treated as if they have left the table. Ignore this section in blue if using the Aerodrome Accessories bases
or other system that keeps track of altitude.
To Win If the balloon is destroyed, the attacker wins. If the balloon reaches the ground on fire the game is a draw. Any other
result is a loss for the attacker.
Mission Targets & Defenses – see RAP rulebook, pages 31-34
Random Target Table
1-3 Trench Complex Trenches & balloons are placed one ruler from the center of the table, towards their owner’s short table edge and pointed
towards the enemy’s short table edge. Multiple trenches are place ½ ruler apart.
4-6 Other
(factory, bridge, etc.) Other targets are placed one ruler from the center of the owner’s short edge.
Random Defences Table 1-2 B-firing machine guns ½ ruler to each side of the target.
3-4 Also add an A-firing machine gun ½ ruler in front of the target.
5-6 Also add two AA guns 1 ruler behind the target and 2 rulers apart.
Defending Aircraft All missions other than Dogfight or Patrol that have defending fighters present, check for placement and entry using these charts.
Random Defences Table 1-2 Aircraft are placed on the first planning phase, after the attacking aircraft.
3-4 Aircraft are placed after the first turn is complete, before the next planning phase.
5-6 Aircraft are placed after the second turn is complete, before the next planning phase.
Each defending flight picks a random card from one of their Maneuver Decks when they deploy:
If a wide sideslip card is drawn Place the flight on the long table edge corresponding to the card, on the centerline of that side.
If any turn card is drawn Place the flight on the side of the short table edge according to the turn’s direction.
If any card other than a turn is drawn Place the flight on the center of their side’s short table edge.
Starting Altitude for Defenders 1 Start d6 levels below enemy, +/- 1 level (defender’s choice), minimum level is 2
2-4 Start +/- 1 level from enemy, (defender’s choice), minimum level is 2
5-6 Start d6 levels above enemy, +/- 1 level (defender’s choice)
As of 30 December 2012 22
4.6a Pick Ups See Below for Mission Targets & Defenses.
Mission Friendly Forces Enemy Forces To Win
4.61
Rescue
Pilot
To retrieve a pilot from enemy
territory who has landed his shotup
aircraft behind enemy lines.
Your force consists of 1 flight
of a 2-seater with empty
observer seat, and a fighter
escort; a second flight may be
added.
The enemy have 1 or 2
flights of aircraft to
match your numbers.
The rescued pilot
must leave the play
area alive. Any other
result is a loss.
4.62
Rescue
Spy
To retrieve a spy from enemy
territory who has been seeking
information on a (CLASSIFIED)
project, using sources (REDACTED)
and (REDACTED).
Your force consists of 1 flight
of a 2-seater with empty
observer seat, and a fighter
escort; a second flight may be
added.
The enemy have 1 or 2
flights of aircraft to
match your numbers.
To win, the spy must
leave the play area
alive. Any other
result is a loss.
4.63
Special
Date
Your Date for the weekend leave you
have planned has unfortunately
wound up behind enemy lines due to
the enemy offensive. You still want
the date? Go gettem!
Your force consists of 1 flight
of a single 2-seater with empty
observer seat.
The enemy has a single
fighter aircraft.
To win, the date and
you must leave the
play area alive. Any
other result is a loss.
Special Rules To land the aircraft for pickup, 1
st card is a dive, 2
nd card is a straight, 3
rd card is a stall.
The 2-seater must land at the designated retrieval point and remain stationary for 2 turns (six maneuver cards) in order for the rescued
pilot to board the aircraft, at which point they are then allowed to bring their rear gun into play.
To take off, 1st card is a stall, 2
nd card is a straight, 3
rd card is a climb; at which point the aircraft is considered to off the ground and
both guns may fire normally.
Mission Targets & Defenses – see RAP rulebook, pages 31-34
Random Target Table
1-3 Trench Complex Trenches & balloons are placed one ruler from the center of the table, towards their owner’s short table edge and pointed
towards the enemy’s short table edge. Multiple trenches are place ½ ruler apart.
4-6 Other
(factory, bridge, etc.) Other targets are placed one ruler from the center of the owner’s short edge.
Random Defences Table 1-2 B-firing machine guns ½ ruler to each side of the target.
3-4 Also add an A-firing machine gun ½ ruler in front of the target.
5-6 Also add two AA guns 1 ruler behind the target and 2 rulers apart.
Defending Aircraft All missions other than Dogfight or Patrol that have defending fighters present, check for placement and entry using these charts.
Random Defences Table 1-2 Aircraft are placed on the first planning phase, after the attacking aircraft.
3-4 Aircraft are placed after the first turn is complete, before the next planning phase.
5-6 Aircraft are placed after the second turn is complete, before the next planning phase.
Each defending flight picks a random card from one of their Maneuver Decks when they deploy:
If a wide sideslip card is drawn Place the flight on the long table edge corresponding to the card, on the centerline of that side.
If any turn card is drawn Place the flight on the side of the short table edge according to the turn’s direction.
If any card other than a turn is drawn Place the flight on the center of their side’s short table edge.
Starting Altitude for Defenders 1 Start d6 levels below enemy, +/- 1 level (defender’s choice), minimum level is 2
2-4 Start +/- 1 level from enemy, (defender’s choice), minimum level is 2
5-6 Start d6 levels above enemy, +/- 1 level (defender’s choice)
As of 30 December 2012 23
4.6b Drop Offs See Below for Mission Targets & Defenses.
Mission Friendly Forces Enemy Forces To Win
4.66
Resupply
To parachute a bundle of supplies to
friendly unit behind enemy lines.
Your force consists of 1 flight
of a 2-seater with empty
observer seat, and a fighter
escort; a second flight may be
added.
The enemy have 1 or 2
flights of aircraft to
match your numbers.
The supplies must
land intact within
one ruler of the
target. Any other
result is a loss
4.67
Spy
Insertion
To parachute a spy behind enemy
territory.
Your force consists of 1 flight
of a 2-seater with empty
observer seat, and a fighter
escort; a second flight may be
added.
The enemy have 1 or 2
flights of aircraft to
match your numbers.
The spy must land
alive and unhurt
within one ruler of
the target. Any other
result is a loss.
4.68
Pigeon
Drop
Your Date for the weekend leave you
have planned has unfortunately
wound up behind enemy lines due to
the enemy offensive. You still want
the date? Go gettem!
Your force consists of 1 flight
of a single 2-seater with empty
observer seat.
The enemy has a
single fighter aircraft.
The pigeons must
land intact within
one ruler of the
target. Any other
result is a loss.
Special Rules To Drop the bundle/spy/pigeons the two seater must fly straight for the target (kiss principle applies, we disregard winds, terrain, etc.)
for 3 maneuver cards basically, 3 straight stalls are recommended. Once that is accomplished the observer, remember the guy in the
back seat? He better still be alive and able to drop the bundle or pigeons, or able to climb out and jump in the case of the spy.
Drop Table (use d10)
D10 Result Bundle Spy Pigeons
1 Parachute doesn’t open;. Smashed junk KIA Smashed mess
2 Parachute streamers; victim killed. Smashed junk KIA Smashed mess
3-4 Parachute drags victim across ground, wound Crunched,
Contents scattered
WIA Crunched,
Birds everywhere
5 Victim hits obstacle (tree, fence, etc), wound Shatters,
contents scattered
WIA Shatters,
Birds flying home
6-0 Victim survives after landing like sack of potatoes ok ok ok
Defending Aircraft All missions other than Dogfight or Patrol that have defending fighters present, check for placement and entry using these charts.
Random Defences Table 1-2 Aircraft are placed on the first planning phase, after the attacking aircraft.
3-4 Aircraft are placed after the first turn is complete, before the next planning phase.
5-6 Aircraft are placed after the second turn is complete, before the next planning phase.
Each defending flight picks a random card from one of their Maneuver Decks when they deploy:
If a wide sideslip card is drawn Place the flight on the long table edge corresponding to the card, on the centerline of that side.
If any turn card is drawn Place the flight on the side of the short table edge according to the turn’s direction.
If any card other than a turn is drawn Place the flight on the center of their side’s short table edge.
Starting Altitude for Defenders 1 Start d6 levels below enemy, +/- 1 level (defender’s choice), minimum level is 2
2-4 Start +/- 1 level from enemy, (defender’s choice), minimum level is 2
5-6 Start d6 levels above enemy, +/- 1 level (defender’s choice)
As of 30 December 2012 24
4.7 Dawn Patrol Mission Setup The night starts to show signs of approaching dawn. Your mechanics have worked through the night to ready your aircraft for your
flight this morning. Yours is the Dawn Patrol. Friendly
Forces
Assign one flight. You may select a second flight if you wish.
Enemy
Forces
The enemy will have a flight of aircraft for each of yours.
Set Up Set up is directly opposite each other on the short distance of the game table.
Begin with Starting Altitude and Cloud Cover Mission Randomizers.
Play continues until only one side is left on the table still flying.
To Win You must have the last remaining aircraft on the table. A draw is both sides last aircraft forced off the board or shot
down in the same phase of movement/combat.
As of 30 December 2012 25
4.8 The Bridge Mission Setup
A bridge lies behind the allied lines, and it appears to be the sole trainline still functioning to maintain the allied offensive.
The Germans must destroy the bridge. The allies must prevent that from happening.
Cards for targets are available on Aerodrome. Allies setup Place a bridge in the middle of the game area and random defenses using the Mission Targets & Defenses below.
The enemy will have a flight defending that enter the board on turn 3 from the left side of the table from your entry
side. Another flight will enter from the right side of the table from your entry side on turn 6. Still another flight
will enter from the far edge away from where you entered on turn 9.
German setup
Place the bomber so that the rear is on the table, with the nose of the craft facing the center of the table (toward the
target). Assign a flight to escort one bomber into the target, set it up within 1 ruler of the bomber.
Another flight may enter on turn 10 from the same edge you entered from.
Allies get
points for…
Score one (3) points for each enemy plane shot down.
Germans get
points for…
Score 12 points for destroying the bridge.
Score one (1) point for each enemy plane shot down or forced to leave the board.
To Win The side with the most points in this scenario wins. A tie score is of course a draw.
Mission Targets & Defenses – see RAP rulebook, pages 31-34
Random Target Table
1-3 Trench Complex Trenches & balloons are placed one ruler from the center of the table, towards their owner’s short table edge and pointed
towards the enemy’s short table edge. Multiple trenches are place ½ ruler apart.
4-6 Other
(factory, bridge, etc.) Other targets are placed one ruler from the center of the owner’s short edge.
Random Defences Table 1-2 B-firing machine guns ½ ruler to each side of the target.
3-4 Also add an A-firing machine gun ½ ruler in front of the target.
5-6 Also add two AA guns 1 ruler behind the target and 2 rulers apart.
Defending Aircraft All missions other than Dogfight or Patrol that have defending fighters present, check for placement and entry using these charts.
Random Defences Table 1-2 Aircraft are placed on the first planning phase, after the attacking aircraft.
3-4 Aircraft are placed after the first turn is complete, before the next planning phase.
5-6 Aircraft are placed after the second turn is complete, before the next planning phase.
Each defending flight picks a random card from one of their Maneuver Decks when they deploy:
If a wide sideslip card is drawn Place the flight on the long table edge corresponding to the card, on the centerline of that side.
If any turn card is drawn Place the flight on the side of the short table edge according to the turn’s direction.
If any card other than a turn is drawn Place the flight on the center of their side’s short table edge.
Starting Altitude for Defenders 1 Start d6 levels below enemy, +/- 1 level (defender’s choice), minimum level is 2
2-4 Start +/- 1 level from enemy, (defender’s choice), minimum level is 2
5-6 Start d6 levels above enemy, +/- 1 level (defender’s choice)
As of 30 December 2012 27
4.91 Zeppelin LZ 41 Bombing Mission
Mission Setup A bridge lies behind the allied lines, and it appears to be the sole trainline still functioning to maintain the allied offensive.
The Germans must destroy the bridge. The allies must prevent that from happening.
Cards for bridges are available on Aerodrome.
Allies setup Place a target in the middle of the game area and random defenses using the Mission Targets & Defenses below.
The enemy will have a flight defending that enter the board on turn 3 from the left side of the table from your entry
side.
Another flight will enter from the right side of the table from your entry side on turn 6.
Still another flight will enter from the far edge away from where you entered on turn 9.
German setup
Assign one flight to escort one bomber into the target. Place the flight within one ruler of the zeppelin.
Place the zeppelin so that the rear is on the table, with the nose of the craft facing the center of the table (toward the
target). Another flight may enter on turn 10 from the same edge you entered from.
The problem with this mission is that it is far from your own base. This means your aircraft can only stay on the
board 12 turns before they must RTB (return to base). (suggestion is that you place 12 markers on each aircraft
console to indicate time on board left)
Allies get
points for…
Score 10 points for destroying the zeppelin.
Score one (1) point for each enemy plane shot down.
Germans get
points for…
Score 12 points for destroying the bridge.
Score one (1) point for each enemy plane shot down or forced to leave the board.
To Win The side with the most points in this scenario wins. A tie score is of course a draw.
