solo rules - distant thunder

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As of 30 December 2012 1 August 24 th 1914 until November 11 th 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.

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Wings of War

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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 10

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 14

Chapter 2

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 26

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 30

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 58

As of 30 December 2012 59

Chapter 5

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 65

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 74

setup.

A few more photos of the clouds in action..

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

As of 30 December 2012 81

As of 30 December 2012 82