Mission Targets & Defenses – see RAP rulebook, pages 31-34
Random Target Table
1-3 Trench Complex Trenches & balloons are placed one ruler from the center of the table, towards their owner’s short table edge and pointed
towards the enemy’s short table edge. Multiple trenches are place ½ ruler apart.
4-6 Other
(factory, bridge, etc.) Other targets are placed one ruler from the center of the owner’s short edge.
Random Defences Table 1-2 B-firing machine guns ½ ruler to each side of the target.
3-4 Also add an A-firing machine gun ½ ruler in front of the target.
5-6 Also add two AA guns 1 ruler behind the target and 2 rulers apart.
Defending Aircraft All missions other than Dogfight or Patrol that have defending fighters present, check for placement and entry using these charts.
Random Defences Table 1-2 Aircraft are placed on the first planning phase, after the attacking aircraft.
3-4 Aircraft are placed after the first turn is complete, before the next planning phase.
5-6 Aircraft are placed after the second turn is complete, before the next planning phase.
Each defending flight picks a random card from one of their Maneuver Decks when they deploy:
If a wide sideslip card is drawn Place the flight on the long table edge corresponding to the card, on the centerline of that side.
If any turn card is drawn Place the flight on the side of the short table edge according to the turn’s direction.
If any card other than a turn is drawn Place the flight on the center of their side’s short table edge.
Starting Altitude for Defenders 1 Start d6 levels below enemy, +/- 1 level (defender’s choice), minimum level is 2
2-4 Start +/- 1 level from enemy, (defender’s choice), minimum level is 2
5-6 Start d6 levels above enemy, +/- 1 level (defender’s choice)
As of 30 December 2012 28
4.92 Zeppelin LZ 41 Rescue Mission Mission Setup The zeppelin is going to try to save a group of spies. Place a target at the far end of the board from the friendly edge you enter on.
The zeppelin must move to the target and hover there for 3 turns (9 maneuver cards) in order to haul up the spies. After that, the
zeppelin rotates in place (3 movement cards) and heads back the way it came.
The defenders will have 1 flight arrive from 2 rulers from the target area on turn 1. A second flight will arrive on turn 12.
For the defenders to win, they must shoot down the zeppelin. For the Zeppelin team to win, they must rescue the spies and exit off the
entry area of the board. No draws allowed.
Mission Targets & Defenses – see RAP rulebook, pages 31-34
Random Target Table
1-3 Trench Complex Trenches & balloons are placed one ruler from the center of the table, towards their owner’s short table edge and pointed
towards the enemy’s short table edge. Multiple trenches are place ½ ruler apart.
4-6 Other
(factory, bridge, etc.) Other targets are placed one ruler from the center of the owner’s short edge.
Random Defences Table 1-2 B-firing machine guns ½ ruler to each side of the target.
3-4 Also add an A-firing machine gun ½ ruler in front of the target.
5-6 Also add two AA guns 1 ruler behind the target and 2 rulers apart.
Defending Aircraft All missions other than Dogfight or Patrol that have defending fighters present, check for placement and entry using these charts.
Random Defences Table 1-2 Aircraft are placed on the first planning phase, after the attacking aircraft.
3-4 Aircraft are placed after the first turn is complete, before the next planning phase.
5-6 Aircraft are placed after the second turn is complete, before the next planning phase.
Each defending flight picks a random card from one of their Maneuver Decks when they deploy:
If a wide sideslip card is drawn Place the flight on the long table edge corresponding to the card, on the centerline of that side.
If any turn card is drawn Place the flight on the side of the short table edge according to the turn’s direction.
If any card other than a turn is drawn Place the flight on the center of their side’s short table edge.
Starting Altitude for Defenders 1 Start d6 levels below enemy, +/- 1 level (defender’s choice), minimum level is 2
2-4 Start +/- 1 level from enemy, (defender’s choice), minimum level is 2
5-6 Start d6 levels above enemy, +/- 1 level (defender’s choice)
As of 30 December 2012 29
4.93 Zeppelin LZ 41 Overflight Scramble Mission Setup Alert! A zeppelin is moving through your area. You must defend it from enemy attack! Assign one flight. You may select a second flight if you wish.
The enemy will have 2 flights of aircraft for each of yours, plus another flight for the zeppelin (so they will have 3 or 5 flights to your
one or two flights).
The scenario will last 28 turns – the amount of time required to pass through your sector.
The zeppelin is set up in the middle of the battle area. Friendly aircraft enter from the friendly side, place enemy aircraft according to
Defending Aircraft tables.
To Win If the zeppelin is still flying after 28 turns, you win. If not, you lose. No draws.
As of 30 December 2012 31
Chapter 3
Pilot Personality Options
Die
Roll
Combat Attitude
Situations
Attack Defense Survival
1-4
Aggressive
Will always try to
engage the enemy
Will always try to attack the enemy in the
least amount of cards possible.
Will always try to attack the enemy, but fly
defensibly in those attacks (avoids head on passes and other "exchange damage moves).
Will break off combat when
aircraft has taken 75% or more of its damage.
5-9
Passive
Will only engage the
enemy if threatened
Will be triggered to Aggressive - Attack mode
if enemy comes within 2 rulers distance of
him. Otherwise will maintain distance from
him.
Will be triggered to Aggressive - Defense
mode if enemy comes within 2 rulers distance
of him. Otherwise will maintain distance from
him.
Will break off combat when
aircraft has taken 50% or
more of its damage.
0
Evasive
Will try to avoid
combat
Will try to evade enemy until enemy comes
within 1 ruler of him. At that point he will
only attack the enemy to defend or "scare" the
enemy off.
Will always try to escape from the enemy in
the safest manner.
Will break off combat when
aircraft has taken any
damage.
Passive Pilots might be better used as Observers or gunners. Evasive Pilots – transfer to the infantry?
Pilot Attributes Die
roll Category Rommel’s Recommendation Game Suggestion
1 Lazy & Smart Make them commanders Promote Two Ranks (pilot to flight leader to squadron
leader) 2-5 Lazy & Dumb Mundane and/or Menial duties. Ordinary duty. 6-7 Ambitious & Smart Make them staff officers. Promote One Rank (enlisted to nco to officer) 8-0 Ambitious & Dumb These are dangerous and must be eliminated. Demote, transfer, whatever you need to get rid of them.
As of 30 December 2012 32
Crew Points Crew Points are earned for various achievements during a sortie and are used to award medals. These points are separate from the
squadron experience tables.
How to Gain Crew Points shows the list of achievements, the points earned for them, and any special restrictions they may have.
How to Spend Crew Points shows the crew point costs, the items those points will purchase, and notes about what they are good for.
Note that this requires keeping track of crew points for each pilot and crewperson. Suggest the in the Forms section for this.
How to Gain Crew Points
Achievement Crew
Points Special Restrictions
Deserting the field in the face of the enemy while undamaged,
unhurt, and abandoning your comrades -10 Only applies to pilot
Being Shot Down -2 None.
Leaving the field; less than 4 points undamaged on a fighter or
2 seater.
Less than half points undamaged on a larger base bomber.
0
Leaving the field; wounded 0
Sortie Flown 1 Pilot must survive the sortie.
Chasing off an Enemy Plane 1 Must be flying when the enemy leaves the table and must
have shot at them in the last two turns.
Shoot down enemy plane 2 Must have fired at and done damage to enemy aerial target
during mission.
Shoot down enemy plane solo 3 No one else scored damage except you on the specified
enemy aerial target
Accomplish Mission 4
How to Spend Crew Points Crew
points Item Notes
25 Parachute Hopefully for a successful jump out of a stricken aircraft.
5 1 repair point To help repair damage points (add any of these purchased to the weekly squadron repair allotment)
1 E promotion Promote from one enlisted rank to the next
2 Jump W Promote from enlisted rank to warrant rank
3 W promotion Promote from one warrant rank to the next
5 Jump O Promote from warrant to officer ranks, the officer rank also had to be paid for as well, see O promotion
10 Jump O Promote from enlisted to officer ranks, the officer rank also had to be paid for as well, see O promotion
15x O promotion Promote from one officer rank to the next, at 15x level, an O-1 would cost 15 points, an O-6 90 points
100 Jump G Promote from officer to general ranks, the general rank also had to be paid for as well, see G promotion
50x G promotion Promote from one general rank to the next, at 50x level, an G-1 would cost 50 points, an G-5 250 points
Note that the ranks are pretty much fluff. Below enlisted rank E-5 you will be doing scut work and not flying. Above officer rank
O-5 you will be flying a desk instead of a plane. Yes I know that higher ranks were combat killed in aircraft in WW2, but they were
not really air crew, as these were supernumerary positions used to get air hours or qualify for combat medals as the individuals were
just gaming the system not the war. You, of course, can play the crew you generate as you wish within ability constraints of the
game, rank doesn’t really matter to game play.
As of 30 December 2012 33
When and who goes to war Enters
War
Nation
Alphabetically Alliance
Leaves
War
1914 07 28 Austro Hungary Central Powers 1918 11 03
1916 06 05 Arab Rebellion Rebel vs Central Powers 1918 11 11
1914 08 04 Belgium Entente Powers 1918 11 11
1917 10 26 Brazil Entente Powers 1918 11 11
1915 10 11 Bulgaria Central Powers 1918 09 30
1914 08 04 Canada Entente Powers 1918 11 11
1917 08 14 China Entente Powers 1918 11 11
1918 05 23 Costa Rica Entente Powers 1918 11 11
1917 04 07 Cuba Entente Powers 1918 11 11
1918 08 13 Czecho-Slovaks Entente Powers 1918 11 11
1914 08 03 France Entente Powers 1918 11 11
1914 08 01 Germany Central Powers 1918 11 11
1914 08 04 Great Britain Entente Powers 1918 11 11
1918 04 23 Guatemala Entente Powers 1918 11 11
1918 07 19 Honduras Entente Powers 1918 11 11
1916 04 24 Irish Rebellion Rebel vs Entente Powers 1918 05 01
1915 05 23 Italy Entente Powers 1918 11 11
1914 08 23 Japan Entente Powers 1918 11 11
1917 08 04 Liberia Entente Powers 1918 11 11
1914 08 02 Luxembourg Entente Powers 1918 11 11
1914 08 05 Montenegro Entente Powers 1918 11 11
1918 05 08 Nicaragua Entente Powers 1918 11 11
1917 04 07 Panama Entente Powers 1918 11 11
1916 08 27 Romania Entente Powers 1918 11 11
1914 08 01 Russia Entente Powers 1918 03 03
1914 07 28 Serbia Entente Powers 1918 11 11
1917 07 24 Siam Entente Powers 1918 11 11
1914 10 29 Turkey Central Powers 1918 10 30
1917 04 06 United States of
America Entente Powers 1918 11 11
Enters
War
Nation
By date of entry Alliance
Leaves
War
1914 07 28 Austro Hungary Central Powers 1918 11 03
1914 07 28 Serbia Entente Powers 1918 11 11
1914 08 01 Germany Central Powers 1918 11 11
1914 08 01 Russia Entente Powers 1918 03 03
1914 08 02 Luxembourg Entente Powers 1918 11 11
1914 08 03 France Entente Powers 1918 11 11
1914 08 04 Belgium Entente Powers 1918 11 11
1914 08 04 Great Britain Entente Powers 1918 11 11
1914 08 04 Canada Entente Powers 1918 11 11
1914 08 05 Montenegro Entente Powers 1918 11 11
1914 08 23 Japan Entente Powers 1918 11 11
1914 10 29 Turkey Central Powers 1918 10 30
1915 05 23 Italy Entente Powers 1918 11 11
1915 10 11 Bulgaria Central Powers 1918 09 30
1916 04 24 Irish Rebellion Rebel vs Entente Powers 1918 05 01
1916 06 05 Arab Rebellion Rebel vs Central Powers 1918 11 11
1916 08 27 Romania Entente Powers 1918 11 11
1917 04 06 United States of
America Entente Powers 1918 11 11
1917 04 07 Cuba Entente Powers 1918 11 11
1917 04 07 Panama Entente Powers 1918 11 11
1917 07 24 Siam Entente Powers 1918 11 11
1917 08 04 Liberia Entente Powers 1918 11 11
1917 08 14 China Entente Powers 1918 11 11
1917 10 26 Brazil Entente Powers 1918 11 11
1918 04 23 Guatemala Entente Powers 1918 11 11
1918 05 08 Nicaragua Entente Powers 1918 11 11
1918 05 23 Costa Rica Entente Powers 1918 11 11
1918 07 19 Honduras Entente Powers 1918 11 11
1918 08 13 Czecho-Slovaks Entente Powers 1918 11 11
As of 30 December 2012 34
The Following Charts are medals and ranks of the various nations;
Ranks by Nationality These require crew points to gain promotion. See above. Most personnel will start as E1 but, background
information of pilots & crews may indicate the individual will start as nco (E3), warrant (W1) or officer (O0)
instead.
These ranks are as accurate as I could find on the internet. In most cases, I placed English translations as the
original was just too difficult for me to translate or read in many cases. Any blame or error is strictly mine.
Medals by Nationality These awards are as specified, there is no duplication of any awards, as you achieve a medal badge etc you just
move on to the next one. If the pilot transfers service, French to American for example, you start over in the
new Nationality. But you still have the awards already achieved.
These awards are in many cases inappropriate (read that to mean, not actually available until many years
later) to the time and are really just for play balance as the nation either did not provide or did not assign any
such awards. In some cases, the list severely curtails the actual lists of medals and/or orders available to fit within this system. Any blame or error is strictly mine.
As of 30 December 2012 35
Medals Austro Hungary Germany Turkey Bulgaria For being
wounded Wound Badge Wound Badge Wound Badge Wound Badge
5 kills while
piloting Pilots Wings Pilots Wings Pilots Wings Pilots Wings
5 kills while
not piloting Aviation Badge Aviation Badge Aviation Badge Aviation Badge
10 kills Order of the Iron Crown,
knight
Iron Cross
2nd
Class
War Medal,
2nd
Class
Military Cross for
Bravery, 4th Class
20 kills Order of the Iron Crown,
knight with crossed swords
Iron Cross
1st Class
War medal,
1st Class
Military Cross for
Bravery, 3rd
Class
30 kills
Order of the Iron Crown,
Knight with
crossed swords & diamonds
War Honor Cross Medal of Merit,
2nd
Class
Military Cross for
Bravery, 2nd
Class
40 kills Order of Leopold,
First Class Military Merit Cross
Medal of Merit,
1st Class
Military Cross for
Bravery, 1st Class
50 kills
Order of Leopold,
Knights Cross
with crossed swords
Order of
The Red Eagle
Medal of Privilege,
Silver
Order of Bravery,
2nd
Class
60 kills
Military Order of
Maria Theresa,
Knight’s Cross
Pour Le Mérite
(Blue Max)
Medal of Privilege,
Gold
Order of Bravery,
1st Class
85 kills
Military Order of
Maria Theresa,
Commander’s Cross
Pour Le Mérite
(Blue Max) with oak leaves Mecidi Order
Order of Bravery,
Grand Cross
110 kills
Military Order of
Maria Theresa,
Grand Cross
Order of
The Black Eagle Osmani Order
Order of
St. Alexander
Ranks Austro Hungary Germany Turkey Bulgaria E-1 Honved Shütze private Rednik
E-2 Gefreiter Gefreiter Corporal Efreitor
E-3 Korporal Obergefreiter Sergeant Cavus
E-4 Zugsführer unteroffizer Sergeant 1st Class Ustcavus
E-5 Feldwebel Sergeant Company sergeant Bascavus
E-6 Kadett-feldwebel Vizefeldwebel Vice sergeant major Mektepli
E-7 Stabs-feldwebel Feldwebel Master Sergeant -
W-1 Offizierstellvertreter Offizierstellvertreter Ensign Podoffizer
W-2 - Feldwebel-Leutnant - -
O-0 Fähnrich Fähnrich Officer Aspirant Offizerski Kandidat
O-1 Leutnant Leutnant 2nd
Lieutenant Pod-poruchik
O-2 Oberleutnant Oberleutnant 1st Lieutenant Poruchik
O-3 Hauptmann Hauptmann Captain Kapitan
O-4 Major Major Major Maior
O-5 Oberstleutnant Oberstleutnant Lieutenant Colonel Podpolkovnik
O-6 Oberst Oberst Colonel Polkovnik
G-1 Generalmajor Generalmajor Brigadier General -
G-2 Feldmarshalleutnant Generalleutnant Major General General-major
G-3 General der Infanterie General der Infanterie Lieutenant General General-lietnant
G-4 Generaloberst Generaloberst General General
G-5 Feldmarshal Generalfeldmarshal General of the Armies -
As of 30 December 2012 36
Medals France Belgium Italy Russia
For being wounded Wound Badge Wound Badge Wound Badge Wound Badge 5 kills while
piloting Pilots Wings Pilots Wings Pilots Wings Pilots Wings
5 kills while
not piloting Aviation Badge Aviation Badge Aviation Badge Aviation Badge
10 kills War Cross with
Bronze Star
Military Decoration,
2nd
Class
War Cross,
2nd
Class
Medal of St. George,
4th Class
20 kills War Cross with
Silver Star
Military Decoration,
1st Class
War Cross,
1st Class
Medal of St. George,
3rd
Class
30 kills Military Medal War Cross Medal for Military
Valor, Bronze
Medal of St. George,
2nd
Class
40 kills Legion of Honor, Chevalier Order of Leopold II Medal for Military
Valor, Silver
Medal of St. George,
1st Class
50 kills Legion of Honor,
Officer Order of the Crown
Medal for Military
Valor, Gold Order of St. Vladimir
60 kills Legion of Honor, Commander Order of Leopold,
Knight’s Badge
Order of the Crown,
Knight Order of St. George
85 kills Legion of Honor,
Grand Officer
Order of Leopold,
Commander’s Badge
Order of the Crown,
Commander Order of St. Stanislas
110 kills Legion of Honor,
Grand Cross
Order of Leopold,
Grand Cordon
Order of the Crown,
Grand Cross Order of St. Anne
Ranks France Belgium Italy Russia E-1 Soldat 2.eme Gendarme Sodato Ryadovoj
E-2 Soldat 1.eme - - -
E-3 Caporal Caporal Caporale Efrejtor
E-4 Caporal-Chef - Caporalmaggiore -
E-5 Sergent Sergent Sergente Mladshij
E-6 Sergeant-Chef 1er Sergeant Sergente Maggiore Starshij
E-7 Major 1er Sergeant Major Maresciallo Feldfebel
W-1 Adjutant Adjutant - Podproporschik
W-2 Adjutant-Chef Adjutant-Chef - -
O-0 Aspirant Aspirant Spirante ufficiale Kadet
O-1 Sous-Lieutenant Sous-Lieutenant Sottotenente Praporshchik
O-2 Lieutenant 1.eme Lieutenant Tenente Poruchik
O-3 Capitaine Capitain Capitano StabsCaptain
O-4 Commandant Commandant Maggiore Captain
O-5 Lieutenant Colonel Major Tenente Colonnello Podpolkovnik
O-6 Colonel Lieutenant Colonel Colonnello Polkovnik
G-1 Général de brigade Colonel Brigadier Generale -
G-2 Général de division General Major Maggiore General Major General
G-3 Général de corps d’armée Lieutenant General Tenente Generale Lieutenant General
G-4 Général d’armée - Generale General
G-5 Maréchal de France - - General Field Marshal
As of 30 December 2012 37
Medals
Great Britain
Royal Army -
Royal Flying Corps
Great Britain
Royal Navy -
Royal Navy Air
Service
Great Britain
Royal Air Force 1918
Great Britain
Royal Air Force 1920
For being
wounded Wound Stripe
5 kills while
piloting Pilots Wings
5 kills while
not piloting Aviation Badge
10 kills Mentioned in Dispatches
20 kills Military Medal Distinguished Service
Medal (E)
Distinguished Flying
Medal (E)
Distinguished Flying
Medal (E)
30 kills Distinguished Conduct
Medal (E)
Conspicuous Gallantry
Medal (E)
Distinguished Conduct
Medal (E)
Distinguished Conduct
Medal (E)
40 kills Military Cross Distinguished Service
Cross Distinguished Flying Cross Distinguished Flying Cross
50 kills Distinguished Service Order
60 kills Victoria Cross
85 kills Victoria Cross & Bar
110 kills Victoria Cross & 2 Bars
Ranks
Great Britain
Royal Army -
Royal Flying Corps
Great Britain
Royal Navy -
Royal Navy Air
Service
Great Britain
Royal Air Force 1918
Great Britain
Royal Air Force 1920
E-1 Private Boy 2nd
Class Private Aircraftsman
E-2 - Boy 1st Class - Leading Aircraftsman
E-3 Lance Corporal Ordinary Seaman Lance Corporal Senior Aircraftsman
E-4 Corporal Able Seaman Corporal Corporal
E-5 Sergeant Leading Seaman Sergeant Sergeant
E-6 Company Sergeant Major Petty Officer Company Sergeant Major Chief Technician
E-7 Regimental Sergeant
Major Chief Petty Officer
Regimental Sergeant
Major Flight Sergeant
W-1 Warrant Officer 2nd
Class Boatswain Warrant Officer Warrant Officer
W-2 Warrant Officer 1st Class Chief Boatswain - -
O-0 Cadet Midshipman Cadet Cadet
O-1 Leftenant Ensign Leftenant Pilot officer
O-2 Lieutenant Sub-Lieutenant Lieutenant Flying officer
O-3 Captain Lieutenant Captain Flight lieutenant
O-4 Major Lieutenant Commander Major Squadron leader
O-5 Lieutenant Colonel Commander Lieutenant Colonel Wing commander
O-6 Colonel Captain Colonel Group Captain
G-1 Brigadier General Commodore Brigadier General Air Commodore
G-2 Major General Rear Admiral Major General Air Vice Marshal
G-3 Lieutenant General Vice Admiral Lieutenant General Air Marshal
G-4 General Admiral - Air Chief Marshal
G-5 Field Marshal Admiral of the Fleet - Marshal of the Royal Air
Force
As of 30 December 2012 38
Medals Serbia Romania Greece Poland For being
wounded Wound Badge Wound Badge Wound Badge Wound Badge
5 kills while
piloting Pilots Wings Pilots Wings Pilots Wings Pilots Wings
5 kills while
not piloting Aviation Badge Aviation Badge Aviation Badge Aviation Badge
10 kills Medal for Bravery,
2nd
Class
Military Service Medal
3rd
Class
Military Cross
3rd
Class Bronze Cross
20 kills Medal for Bravery,
1st Class
Military Service Medal
2nd
Class
Military Cross
2nd
Class Silver Cross
30 kills Medal for
Military Virtues
Military Service Medal
1st Class
Military Cross
1st Class
Gold Cross
40 kills Order of St. Sava Order of the Crown War Cross
3rd
Class
Order of Military Valor
4th Class
50 kills
Order of the White Eagle
with Swords,
Knight’s Cross
Order of the
Star of Romania
War Cross
2nd
Class
Order of Military Valor
3rd
Class
60 kills
Order of the White Eagle
with Swords,
Commander’s Cross
Order of
Michael the Brave,
3rd
Class
War Cross
1st Class
Order of Military Valor
2nd
Class
85 kills Order of the White Eagle
with Swords, Grand Cross
Order of
Michael the Brave,
2nd
Class
Royal Order
of George I
Order of Military Valor
1st Class
110 kills Order of the Star of
Karađorđe, with Swords
Order of
Michael the Brave,
1st Class
Royal Order
of the Redeemer
Order of
The White Eagle
Ranks Serbia Romania Greece Poland E-1 Borac - Sminitis Szeregowy
E-2 Kaplar - Dekaneas Starszy szeregowy
E-3 Podnarednik Caporal Lochias Kapral
E-4 - Sergeant Major Sminias Starszy kapral
E-5 Narednik Plutonier Epilochias Plutonowy
E-6 - Plutonier Major Mechanikos Sierzant
E-7 Dvajesnik Plutonier Major Set Diopos Starzy sierzant
-
W-1 - Archimechanikos Chorazy
W-2 - - - Starszy chorazy
-
O-0 Zastavnik Ikaros
O-1 - Sublocotenent Anthypolochagos Podporucznik
O-2 Vodnik Locotenent Hyposminagos Porucznik
O-3 Cetnik Capitan Sminagos Kapitan
O-4 - Major Tagmatarchos Major
O-5 Pod-polkovnik Locotenent colonel Episminagos Podpulkownik
O-6 Polkovnik Colonel Sminachos Pulkownik
G-1 - - Taxiarchos General brygady
G-2 - General major Hypostrategos General dywizji
G-3 - General locotenent Antistrategos General broni
G-4 - General colonel Strategos General
G-5 Podnik General de armata - General armii
As of 30 December 2012 39
Medals United States
Army
United States
Navy
United States
Marine Corps For being
wounded Purple Heart Purple Heart Purple Heart
5 kills while
piloting Pilots Wings Aviator Wings Aviator Wings
5 kills while
not piloting Air Medal Air Medal Air Medal
10 kills Bronze Star Bronze Star Bronze Star
20 kills Distinguished
Flying Cross
Distinguished
Flying Cross
Distinguished
Flying Cross
30 kills Silver Star Silver Star Silver Star
40 kills Distinguished
Service Medal
Navy Distinguished
Service Medal
Navy Distinguished
Service Medal
50 kills Distinguished
Service Cross Navy Cross Navy Cross
60 kills Army Medal of Honor Navy Medal of Honor Navy Medal of Honor
85 kills Army Medal of Honor
& V device
Navy Medal of Honor
& V device
Navy Medal of Honor
& V device
110 kills Army Medal of Honor
& two V device
Navy Medal of Honor
& two V device
Navy Medal of Honor
& two V device
Ranks United States
Army
United States
Navy
United States
Marine Corps E-1 Private Seaman 3
rd Class Private
E-2 Private First Class Seaman 2nd
Class Lance Corporal
E-3 Corporal Seaman 1st Class Corporal
E-4 Sergeant Petty Officer 3rd
Class Sergeant
E-5 First Sergeant Petty Officer 2nd
Class Gunnery Sergeant
E-6 Sergeant First Class Petty Officer 1st Class First Sergeant
E-7 Sergeant Major Chief Petty Officer Sergeant Major
W-1 Warrant Officer Boatswain Gunner
W-2 - Chief Boatswain -
O-0 Cadet Midshipman Cadet
O-1 2nd
Lieutenant Ensign 2nd
Lieutenant
O-2 1st Lieutenant Lieutenant (Junior Grade) 1
st Lieutenant
O-3 Captain Lieutenant Captain
O-4 Major Lieutenant Commander Major
O-5 Lieutenant Colonel Commander Lieutenant Colonel
O-6 Colonel Captain Colonel
G-1 Brigadier General Commodore Brigadier General
G-2 Major General Rear Admiral Major General
G-3 Lieutenant General Vice Admiral Lieutenant General
G-4 General Admiral -
G-5 - - -
As of 30 December 2012 40
Medals
Japan Army
Teikoku
Rikugun
Japan Navy
Teikoku
Kaigun
Portugal Netherlands
For being
wounded Wound Stripe Wound Stripe Wound Badge Wound Badge
5 kills while
piloting Pilots Wings Pilots Wings Pilots Wings Pilots Wings
5 kills while
not piloting Aviation Badge Aviation Badge Aviation Badge Aviation Badge
10 kills Order of the
Golden Kite, 8th Class
Order of the
Golden Kite, 8th Class
Military Merit
Medal, 2nd
Class Airman’s Cross
20 kills Order of the
Golden Kite, 7th Class
Order of the
Golden Kite, 7th Class
Military Merit
Medal, 1st Class
Bronze Cross
30 kills Order of the
Golden Kite, 6th Class
Order of the
Golden Kite, 6th Class
Distinguished
Service Medal Bronze Lion
40 kills Order of the
Golden Kite, 5th Class
Order of the
Golden Kite, 5th Class
Military Order
of Aviz Silver Lion
50 kills Order of the
Golden Kite, 4th Class
Order of the
Golden Kite, 4th Class
Military Order
of Christ Gold Lion
60 kills Order of the
Golden Kite, 3rd
Class
Order of the
Golden Kite, 3rd
Class War Cross
Military Order of
William, Knight
85 kills Order of the
Golden Kite, 2nd
Class
Order of the
Golden Kite, 2nd
Class
Military
Valor Medal
Military Order of
William, Commander
110 kills Order of the
Golden Kite, 1st Class
Order of the
Golden Kite, 1st Class
Order of the
Tower and Sword
Military Order of
William, Grand Cross
Ranks
Japan Army
Teikoku
Rikugun
Japan Navy
Teikoku
Kaigun
Portugal Netherlands
E-1 Nitohei Yontosuihei Soldato Soldaat der 3de klasse
E-2 Ittohei Santosuihei Segundo Cabo Soldaat der 2de klasse
E-3 Jotohei Nitosuihei Primeire Soldaat der 1ste klasse
E-4 Gocho Kimmu jotohei Ittosuihei Sargento Korporaal
E-5 Gocho Santoheiso Primeiro Sargento Sergeant
E-6 Gunso Nitoheiso Segundo Sargento Sergeant de 1e klasse
E-7 Socho Ittoheiso Sargento Adjudante Sergeant-Majoor
W-1 Rikugun Jun-i Kaigun Jun-i - Adjudant-Onderofficier
W-2 - - - -
O-0 Rikugun Shoi kohosei Kaigun Shoi kohosei Aspirante a Oficial Vaandrig
O-1 Rikugun Shoi Kaigun Shoi Alferes Tweede-Luitenant
O-2 Rikugun Chui Kaigun Chui Tenente Eerste-Luitenant
O-3 Rikugun Taii Kaigun Daii Capitao Kapitein
O-4 Rikugun Shosa Kaigun Shosa Major Major
O-5 Rikugun Chusa Kaigun Chusa Tenente-Coronel Luitenant-Kolonel
O-6 Rikugun Taisa Kaigun Daisa Coronel Kolonel
G-1 - - Brigadeiro Commodore
G-2 Rikugun Shosho Kaigun Shosho General General Majoor
G-3 Rikugun Chujo Kaigun Chujo General Luitenant-Generaal
G-4 Rikugun Taisho Kaigun Taisho - Generaal
G-5 Gensui Rikugun Taisho Gensui Kaigun Taisho - -
As of 30 December 2012 41
Medals Denmark Norway Finland Sweden
For being wounded Wound Badge Wound Badge Wound Badge Wound Badge
5 kills while piloting Pilots Wings Pilots Wings Pilots Wings Pilots Wings
5 kills while not piloting Aviation Badge Aviation Badge Aviation Badge Aviation Badge
10 kills Order of the Dannebrog,
Warrior, 2nd
Class
Knight of the
Order of St. Olav Order of the White Rose
Order of Vasa,
Knight
20 kills Order of the Dannebrog,
Warrior, 1st Class
Knight 1st Class of the
Order of St. Olav
Order of the
Cross of Liberty,
Medal of Liberty 2nd
Class
Order of Vasa,
Knight 1st Class
30 kills Order of the Dannebrog,
Knight, 2nd
Class
Commander of the
Order of St. Olav
Order of the
Cross of Liberty,
Medal of Liberty 1st Class
Order of Vasa,
Commander
40 kills Order of the Dannebrog,
Knight, 1st Class
Commander with star
of the Order
of St. Olav
Order of the
Cross of Liberty,
Cross of Liberty 4th Class
Order of Vasa,
Commander 1st Class
50 kills Order of the Dannebrog,
Commander, 2nd
Class
Grand Cross of the
Order of St. Olav
Order of the
Cross of Liberty,
Cross of Liberty 3rd
Class
Order of Vasa,
Commander Grand Cross
60 kills Order of the Dannebrog,
Commander, 1st Class
War Cross
With Sword
Order of the
Cross of Liberty,
Cross of Liberty 2nd
Class
Order of the Sword,
Silver War Cross
85 kills Order of the Dannebrog,
Grand Cross
War Cross
With 2 Swords
Order of the
Cross of Liberty,
Cross of Liberty 1st Class
Order of the Sword,
Gold War Cross
110 kills Order of the Dannebrog,
Grand Cross with Diamonds
War Cross
With 3 Swords
Order of the
Cross of Liberty,
Grand Cross
Order of the Sword,
Gold War Cross with Star
Ranks Denmark Norway Finland Sweden E-1 Flyverkonstabeleev Flysoldat Soldat Menig
E-2 Flyverspecialist Vingsoldat Underofficerselev Menig 1kl
E-3 Corporal Vingsoldat 1.klasse Korpral Vice korpral
E-4 Sergent Corporal Undersergeant Korpral
E-5 Oversergent Sersjant Sergeant Sergeant
E-6 seniorsergent - Overfaltvabel First sergeant
E-7 Chefsergent - Militarmastare Sergeant major
W-1 - - Officerselev Officerselev
W-2 - - officeraspirant officeraspirant
O-0 Sekondløjtnant - Fanrik Fanrik
O-1 løjtnant Fenrik Lojtnant Lojtnant
O-2 premierløjtnant Løytnant Premiarlojtnant Premiarlojtnant
O-3 Kaptajn Kaptein Kapten Kapten
O-4 Major Major Major Major
O-5 Oberstløjtnant Oberstløytnant Oberstelojtnant Oberstelojtnant
O-6 Oberts Oberst Oberste Oberste
G-1 Brigadegeneral Brigader Brigadegeneral Brigadegeneral
G-2 Generalmajor Generalmajor Generalmajor Generalmajor
G-3 Generalløjtnant Generalløytnant Generallojtnant Generallojtnant
G-4 General General General General
G-5 - -
As of 30 December 2012 42
Medals Austria Hungary Czech Slovakia For being
wounded Wound Badge Wound Badge Wound Badge Wound Badge
5 kills while piloting Pilots Wings Pilots Wings Pilots Wings Pilots Wings 5 kills while
not piloting Aviation Badge Aviation Badge Aviation Badge Aviation Badge
10 kills Bronze
Bravery Medal
Order of Merit,
Bronze Cross
Bronze
War Cross
Bronze Medal
for Bravery
20 kills Silver Bravery
Medal 2nd
Class
Order of Merit,
Silver Cross
Silver
War Cross
Silver Medal
for Bravery
30 kills Silver Bravery
Medal 1st Class
Order of Merit,
Golden Cross
Gold
War Cross
Gold Medal
for Bravery
40 kills Golden Bravery
Medal
Order of Merit,
Knights Cross
Military Order of
The White Lion,
Silver Medal
Ĺudovít Štúr
Order, 3rd
Class
50 kills Military Merit
Cross
Order of Merit,
Commander’s Cross
Military Order of
The White Lion,
Gold Medal
Ĺudovít Štúr
Order, 2nd
Class
60 kills Order of the
Iron Crown
Order of Merit,
Commander’s Cross
with star
Military Order of
The White Lion,
Silver Cross
Ĺudovít Štúr
Order, 1st Class
85 kills Order of Leopold Order of Merit,
Grand Cross
Military Order of
The White Lion,
Silver Star
Presidential Medal
for Valor
110 kills Military Order of
Maria Theresa
Order of the
Hungarian Holy Crown
Military Order of
The White Lion,
Gold Star
Presidential Medal
for Valor (2nd
award)
Ranks Austria Hungary Czech Slovakia E-1 Honved Honved Vojin Vojin
E-2 Gefreiter Orvezeto Svobodnik Svobodnik
E-3 Korporal Tizedes Desatnik Desatnik
E-4 Zugsführer Szakaszvezeto Cetar Cetar
E-5 Feldwebel Ormester Sikovatel Sikovatel
E-6 Kadett-feldwebel Torzsormester Stabni sikovatel Stabni sikovatel
E-7 Stabs-feldwebel fotorzsormester Starsina Starsina
W-1 Offizierstellvertreter Zaszlos Podpraporcik Podpraporcik
W-2 - Torzszaszlos Praporcik Praporcik
O-0 Fähnrich Dustojnicky zastupce Dustojnicky zastupce
O-1 Leutnant Hadnagy Porucik Porucik
O-2 Oberleutnant Fohadnagy Nadporucik Nadporucik
O-3 Hauptmann Szazados Kapitan Kapitan
O-4 Major Ornagy Stabni kapitan Stabni kapitan
O-5 Oberstleutnant Alezredes Podplukovnik Podplukovnik
O-6 Oberst Ezredes Plukovnik Plukovnik
G-1 Generalmajor Dandartabornok Brigadni General Brigadni General
G-2 Feldmarshalleutnant Vezerornagy Divizni General Divizni General
G-3 General der Infanterie Altabornagy Polni Podmarsalek Polni Podmarsalek
G-4 Generaloberst Vezerezredes General General
G-5 Feldmarshal - Polni zbrojmistr Polni zbrojmistr
As of 30 December 2012 43
Medals Soviets Ukraine White Russian Lithuanian
For being wounded Wound Badge Wound Badge Wound Badge Wound Badge 5 kills while
piloting Pilots Wings Pilots Wings Pilots Wings Pilots Wings
5 kills while not
piloting Aviation Badge Aviation Badge Aviation Badge Aviation Badge
10 kills Order of
Suvorov Bronze Medal
Medal of St.
George, 4th Class
Vycio Cross,
6th
Class
20 kills Order of
the Red Star Silver Medal
Medal of St.
George, 3rd
Class
Vycio Cross,
5th
Class
30 kills Order of
the Red Banner
Great
Silver Medal
Medal of St.
George, 2nd
Class
Vycio Cross,
4th
Class
40 kills Order of the
October Revolution Gold Medal
Medal of St.
George, 1st Class
Vycio Cross,
3rd
Class
50 kills Order of Lenin Cross of Valor and Honor Order of
St. Vladimir
Vycio Cross,
2nd
Class
60 kills Hero of the
Soviet Union Order for Bravery
Order of
St. George
Vycio Cross,
1st Class
85 kills Hero of the Soviet Union (2
nd
Award)
Order of the Nation, Hero of
Ukraine
Order of St.
Stanislas
Distinguished Service
Cross
110 kills Hero of the Soviet Union (3
rd
Award)
Order of the Gold Star, Hero of
Ukraine
Order of
St. Anne
Medal
of Merit
Ranks Soviets Ukraine White Russian Lithuanian E-1 Redarmyman Soldier Ryadovoj Eilinis
E-2 Redarmyman Soldier - Vyresnysis eilinis
E-3 Redarmyman Soldier Efrejtor Grandinis
E-4 Assistant
Squad Com
Assistant
Squad Com - Serzantas
E-5 Squad
commander
Squad
commander Mladshij Vyresnysis serzantas
E-6 Assistant
Plat.Com.
Assistant
Plat.Com. Starshij Virsila
E-7 starshina starshina Feldfebel Serzantas majoras
W-1 K1 K1 Podproporschik -
W-2 K2 K2 - -
O-0 K3 K3 Kadet -
O-1 Platoon commander Platoon commander Praporshchik Leitenantas
O-2 Assistant Comp.Com. Assistant Comp.Com. Poruchik Vyresnysis leitenantas
O-3 Company commander Company commander StabsCaptain Kapitonas
O-4 Assistant Bat.Com. Assistant Bat.Com. Captain Majoras
O-5 Battalion commander Battalion commander Podpolkovnik Pulkininkas leitenantas
O-6 Regiment commander Regiment commander Polkovnik Pulkininkas
G-1 Brigade commander Brigade commander - Brigados generolas
G-2 Division commander Division commander Major General Generolas majoras
G-3 Corps commander Corps commander Lieutenant General Generolas leitenantas
G-4 Army commander Army commander General -
G-5 Front commander Front commander General Field
Marshal -
As of 30 December 2012 44
Medals Latvia Estonia For being
wounded Wound Badge Wound Badge
5 kills
while
piloting Pilots Wings Pilots Wings
5 kills
while
not
piloting
Aviation Badge Aviation Badge
10 kills Medal of Honor,
3rd
Class 10 kills
20 kills Medal of Honor,
2nd
Class 20 kills
30 kills Medal of Honor,
1st Class
30 kills
40 kills Order of the Three
Stars, Knight 40 kills
50 kills Order of the Three
Stars, Commander 50 kills
60 kills Order of the Three
Stars, Grand Cross 60 kills
85 kills
Order of the Three
Stars, Grand Cross with
Chain
85 kills
110 kills Order of
Lacplesis 110 kills
Ranks Latvia E-1 kareivis Reamees
E-2 dizkareivis Kapral
E-3 kapralis Nooremseersant
E-4 sergeant Seersant
E-5 Virsserzants Vanemseersant
E-6 Vecakais
virsserzants
E-7 -
W-1 Virsniekvietnieks Nooremveebel
W-2 Vecakais
virsniekvietnieks
Veebel
O-0 - Lipnik
O-1 Leitnants Nooremleitnant
O-2 Virsleitnants Leitnant
O-3 Kapteinis Kapten
O-4 Majors Major
O-5 Pulkvezleitnants Kolonelleitnant
O-6 Pulkvedis Colonel
G-1 Brigades generalis Brigaadikindral
G-2 Generalmajors Kindralmajor
G-3 Generalleitnants Kindralleitnant
G-4 - Kindral
G-5 -
As of 30 December 2012 45
Medals Columbia Venezuela Mexico For being
wounded Wound Badge Wound Badge Wound Badge
5 kills while
piloting Pilots Wings Pilots Wings Pilots Wings
5 kills while
not piloting Aviation Badge Aviation Badge Aviation Badge
10 kills Military Medal of
Valor, 3rd
Class
Order of the Liberator,
Knight, 2nd
Class
Medal of Military
Merit, 3rd
Class
20 kills Military Medal of
Valor, 2nd
Class
Order of the Liberator,
Knight, 1st Class
Medal of Military
Merit, 2nd
Class
30 kills Military Medal of
Valor, 1st Class
Order of the Liberator,
Officer, 2nd
Class
Medal of Military
Merit, 1st Class
40 kills Cross of Aviation Merit Order of the Liberator,
Officer, 1st Class
War Cross
50 kills Military
Order of Merit
Order of the Liberator,
Commander 2nd
Class Legion of Honor
60 kills Military Order
of San Mateo
Order of the Liberator,
Commander 1st Class
Decoration for
Heroic Valor, 3rd
Class
85 kills Military Order of
San Mateo with Swords
Order of the Liberator,
Grand Officer
Decoration for
Heroic Valor, 2nd
Class
110 kills Military Order of San Mateo
With Swords and diamonds
Order of the Liberator,
Grand Cordon
Decoration for
Heroic Valor, 1st Class
Ranks Columbia Venezuela Mexico E-1 - Soldado Soldado
E-2 Aerotecnico Distinguido Soldado de Primera
E-3 Tecnico cuarto Cabo Segundo -
E-4 Tecnico tercero Cabo Primero Cabo
E-5 Technico Segundo Aerotecnico de segunda -
E-6 Technico primero Aerotecnico de primera Sargento Segundo
E-7 Technico jefe Aerotecnico mayor Sargento Primero
W-1 - Maestro Technico Suboficial
W-2 - - -
O-0 - - -
O-1 Subteniente Teniente Subteniente
O-2 Teniente Primer Teniente Teniente
O-3 Capitan Capitan Capitan Segundo
Capitan Primero
O-4 Mayor Mayor Mayor
O-5 Teniente Coronel Teniente Coronel Teniente Coronel
O-6 Coronel Coronel Coronel
G-1 Brigadier General del Aire General de brigade General de Grupo
G-2 Mayor General del Aire General de division General de Ala
G-3 Teniente General del Aire Mayor general General de Division
G-4 General del Aire - -
G-5 - - -
As of 30 December 2012 46
Great Britain, Royal Flying Corps
Great Britain, Royal Navy Air Service
Great Britain, Royal Air Force
America
France
France unofficial
Belgium
Imperial Russia
As of 30 December 2012 47
Medals Brazil Argentina Chili Peru For being
wounded Wound Badge Wound Badge Wound Badge Wound Badge
5 kills while
piloting Pilots Wings Pilots Wings Pilots Wings Pilots Wings
5 kills while
not piloting Aviation Badge Aviation Badge Aviation Badge Aviation Badge
10 kills Bravery Cross Medal of Military
Merit, 3rd
Class Star 10 kills
20 kills Distinguished
Service Cross
Medal of Military
Merit, 2nd
Class Grand Star 20 kills
30 kills Order of Aeronautical
Merit, 5th Class
Medal of Military
Merit, 1st Class
Grand Star of Merit 30 kills
40 kills Order of Aeronautical
Merit, 4th Class
Distinguished Service
Order, 3rd
Class Grand Star of Honor 40 kills
50 kills Order of Aeronautical
Merit, 3rd
Class
Distinguished Service
Order, 2nd
Class Victory Cross 50 kills
60 kills Order of Aeronautical
Merit, 2nd
Class
Distinguished Service
Order, 1st Class
Grand Victory Cross 60 kills
85 kills Order of Aeronautical
Merit, 1st Class
Medal of Heroic
Valor in Combat Medal of Valor 85 kills
110 kills Order of the
Southern Cross
Cross of Heroic
Valor in Combat Decoration of Valor 110 kills
Ranks Brazil Argentina Chili Peru E-1 Soldado Voluntario Segundo Soldato conscripto Soldado
E-2 - Voluntario Primero Alumno Soldado Primer
E-3 - Cabo Cabo Cabo
E-4 Cabo Cabo mayor Cabo 2 Sargento
E-5 Terceiro Sargento - Cabo 1 Sargento jefe
E-6 Segundo Sargento Sargento Segundo Sargento 2 Sargento de seccion
E-7 Primeiro Sargento Sargento Primero Sargento 1 Sargento primer
W-1 Suboficial Suboficial Principal Suboficial Suboficial
W-2 - Suboficial Mayor Suboficial Mayor Suboficial Mayor
O-0 Aspirant Alferez Cadete
O-1 Segundo Tenente Teniente Alferez Subteniente o alfarez
O-2 Primeiro Tenente Primer teniente Subteniente Teniente
O-3 Capitao Capitan Teniente Capitan
O-4 Major Mayor Capitan de bandada Mayor
O-5 Teniente Coronel Vicecomodoro Comandante de Escuadrilla Teniente Coronel
O-6 Coronel Comodoro
Comandante de Grupo
Comodoro
Coronel de Aviacion
Coronel
G-1 Brigadeiro Brigadier General de brigada Aerea General de brigade
G-2 Major Brigadeiro Brigadier mayor General de Aviacion General de division
G-3 Tenente Brigadeiro do Ar Brigadier general General de Aire General de ejercito
G-4 Marechal do Ar - - -
G-5 - - - -
As of 30 December 2012 48
Medals Bolivia Paraguay Uruguay Ecuador For being
wounded Wound Badge Wound Badge Wound Badge Wound Badge
5 kills while
piloting Pilots Wings Pilots Wings Pilots Wings Pilots Wings
5 kills while
not piloting Aviation Badge Aviation Badge Aviation Badge Aviation Badge
10 kills 10 kills National Order of Merit,
Knight 2nd
Class
Aeronautical Merit Order,
Knight 2nd
Class
Order of Aeronautical Merit,
Knight 2nd
Class
20 kills 20 kills National Order of Merit,
Knight 1st Class
Aeronautical Merit Order,
Knight 1st Class
Order of Aeronautical Merit,
Knight 1st Class
30 kills 30 kills National Order of Merit,
Officer
Aeronautical Merit Order,
Officer
Order of Aeronautical Merit,
Officer
40 kills 40 kills National Order of Merit,
Grand Officer
Aeronautical Merit Order,
Grand Officer
Order of Aeronautical Merit,
Grand Officer
50 kills 50 kills National Order of Merit,
Commander
Aeronautical Merit Order,
Commander
Order of Aeronautical Merit,
Commander
60 kills 60 kills National Order of Merit,
Grand Silver Cross
Aeronautical Merit Order,
Grand Silver Cross
Order of Aeronautical Merit,
Grand Silver Cross
85 kills 85 kills National Order of Merit,
Grand Gold Cross
Aeronautical Merit Order,
Grand Gold Cross
Order of Aeronautical Merit,
Grand Gold Cross
110 kills 110 kills National Order of Merit,
Grand Diamond Cross
Aeronautical Merit Order,
Grand Diamond Cross
Order of Aeronautical Merit,
Grand Diamond Cross
Ranks Bolivia Paraguay Uruguay Ecuador E-1 Soldato Soldado Soldado de segunda Soldado
E-2 Primero Soldato Cabo Segundo Soldado de primera -
E-3 Capo Cabo Primero Cabo de segunda Cabo de segunda
E-4 Sargento Sargento segundo Cabo de primera Cabo de primera
E-5 Primero Sargento Vice Sargento primero Sargento Sargento Segundo
E-6 Sargento ayundante Sargento primero Sargento de primera Sargento Primero
E-7 Sargento Mayor Sargento Mayor Sargento Mayor Sargento Mayor
W-1 Suboficial Suboficial Suboficial Suboficial Segundo
W-2 Suboficial Mayor Suboficial Mayor Suboficial Mayor Suboficial primero
O-0 - - Alferez -
O-1 Segundo Tenente Subteniente Teniente segundo Subteniente
O-2 Primeiro Tenente Teniente Teniente primero Teniente
O-3 Capitan Capitan Capitan Capitan
O-4 Major Mayor Mayor Mayor
O-5 Teniente Coronel Teniente Coronel Teniente Coronel Teniente Coronel
O-6 Coronel Coronel Coronel Coronel
G-1 Brigadier General General de brigada Brigadier General General de brigada
G-2 Mayor General - - -
G-3 Teniente General - - Teniente General
G-4 - - General del Aire General del Aire
G-5 - - -
As of 30 December 2012 49
Chapter 4
Aerial combat in the early days A number of the aces of the war gained flight time, experience in the early days of the war, when there was a
considerable more safety in the air. Later these same experts were able to pick off the new fledglings with ease,
thus preventing them from accumulating the experience needed to survive in aerial combat. This experience
and resulting skilled pilots are why to recreate these days in a solo campaign. Call it the building phase.
Hand held weapons Weapon Range Damage & notes
Pistol or
Carbine
Up to Half
Ruler Use one B damage card, ignore points, only use special damage
Shotgun Up to Half
Ruler Use one A damage card, ignore points, only use special damage
Rifle Up to Full
Ruler
Use one A damage card, ignore points, only use special damage;
can only use straight, non-maneuver flight cards while attempting to use this two-
handed weapon
(using feet & legs to control craft?).
With hand held weapons, your arc of fire is only obstructed by your aircraft – little things like the propeller,
wings, tail(s), additional aircrew and so on.
As of 30 December 2012 50
Bombing Dropping bricks, bombs or other heavy objects
Ramming aka Kamikaze
This is deliberate collision of two aircraft. Basically, each aircraft takes one C damage card. If using altitude
rules, each aircraft will take one additional C damage card for each level the attacking aircraft dived onto the
target craft. It is highly probably that neither aircraft will have survivors. Reference Pyotr N. Nesterov versus
the aircraft of Franz Malina and Friedrich Rosenthal, both planes destroyed, no survivors (note that this is the
first aerial victory in history – 26th
August 1914).
Machine Guns October 5, 1914 On this date the French Pilot Louis Quenault opened fire on a German aircraft with a
machine gun.
So with this we start using machine guns. There are pusher aircraft with forward arc machine guns but they are
slower and more cumbersome than tractor aircraft. But the tractors either fire through the propeller and risk
ricochets or chewing through their own propeller. So we have tractors with machineguns atop the upper wing
to fire over the propeller, on the fuselage angled away from the propeller, and those who put them in what we
call the tradition position and fire through the propeller.
If you chose to try this method of firing through the propeller prior to 1st July 1915, draw the normal
damage as specified by your aircraft and then roll a d10;
1 The damage misses everyone – waste one shot.
2-5 Target aircraft is hit for the damage on card, use up one shot.
6-9 Your aircraft is hit for the damage on card, use up one shot.
0 Both aircraft hit, target aircraft is hit for the damage on card. Draw another damage card and apply
damage to your aircraft. This somehow only uses one shot.
As of 30 December 2012 51
Addendum for Special Weapons
Refer to RAP page 35 for use of these items.
Le Prieur Incendiary Rockets, available no sooner than April 1916 (1916Q2) and withdrawn from service in
early 1918 (1918Q1) once Incendiary Bullets had established themselves.
Incendiary Bullets while available in limited quantities in England, were not available for the front until the
next year, when they replaced rockets beginning in 1917Q1.
As of 30 December 2012 52
Immelmann Loop What the original rules called the Immelmann. This is the long red, the reversement card, and the short red (or
can be reversed; short red, reversement, long red). This basically represents the plane powering itself up over
and facing the direction it came from. This is basically not possible in most early war aircraft as well as heavy
and/or cumbersome aircraft.
Immelmann Turn What basically any skilled or lucky pilot can do with any plane. Short red to represent stalling the plane,
followed by long red in any direction to represent the extremely tight turn possible at stall speed. In play, the
first maneuver phase with the short red operates as normal, everyone moves, shoots, then next maneuver phase.
At this point the Immelmann Turn is executed first before anyone else moves. This execution is by taking the
long red, placing its end on the red center (or peg of the model stand) of the aircraft, and then pointing the end
of the arrow in the direction you want the aircraft to go, placing the aircraft card or base appropriately. Then
everyone else moves. Then everyone but the guy with the Immelmann Turn shoots, to make the game
playable, the Immelmann Turn shoots last. Which reflects that the guy is just made a startling move stalling up
like that, then followed by straight and steady in a combat zone, making a beautiful target.
As of 30 December 2012 53
Explosion Card When the Explosion Card is drawn, it represents catastrophic damage to the plane and or pilot. When a player
draws the Explosion Card, they then draw from the Critical Hits Deck to see what the actual outcome is. See
Annex B for the Critical Hits Deck.
"My mother said violence never solves anything." "So?" Mr. Dubois looked at her bleakly. "I'm sure the city fathers of Carthage would be glad to know that." "Anyone who clings to the historically untrue — and thoroughly immoral — doctrine that "violence never solves anything" I would advise to conjure up the ghosts of Napoleon Bonaparte and of the Duke of Wellington and let them debate it. The ghost of Hitler could referee, and the jury might well be the Dodo, the Great Auk, and the Passenger Pigeon. Violence, naked force, has settled more issues in history than has any other factor, and the contrary opinion is wishful thinking at its worst. Breeds that forget this basic truth have always paid for it with their lives and freedoms."
RAH, Starship Troopers
Collisions Combat is from center point (or red dot indicating gun position) to center point on cards, from peg to
peg on miniatures (or if a mixed set from either peg or center point as appropriate to the aircraft in question). Either Way, if within the ruler, 1 card damage of the appropriate gunnery type is drawn, unless range is less
than half the ruler – in which case it gets 2 cards damage of the appropriate gunnery type.
However, if the bases or aircraft cards overlap, fire will not occur. Check on this by each aircraft draws
a card from the A combat deck.
If the result is the same, a collision occurs, each aircraft receives 3 damage cards, and the symbols are
used if they show up.
If the result is not the same, the lower number card is assumed to have dived below the possible
collision.
Crashing (aka crash landings) When a plane reaches the maximum damage points listed on the plane card or model stand, the plan is
considered to longer be controllable for normal flight. The pilot may be severely wounded and not able to fly
anymore, there may be some serious mechanical problem with the motor or controls or the fuel may have
simply leaded out of a perforated fuel tank. Although the plan is destined to crash the pilot may be able to
control it enough to keep the damage to a minimum and not die.
As of 30 December 2012 54
Aircraft Crash Landings Roll for each person on the crashed aircraft.
Results D10
Aircraft not on fire
D10
Aircraft on fire
Pilot or Observer/crewman killed 1-4 1-7
Pilot or Observer/crewman wounded 5-8 8-9
Pilot or Observer /crewman survives 9-0 0
Aircraft emergency landings (not on a landing strip or airfield) Attempting to save crew and planes, the player may elect to land at an open field.
Roll for each pilot/crewperson
Damage
points
remaining
on aircraft
Not
on
fire
On
fire Roll d10 for Results
1
1 - Lands with no problems, but is considered out of play for d10 weeks, repair costs as tripled*
2-4 1 Lands with no problems, but is considered destroyed.
5-7 2-4 Roll again for crew on Aircraft Crash Landings chart, aircraft destroyed
8-0 5-0 Explodes, all aboard killed, aircraft destroyed
2-4
1-2 - Lands with no problems, but is considered out of play for d10 weeks, repair costs doubled*
3-4 1 Lands with no problems, but is considered destroyed.
5-8 2-6 Roll again for crew on Aircraft Crash Landings chart, aircraft destroyed
9-0 7-0 Explodes, all aboard killed, aircraft destroyed
5 or more
1-3 - Lands with no problems, but is considered out of play for d10 weeks, repair costs as normal*
4-6 1-3 Lands with no problems, but is considered destroyed.
7-9 4-8 Roll again for crew on Aircraft Crash Landings chart, aircraft destroyed
0 9-0 Explodes, all aboard killed, aircraft destroyed *in these cases, the aircraft may be considered destroyed in place rather than hauled back to be repaired.
Saving you repair points, but would cost you the aircraft.
As of 30 December 2012 55
Aircraft emergency landings (at landing strips or airfield ) Attempting to save crew and planes, the player may elect to land at a landing strip or airfield.
This is somewhat safer than trying an open field.
Roll for each pilot/crewperson
Damage
points
remaining
on aircraft
Not
on
fire
On
fire Roll d10 for Results
1
1-2 - Lands with no problems, but is considered out of play for the scenario, repair costs as normal*
3-4 1 Lands with no problems, but is considered destroyed.
5-8 2-6 Roll again for crew on Aircraft Crash Landings chart, aircraft destroyed
9-0 7-0 Explodes, all aboard killed, aircraft destroyed
2-4
1-3 - Lands with no problems, but is considered out of play for the scenario, repair costs as normal*
4-6 1-3 Lands with no problems, but is considered destroyed.
7-9 4-8 Roll again for crew on Aircraft Crash Landings chart, aircraft destroyed
0 9-0 Explodes, all aboard killed, aircraft destroyed
5 or more
1-4 - Lands with no problems, but is considered out of play for the scenario, repair costs as normal*
5-8 1-7 Lands with no problems, but is considered destroyed.
9-0 8-9 Roll again for crew on Aircraft Crash Landings chart, aircraft destroyed
- 0 Explodes, all aboard killed, aircraft destroyed *in these cases, you may aircraft may be considered hanger queens.
Using their remaining hit points as bonus repair points, but would cost you the aircraft.
As of 30 December 2012 56
Pilot & Crew Status Pilots and crew are only automatically killed as the result of a Critical Hit Card (See Annex B), or receiving two wound results (per
individual pilot or crewman), or lose all aircraft hit points at height 4 or more (but see Parachutes).
Downed Pilots/Observers A Pilot/Observer/crewman that survives a crash or makes a forced landing may be captured and removed from a campaign. Note that
Lazy & Smart gets a +1 to the roll for these, while Ambitious & Dumb gets a -1 to these rolls.
D10 behind enemy lines D10 in no-man’s land D10 entering friendly lines
1 Killed 1-2 Killed 1-3 Killed
2-3 Wounded and Captured 3-5 Wounded and Captured 4-6 Wounded by friendly fire
4-5 Captured 6-8 Captured 7-0 Safe return to unit
6-0 Escaped to no-man’s land 9-0 Escaped to friendly lines
Killed; removed from campaign.
Wounded; see Wounds charts
Captured; each week after first week, roll D6; on a 6 escape has been made. Proceed on the chart above from
behind enemy lines until wounded/killed/entering friendly lines. Each time a victim escapes subtract 1 from the
behind enemy lines rolls, cumulative, so that if a person escapes and returns to captivity five times he is basically not going
anywhere unless he suicides.
Parachutes From July 1918, German pilots and crew have parachutes issued. If their aircraft loses all its damage points at height 4 or more, use
this table for each pilot/crew who jumps rather than crash/burn. Note that observation balloon crew will have parachutes from the
start of the war – apparently there was extra room in the balloon basket for the bulky parachute bags of the day.
Bailout Table (use d10)
1 Parachute doesn’t open; victim killed.
2 Parachute streamers; victim killed.
3-4 Parachute drags victim across ground, wound
5-6 Victim hits obstacle (tree, fence, etc), wound
7-9 Victim survives after landing like sack of potatoes
0 Perfect landing, -1 to next Bailout roll.
Note that parachutes may be available on the Rewards Charts (see Chapter 3) at earlier dates or for other nationalities.
As of 30 December 2012 57
Wounds All wounds in the air are basically the same, you either are wounded and hence incapacitated, or you are not wounded. So once on
the ground, roll wounds charts to determine how long it will take to heal (if at all).
Wounds Chart D10 roll Type Wound Recovery time
1-5 Light D10 – 6 weeks
(and yes, 0 or less means no delay in return to combat)
6-9 Serious D10 weeks
0 Critical Roll d10 again
1-4 Severe Trauma; d10 months recovery
5-8
Loss of limb; d10 months recovery
D10; 1-3 left leg, 4-6 right leg, 7-8 left arm, 9-0 right arm
After recovery another d10; 1 return to service, 2-4 return to service non-combat, 5-0 medical discharge
9 Head wound, coma, d10 years recovery
After recovery another d10; 1 return to service, 2-4 return to service non-combat, 5-0 medical discharge
0 Expectant; beyond help – basically dead right there.
As of 30 December 2012 60
Fire Symbol Card The Player has to tell the other players that the plane is on fire. Take three flame counters. Each turn, before revealing the first
maneuver of the turn, take a damage card from the “A” Damage Deck (only damage points and explosions count, all other symbols are
ignored). In addition, the plane smokes: It cannot perform tailing until the flame counters are removed.
Proposed house rules for Fire Damage
Version 1; Fire goes out when you draw a 0 damage card or when plane is destroyed.
Version 2; historically the ways they tried to put out fires was to either dive and hope the wind blew it out, or turned off the engine or
both. This version would only work with altitude rules. To execute this maneuver in the game; first maneuver of the next turn is an
overdive, taking a damage card from the “A” Damage Deck and if it is a 0, then the fire is put out. Otherwise continue the maneuver
rounds. This card would not ignore symbols, and of course is cumulative damage. Note that executing this while at 0 altitude might
not work. If you dive below base altitude (using miniatures altitude rules) and thus leave the field of battle. This is of course a nice
way to save your air crew
Version 3; take into account the pilot injured symbols on the damage cards (they always show the pilots burning in the WW1 flight
movies).
Limited Ammunition Not recommended but if you must waste time on it.
But if you must, then for each machine gun position, use 8 tokens to indicate number of bursts allowed. As a
damage card is pulled when the machine guns are fired, remove one token.
Reloading is time consuming and maneuver difficult for a single seat fighter or for the pilot of a multiseat
aircraft. So for each straight maneuver executed, roll a d10 to determine success in reloading a fresh batch of 8
tokens. Each position normally only carries one reload. Scenarios may modify this.
Pilots Position Reload Chart
Straight Maneuver card 1 2 3 4 5 6 7 8 9 10
D10 result higher than 10 9 8 7 6 5 4 3 2 1
Other Position Reload Chart
Straight Maneuver card 1 2 3 4 5 6 7 8
D10 result higher than 8 7 6 5 4 3 2 1
Limited Fuel This would normally be specified in a scenario, otherwise the aircraft will not have to worry about this as you
would tend to run out of ammo long before this is a problem.
Again, if this rule must be used, just use tokens to indicate the number of turns of fuel each aircraft has. Good
luck keeping track on a large number of aircraft.
As of 30 December 2012 61
Collision Results (optional rule)
Aces
D20
Regulars
D10
Rookies
D6 Last Minute Dive * 1-3 1 -
Last Minute Climb * 4-6 2 -
1 B Damage Card 7-8 3 -
2 B Damage Card 9-10 4 -
1 A Damage Card 11-12 5 1
2 A Damage Card 13-14 6 2
1 C Damage Card 15-16 7 3
2 C Damage Card 17-18 8 4
1 D Damage Card 19 9 5
2 D Damage Card 20 10 6
* Ace may exchange card for either Dive or Climb as required. Regular may also do this, but if this results in a illegal move,
it may not be played, and must reroll on the Rookies line instead.
Damage cards will use any special damage as indicated, however the
Critical Hit option cannot be exercised here, for an explosion card will
mean the aircraft is destroyed and all crew lost.
As of 30 December 2012 62
Winds, Clouds, Visibility These optional rules are not really to be recommended, as I feel these add too much detail and will detract from the fun of the game,
however if you really want them feel free and enjoy!
There are two wind conditions to be concerned with in this game. Winds over the field, and winds aloft. The first, over the field itself
only concerns landings and takeoffs. While the winds aloft will affect aerial operations.
Winds over the field will basically indicate which direction you want to take off and land in. You want to takeoff with the wind
behind you giving you extra lift hopefully. And you want to land with the wind in your face to give you extra stall while you still have
power to try again.
Winds aloft will determine cloud movement, create problems getting home and possibly kill you.
Winds over the field Die Wind direction Die Wind speed Aircraft effects
1 N North 1 0 No wind, no effect
2 NE North East 2-3 1d6 kph Land into the wind, takeoff with the wind
3 E East 4-5 2d6 kph As above
4 E East 6-7 3d6 kph As above
5 E East 8
1d6 kph,
with rain
As above, but roll on crash tables,
with -3 on first table * 6 SE South East
7 S South 9
2d6 kph,
with rain
As above, but roll on crash tables,
with -2 on first table * 8 SW South West
9 W West 0
3d6 kph,
with rain
As above, but roll on crash tables,
with -1 on first table * 0 NW North West
*use Aircraft emergency landings (at landing strips or airfield) This should be on the 5 or more hit points section of that chart (unless you are taking off or landing with a damaged aircraft).
Good luck on your die rolls!
As of 30 December 2012 63
Winds Aloft
Die Wind direction
Die Direction change?
Beginning each turn
1 N North 1 No change
2 NE North East 2 No change
3 E East 3 No change
4 E East 4 No change
5 E East 5 No change
6 SE South East 6 One to left
7 S South 7 One to right
8 SW South West 8 Two to left
9 W West 9 Two to right
0 NW North West 0 Random, reroll
wind direction
More fluff, more nautical, but of some use in the Mediterranean areas.
Compass Point Abbr. Direction Traditional Wind
North N 0° Tramontane
North-East NE 45° (45° × 1) Greco or Gregale
East E 90° (45° × 2) Levante
South-East SE 135° (45° × 3) Scirocco
South S 180° (45° × 4) Ostro or Mezzogiorno
South-West SW 225° (45° × 5) Libeccio or Garbino
West W 270° (45° × 6) Ponente
North-West NW 315° (45° × 7) Maestro or Mistral
As of 30 December 2012 64
Cloud Cover effects Winds
Type
Clouds
No
Clouds,
Clear
Sky
Mist or
Fog
Scattered
Clouds
Full
Cover
Clear Air
Turbulence
Gust
Fronts Thunderstorms
Storm
Fronts
Notes Visibility
impaired
Visibility
impaired
Visibility
limited Dangerous
Very
Dangerous
Near
Suicidal Suicidal
Visibility
Range
Line of
Sight
Up to 6
rulers
Up to 3
rulers, or
blocked by
clouds
Up to 3
rulers, or
blocked by
clouds
Up to 3 rulers,
or blocked by
clouds
Up to 3
rulers, or
blocked by
clouds
Up to 2 rulers, or
blocked by clouds
Up to 1
rulers, or
blocked by
clouds
Damage if
wind
directly
behind
you
None None None None 1x B
damage card
1x A
damage card
1x C
damage card
2x D
damage
card
Damage if
wind
directly
ahead
None None None None 2x B
damage card
2x A
damage card
2x C
damage card
4x D
damage
card
Damage if
wind
off either
side
None None None None 4x B
damage card
6x A
damage card
8x C
damage card
10x D
damage
card
Note that damage is on each movement card played, flying in these storm conditions is really not advised. Special damage does
affect the aircraft and will probably help destroy it faster.
And for bombers, balloons and zeppelins, just double the damage taken and discard zero results and redraw until you get a damage
card.
Die Wind direction Die Direction Change
at beginning of each turn
Cloud Cover Change
See Cloud Cover Chart, move column according to these modifiers
1 N North 1 No change No change
2 NE North East 2 No change No change
3 E East 3 No change No change
4 E East 4 No change No change
5 E East 5 No change No change
6 SE South East 6 One to left No change
7 S South 7 One to right One to left
8 SW South West 8 Two to left One to left
9 W West 9 Two to right One to right
0 NW North West 0 Random, reroll
wind direction One to right
As of 30 December 2012 66
Cloud Rules are Optional Rules; with the basics covered on page 19 of the Rules Book of the Rules and Accessories Pack.
Those rules basically cover a cloud layer that covers the battle area, and not the small types we wish to discuss here.
As most graphics and all the data are derived from the internet, majorly from noaa.gov and other sites, the following article is not for
sale or resale and is only for use by gamers.
Movement Clouds move with the wind, and this is normally not significant to the game.
This picture demonstrates the effect of wind on ground speed.
Now ground speed is important in navigation, especially how far
you are going to go before you run out of fuel.
But normally, this is irrelevant to the game, unless you really like
paperwork, arithmetic, and dull stuff instead of gaming.
So using this as a guide, by the time you notice clouds moving
during a game, you have been literally blown away by the wind.
As of 30 December 2012 67
Combat Two planes separated by clouds cannot shoot at each other as their
line of sight is blocked:
A plane inside of a cloud cannot be shot at by a plane outside of
the cloud:
No shot No shot
A plane partially inside a cloud can be shot by a plane outside the cloud if two conditions are met:
If you can connect the firing plane's center dot/pegs with any part of the target plane's base without touching the clouds AND the
target is at close range. If these two conditions are met, the target plane takes only one damage card (same rule as shooting at a plane
+/- one altitude level). This simulates the difficulties of hitting the target as it fades in and out of cloud vapors.
Can shoot No Shot (further then close range)
Two planes completely inside of a cloud can shoot at each other, but only at close range and only ever dealing one card of damage
(again, just like at different altitudes).
Can shoot
And since we now know that the scale of the aircraft is off, that
the aircraft would not be much bigger than the peg or red dot on
the aircraft card, if the peg or dot is inside the cloud, it becomes
somewhat harder to see. At least in these small light and fluffy
type of clouds.
As of 30 December 2012 68
Spatial Disorientation
This is the inability to correctly interpret aircraft attitude, altitude or airspeed. This condition can be brought on by flying into poor
weather conditions with low or no visibility.
Senses during flight
During the abnormal acceleratory environment of flight, the vestibular and proprioceptive systems do not respond vertically. Because
of inertial forces created by acceleration of the aircraft along with centrifugal force caused by turning, the net gravitoinertial force
sensed primarily by the otolith organs is not aligned with gravity, leading to perceptual misjudgment of the vertical. In addition, the
inner ear contains rotational "accelerometers," known as the semicircular canals, which provide information to the lower brain on
rotational accelerations in the pitch, roll and yaw axes. However, prolonged rotation (beyond 15-20 s) results in a cessation of
semicircular output, and cessation of rotation thereafter can even result in the perception of motion in the opposite direction. Under
ideal visual conditions the above illusions are unlikely to be perceived, but at night or in weather the visual inputs are no longer
capable of overriding these illusory nonvisual sensations. In many cases, illusory visual inputs such as a sloping cloud deck can also
lead to misjudgments of the vertical and of speed and distance or even combine with the nonvisual ones to produce an even more
powerful illusion. The result of these various visual and nonvisual illusions is spatial disorientation.[1]
Effects of disorientation
Once an aircraft enters conditions under which the pilot cannot see a distinct visual horizon, the drift in the inner ear continues
uncorrected. Errors in the perceived rate of turn about any axis can build up at a rate of 0.2 to 0.3 degrees per second. If the pilot is
not proficient in the use of gyroscopic flight instruments, these errors will build up to a point that control of the aircraft is lost, usually
in a steep, diving turn known as a graveyard spiral. During the entire time, leading up to and well into the maneuver, the pilot
remains unaware that he is turning, believing that he is maintaining straight flight.
The graveyard spiral usually terminates when the g-forces on the aircraft build up to and exceed the structural strength of the
airframe, resulting in catastrophic failure, or when the aircraft contacts the ground. In a 1954 study (180 - Degree Turn Experiment),
the University of Illinois Institute of Aviation found that 19 out of 20 non-instrument-rated subject pilots went into a graveyard spiral
soon after entering simulated instrument conditions. The 20th pilot also lost control of his aircraft, but in another maneuver. The
average time between onset of instrument conditions and loss of control was 178 seconds.
This affects pilots in the game as follows;
For each non straight maneuver card;
Rookie Normal Pilot Aces
1st maneuver Disoriented No change No change
2nd
maneuver Disoriented Disoriented No change
3rd
maneuver Disoriented Disoriented Disoriented
Disoriented effect is to pick a random card from the aircraft’s non-plotted maneuver deck, per phase until after exiting the cloud. Here
if an illegal card is drawn then discard and choose again until a valid card is drawn.
Once a pilot becomes Disoriented, that effect remains until the maneuver after the aircraft has exited the cloud.
If you are still in the cloud at the end of a turn, proceed to plan your maneuvers as normal, being aware that Disoriented effects will
still apply as long as you stay in the cloud.
Effects on Smoke; none, the dark burning smoke should be visible against the fog lightness of the cloud.
Effects on Fire; if you are in or under a nimbus cloud that is raining you should reduce damage done by fire by 2 per damage card, if
under the cloud or by 1 if in the cloud.
As of 30 December 2012 69
Cloud Classification and Characteristics
Clouds are classified according to their height above and appearance (texture) from the ground.
The following cloud roots and translations summarize the components of this classification system:
1) Cirro-: curl of hair, high. 3) Strato-: layer. 5) Cumulo-: heap.
2) Alto-: mid. 4) Nimbo-: rain, precipitation.
As of 30 December 2012 70
Major Cloud Classifications
High-level
clouds
(level 12+)
Ice Clouds, leads to icing up aircraft,
crashing – fatal. Not Recommended.
High-level clouds occur above about 20,000 feet and are
given the prefix "cirro-". Due to cold tropospheric
temperatures at these levels, the clouds primarily
are composed of ice crystals, and often appear thin,
streaky, and white (although a low sun angle, e.g., near
sunset, can create an array of color on the clouds).
Cirrus
Cirrus clouds are wispy, feathery, and composed entirely
of ice crystals. They often are the first sign of an
approaching warm front or upper-level jet streak.
Cirrostratus
Unlike cirrus, cirrostratus clouds form more of a
widespread, veil-like layer (similar to what stratus clouds do
in low levels). When sunlight or moonlight passes through
the hexagonal-shaped ice crystals of cirrostratus clouds, the
light is dispersed or refracted (similar to light passing
through a prism) in such a way that a familiar ring or halo
may form. As a warm front approaches, cirrus clouds tend
to thicken into cirrostratus, which may, in turn, thicken and
lower into altostratus, stratus, and even nimbostratus.
Cirrocumulus
Finally, cirrocumulus clouds are layered clouds permeated
with small cumuliform lumpiness. They also may line up in
streets or rows of clouds across the sky denoting localized
areas of ascent (cloud axes) and descent (cloud-free
channels).
Mid-level
clouds
(level 4 - 14)
These should be treated using the cloud
cover rules, page 19 of the Rules Book of
the Rules and Accessories Pack.
The bases of clouds in the middle level of the troposphere,
given the prefix "alto-", appear between 6,500 and 20,000
feet. Depending on the altitude, time of year, and vertical
temperature structure of the troposphere, these clouds may
be composed of liquid water droplets, ice crystals, or a
combination of the two, including supercooled droplets (i.e.,
liquid droplets whose temperatures are below freezing).
Altostratus
Altostratus clouds are "strato" type clouds (see below) that
possess a flat and uniform type texture in the mid levels.
They frequently indicate the approach of a warm front and
may thicken and lower into stratus, then nimbostratus
resulting in rain or snow. However, altostratus clouds
themselves do not produce significant precipitation at the
surface, although sprinkles or occasionally light showers
may occur from a thick alto-stratus deck.
Altocumulus
Altocumulus clouds exhibit "cumulo" type characteristics
(see below) in mid levels, i.e., heap-like clouds with
convective elements. Like cirrocumulus, altocumulus may
align in rows or streets of clouds, with cloud axes indicating
localized areas of ascending, moist air, and clear zones
between rows suggesting locally descending, drier air.
Altocumulus clouds with some vertical extent may denote
the presence of elevated instability, especially in the
morning, which could become boundary-layer based and be
released into deep convection during the afternoon or
evening.
As of 30 December 2012 71
Low-level
clouds
(level 1-4)
Low-level clouds are not given a prefix, although their names are derived from "strato-" or "cumulo-",
depending on their characteristics. Low clouds occur below 6500 feet, and normally consist of liquid water
droplets or even supercooled droplets, except during cold winter storms when ice crystals (and snow) comprise
much of the clouds.
Stratus
Stratus clouds are uniform and flat, producing a gray layer of cloud cover which may be precipitation-free or
may cause periods of light precipitation or drizzle. Low stratus decks are common in winter in the Ohio Valley,
especially behind a storm system when cold, dismal, gray weather can linger for several hours or even a day or
two.
These should be treated using the cloud cover rules, page 19 of the Rules Book of the Rules and Accessories
Pack.
Stratocumulus
Stratocumulus clouds are hybrids of layered stratus and
cellular cumulus, i.e., individual cloud elements,
characteristic of cumulo type clouds, clumped together in a
continuous distribution, characteristic of strato type clouds.
Stratocumulus also can be thought of as a layer of cloud
clumps with thick and thin areas. These clouds appear
frequently in the atmosphere, either ahead of or behind a
frontal system.
Nimbostratus
Nimbostratus clouds are generally thick, dense stratus or
stratocumulus clouds producing steady rain or snow .
Flying through or under these should reduce fire damage.
In contrast to layered, horizontal stratus, cumulus clouds are more cellular (individual) in nature, have flat
bottoms and rounded tops, and grow vertically. In fact, their name depends on the degree of vertical
development. For instance, scattered cumulus clouds showing little vertical growth on an otherwise sunny day
used to be termed "cumulus humilis" or "fair weather cumulus," although normally they simply are referred to
just as cumulus or flat cumulus.
Cumulus
A cumulus cloud that exhibits significant vertical
development (but is not yet a thunderstorm) is called
cumulus congestus or towering cumulus.
Cumulonimbus
If enough atmospheric instability, moisture, and lift are
present, then strong updrafts can develop in the cumulus
cloud leading to a mature, deep cumulonimbus cloud, i.e., a
thunderstorm producing heavy rain. In addition, cloud
electrification occurs within cumulonimbus clouds due to
many collisions between charged water droplet, graupel
(ice-water mix), and ice crystal particles, resulting in
lightning and thunder.
Not recommended for flight operations much less personal
survival.
As of 30 December 2012 72
Other interesting clouds
Wall Cloud: A localized lowering from the rain-free base of a strong thunderstorm. The lowering denotes a storm's updraft where
rapidly rising air causes lower pressure just below the main updraft, which enhances condensation and cloud format ion just under the
primary cloud base. Wall clouds take on many shapes and sizes. Some exhibit strong upward motion and cyclonic rotation, leading to
tornado formation, while others do not rotate and essentially are harmless.
Shelf Cloud: A low, horizontal, sometimes wedge-shaped cloud associated with the leading edge of a thunderstorms’ outflow or gust
front and potentially strong winds. Although often appearing ominous, shelf clouds normally do not produce tornadoes.
Fractus: Low, ragged stratiform or cumuliform cloud elements that normally are unattached to larger thunderstorm or cold frontal
cloud bases. Also known as scud, fractus clouds can look ominous, but by themselves are not dangerous.
Mammatus: Drooping underside (pouch-like appearance) of a cumulonimbus cloud in its latter stage of development. Mammatus
most often are seen hanging from the anvil of a severe thunderstorm, but do not produce severe weather. They can accompany non-
severe storms as well.
As of 30 December 2012 73
Aerodrome Accessories offers three different sets of clouds. Each set has different shaped and slightly different sized clouds. Each set
comes with a Large, Medium, and Small cloud. The Large and Medium size come with altitude dials. This allows players to use the
clouds with altitude rules if they like. Simply set the large dial to the altitude you want the base of the cloud to be. Set the small dial to
how tall you want the cloud to be. Doing this will allow you to have clouds at varying altitude levels for a more realistic game. You
can have one cloud start at altitude 8 (marked on the large dial) and top out at altitude 14 (shown by a 5 on the small dial) while
another is set to altitudes 7 through 12. Any planes that fly into the clouds between those altitude levels are "inside" the clouds.
Here are some photos of each set of clouds:
This is a single Wings of War gaming mat with all three sets of
clouds on it:
The clouds are made out of 1/8 inch white acrylic to last a life time and they use the standard Aerodrome Accessories altitude dial
As of 30 December 2012 75
After the Great War
Campaign extensions and additional campaigns or wars through the 1920’s are possible,
only limited by your endurance and sense of alternate histories.
As of 30 December 2012 76
1914 1918 (Armistice) 1919 (Treaty)
World War I Triple Entente:
Kingdom of Belgium
Kingdom of Serbia
France
Russian Empire (until March 1918)
British Empire
Kingdom of Italy (from April 1915)
Canada
United States (from 1917)
Kingdom of Montenegro
Empire of Japan
Portuguese Republic (from March 1916)
Kingdom of Romania (August 1916-May 1918)
Kingdom of Greece (from June 1917)
Albania
Brazil (from October 1917)
Armenia (from May 1918)
Czechoslovakia
Kingdom of Siam
San Marino (from June 1915)
Republic of China (from August 1917)
Central Powers:
Austro-Hungarian Empire
German Empire (including German colonial forces)
Ottoman Empire
Kingdom of Bulgaria
1914 1914 United States occupation of Veracruz Part of the Banana Wars
United States Mexico
1914 1915 Maritz Rebellion Union of South Africa "Bitterenders"
1915 1934 United States occupation of Haiti Part of the Banana Wars
United States Haiti
1915 1917 Senussi Campaign Part of World War I
British Empire Senussi
Ottoman Empire Darfur Emirate
1915 1916 National Protection War Anti-Monarchy War'
Republic of China Empire of China
1916 1917 Kaocen Revolt
France Tuareg guerrillas
1916 1916 Easter Rising British Army Dublin Metropolitan Police Royal Irish Constabulary
Irish Republican Brotherhood Irish Volunteers Irish Citizen Army Cumann na mBan Hibernian Rifles Fianna Éireann
1916 1924 United States occupation of the Dominican Republic (1916–1924) Part of the Banana Wars
United States Dominican rebels
1916 1918 Arab Revolt Part of World War I
Hashemite Arabs
United Kingdom
Sultanate of Nejd (Unification of Saudi Arabia)
Ottoman Empire
1917 1917 February Revolution
Russian revolutionaries Russian Empire
1917 1917 October Revolution
Bolsheviks
Russian Provisional Government
As of 30 December 2012 77
1917 1922 Russian Civil War Victorious in Russia, Ukraine, Georgia, Armenia, Azerbaijan, Kazakhstan, and Mongolia:
Russian SFSR Other Soviet republics Mongolian People's Party
Victorious in their respective countries:
Kingdom of Finland
Republic of Estonia
Republic of Latvia
Republic of Lithuania
Second Polish Republic
White Movement
Central Powers (until 1918):
Austro-Hungarian Empire
German Empire (including German colonial forces)
Ottoman Empire Allied Forces (from 1918):
Czechoslovakia
Republic of China
France
Kingdom of Greece
Kingdom of Italy
Empire of Japan
Poland
Kingdom of Romania
Kingdom of Serbia
United Kingdom
Australia
Canada
United States Other combatants:
Revolutionary Insurrectionary Army of Ukraine
Ukrainian People's Republic
Democratic Republic of Georgia
Democratic Republic of Armenia Various pro-independence movements
1917 1918 Soviet-Turkish War (1917-1918) Part of Russian Civil War
Ottoman Empire Russian SFSR
1917 1921 Ukrainian War of Independence Part of World War I and Russian Civil War
Ukrainian SSR
Russian SFSR Ukrainian People's Republic
West Ukrainian People's Republic
White Movement
1918 1918 Finnish Civil War Finnish White Guards
German Empire
Finnish Red Guards
Russian SFSR
1918 1918 Georgian–Armenian War Democratic Republic of Georgia Democratic Republic of Armenia
1918 1919 German Revolution of 1918–1919
Weimar Republic Communist Forces:
Bavarian Soviet Republic
Spartacus League German Communist movements
1918 1919 Greater Poland Uprising (1918–1919) Poland German Empire
1918 1919 Polish–Ukrainian War Part of the Ukrainian War of Independence
Poland West Ukrainian People's Republic
1918 1920 Georgian–Ossetian conflict (1918–1920)
Transcaucasian Democratic Federative Republic Pro-Bolshevik Ossetian rebels
As of 30 December 2012 78
Democratic Republic of Georgia
1918 1920 Armenian–Azerbaijani War Part of the Russian Civil War
Azerbaijan Democratic Republic
Ottoman Empire (1918 only)
Russian SFSR (from April 1920)
Turkish Revolutionaries (from April 1920)
Democratic Republic of Armenia
Republic of Mountainous Armenia
Nagorno-Karabakh rebels
British Empire (1918 only)
Centrocaspian Dictatorship (1918 only)
1918 1920 Estonian War of Independence Part of the Russian Civil War
Estonia
White Russia
Latvia
United Kingdom
Ingria
Ober Ost Finnish, Swedish and Danish volunteers
Russian SFSR
Commune of Estonia
Latvian SSR
1918 1920 Latvian War of Independence Part of the Russian Civil War
Latvia
Estonia
Poland
United Kingdom
France
Russian SFSR
Latvian SSR
1918 1919 Lithuanian–Soviet War Part of the Lithuanian Wars of Independence
Lithuania
Saxon volunteers
Russian Soviet Federative Socialist Republic
Lithuanian-Belorussian Soviet Socialist Republic
1918 1919 First Saudi-Hashemite War Part of the Unification of Saudi Arabia
Emirate of Riyadh Kingdom of Hejaz
Polish-Soviet War 1919-1920
As of 30 December 2012 79
1919–1929
Start Finish Name of Conflict Belligerents
Victorious party (if applicable)
Defeated party (if applicable)
1919 1919 Lithuanian War of Independence (War against the Bermontians) Part of the Lithuanian Wars of Independence
Lithuania West Russian Volunteer Army
1919 1919 Polish–Czechoslovak War
Czechoslovakia
Second Polish Republic
1919 1919 Hungarian–Romanian War of 1919
Romania Hungarian Soviet Republic
1919 1922 (Armistice) 1923 (Treaty)
Turkish War of Independence Grand National Assembly
Kuva-yi Milliye
Greece
France
Armenia
Italy
United Kingdom
1919 1919 Third Anglo-Afghan War Afghanistan British Empire
India
1919 1919 Portuguese Monarchist Civil War
Portuguese Republican Party
Kingdom of Portugal
1919 1920 Italo-Yugoslav War
Kingdom of Italy
Free State of Fiume
Kingdom of Serbs, Croats and Slovenes
1919 1921 Polish–Soviet War Part of the Russian Civil War
Republic of Poland
Ukrainian People's Republic
Russian SFSR
Ukrainian SSR
1919 1919 First Silesian Uprising Part of the Silesian Uprisings
Weimar Republic Silesian Rebels
1919 1921 Irish War of Independence Irish Republic United Kingdom
1919 1922 Greco-Turkish War (1919–1922) Part of the Turkish War of Independence
Turkish Revolutionaries Kingdom of Greece
1920 1920 Franco–Syrian War
France
French Syria
Syrian Rebels
1920 1921 Franco-Turkish War Part of the Turkish War of Independence
Turkey France
French Armenian Legion
1920 1920 Vlora War
Principality of Albania Kingdom of Italy
1920 1926 Rif War
France
Spain
Rif Republic
1920 1920 Polish–Lithuanian War Part of the Lithuanian Wars of Independence
Poland
Lithuania
1920 1920 Second Silesian Uprising Part of the Silesian Uprisings
Weimar Republic German civil government and police of Upper Silesia
As of 30 December 2012 80
1920 1920 Turkish–Armenian War Part of the Turkish War of Independence
Turkish Revolutionaries Democratic Republic of Armenia
1920 1920 Zhili–Anhui War Zhili clique
Fengtian clique
Anhui clique
1920 1921 Guangdong–Guangxi War Old Guangxi clique Chinese Revolutionary Party
1921 1921 Red Army invasion of Georgia Part of the Russian Civil War
Russian SFSR
Turkish revolutionaries
Democratic Republic of Georgia
1921 1921 Third Silesian Uprising Part of the Silesian Uprisings
Weimar Republic Silesian Rebels
Poland
1921 1921 Iranian events of 1921 Persian Cossack Brigade
Iranian Qajar police
Jangalis
Simko Kurdish rebels
Colonel Pesian's forces supported by:
Soviet Union
1921 1922 East Karelian Uprising Part of the Russian Civil War
Russian SFSR Finnish and East Karelian rebels
1922 1922 First Zhili–Fengtian War Zhili clique Fengtian clique
1922 1923 Irish Civil War Pro-treaty forces Anti-treaty forces
1924 1924 August Uprising Soviet Union Committee for Independence of Georgia
1924 1924 Second Saud–Sharif War
Saudi Arabia
British Empire
Hejaz
1924 1924 Second Zhili–Fengtian War
Fengtian clique
Zhili clique
1925 1925 Incident at Petrich Kingdom of Bulgaria Kingdom of Greece
1926 1928 Northern Expedition
Republic of China Beiyang Government
1926 1929 Cristero War Mexico Cristeros
1927 1950 Chinese Civil War
Communist Party of China After 1949:
People's Republic of China
Nationalist Party of China
Republic of China After 1949:
Republic of China on Taiwan
1928 1929 Afghan Civil War
Barakzai dynasty
Tribal supporters
British Empire (from 1929)
Tribal rebels
Forces of Habibullah Ghazi
1929 1929 Sino-Soviet conflict (1929) Soviet Union Republic of China