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DOGFIGHT! WW1 Air Combat Rules Written by T. Jensen Thanks to Cesco, Dan and the team for ideas and playtesting

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Page 1: DOGFIGHT! - img.fireden.net · DOGFIGHT! WW1 Air Combat Rules Written by T. Jensen Thanks to Cesco, Dan and the team for ideas and playtesting

DOGFIGHT!

WW1 Air Combat Rules

Written by T. Jensen

Thanks to Cesco, Dan and the team for ideas and playtesting

Page 2: DOGFIGHT! - img.fireden.net · DOGFIGHT! WW1 Air Combat Rules Written by T. Jensen Thanks to Cesco, Dan and the team for ideas and playtesting

Basics of Play

Each aircraft has two 6-sided dice next to it: Altitude (white dice), and speed (any other colored dice).Place the aircraft and the dice on a base so they can be moved together easily.

Maximum altitude is 6, Maximum speed is 6.

If speed goes below 1, the aircraft stalls: It immediately loses 2 altitude, and its speed is reduced to 0. It will continue to lose altidue at 2 / turn until the pilot succeeds a pilot check. Place a “Stall” marker.To recover from a stall: While at 0 speed, a pilot must make a pilot check at the start of his turn, instead of maneuvering. If he succeeds, he only loses 1 altitude instead of 2, and gains 1 speed. The aircraft is no longer stalled.

If an aircraft needs to move faster than speed 6 due to a dive or other maneuver, it takes speed-related stress damage: counts as hit by a gun attack (see below), and stays at speed 6.

If an aircraft goes below 1 altitude, it crashes and is removed from play.

All aircraft start at altitude 3 and speed 3, with at least 40" between the opposing forces.

At the start of each turn, all aircraft must move 2 X their speed number. After all aircraft have done their mandatory movement, each crewman may execute a single maneuver.Note that only the pilot can fly the aircraft.

Basic Maneuvers:

Dive: Gain 1 speed by sacrificing 1 altitude.

Climb: Gain 1 altitude by sacrificing 1 speed

Kill the throttle: Lose 1 speed.

Level Flight: Gain 1 speed, up to 6.

Positive Climb: Can increase speed and altitude by 1.

Turn: Turns are made around the circumference of a circle with a 2" radius. (a standard protractor should be this size - place it along the turn path and move the aircraft around the outside of the protractor) For each full 90 degrees turned, the aircraft loses 1 speed. Some aircraft turn slower or faster: see the Aircraft lists and turning rules on pages 6-8. You may climb or dive during a turn, and the speed and altitude changes still apply.

Fire! Fire any MGs on the aircraft. Targets must be within firing the arc to hit. MGs fixed on the front of an aircraft may only fire directly forward in a straight line. The straight line must make contact with the base of an enemy aircraft in order to get a shot.

Maneuvers may be combined at will by ace and good pilots, but average and below pilots must test for each individual maneuver when combining. Shallow climbs and dives can be combined at will, and dont count as maneuvering when combined with the “Fire!” maneuver.

Page 3: DOGFIGHT! - img.fireden.net · DOGFIGHT! WW1 Air Combat Rules Written by T. Jensen Thanks to Cesco, Dan and the team for ideas and playtesting

Tougher tasks: (Require a successful pilot check)Turn the aircraft to the intended direction change speed and altitude accordingly, then roll a pilot check. If failed, the aircraft loses 1 speed and altitude. If speed reaches 0, counts as stalled next turn.

Steep Climb: Gain 2 altitude by sacrificing 2 speed.

Steep Dive: Gain 2 speed by sacrificing 2 altitude.

Line up and fire! Aircraft may make a turn and fire at a target. This may be combined with shallow climbs or dives of up to 1 altitude change. Speed is lost or gained as normal for turning and climbing/diving.

Clear a Jam: This can be done for free at the start of a turn. If successful, crew clear all jams from all MGs. MGs can jam one at a time. If one is jammed, the other still functions. Place a "Jam" marker for each jammed MG.

Fighter Maneuvers: (Require a successful pilot check)

Failure means lose 2 altitude and 2 speed. If speed becomes 0, you count as stalled next turn.Note that any turns, climbs or dives executed in combination with fighter maneuvers still cause the aircraft to lose or gain the appropriate speed and altitude. Steep climbs or dives require an extra pilotcheck to be combined with fighter maneuvers, unless the pilot is Good Quality or an Ace.

Offensive:Maneuver and Attack!: Any standard turn, dive, climb, or turning climb/dive can be combined with a gun attack. The aircraft turns and climbs dives as usual, then the pilot check is made, and the consequences applied. A failed pilot check means you get no gun attack.Barrel Roll Attack: (If overshooting during a turn) Lose 1 extra speed and can execute a turn and attack. Low yo-yo and attack: (if enemy is too fast) Gain 1 extra speed. Can also execute a turn and attack.Go Vertical and attack!: A Vertical dive gives +3 speed, and -3 altitude, A vertical climb is -3 speed, and +2 altitude. You may attack any targets directly above you if you climb, or directly below you if you dive. Targets are +1 damage from directly above.Immelmann: (after head-on pass) gain 1 altitude, lose 2 speed, count as turning up to 180 degrees on the spot. Fast Climb aircraft only lose 1 speed, and can gain up to 2 altitude.High Yo-yo: (if about to overshoot) Lose 2 speed. Can also execute a turn.Wingover: Count as turning up to 180 degrees on the spot, but only lose 1 speed.Defensive: (Cannot fire during any of these maneuvers)Gain Separation: Move up to your speed in inches, then face a new heading.Break/High G Turn: Execute a normal turn, but aircraft also rotates up to your turn rating in degrees on the spot (in the same direction) after the turn is complete. Speed lost is for the total amount turned.Split-S: Lose 2 Altitude, but gain 2 speed and count as turning up to 180 degrees.High G Barrel Roll: Lose 1 extra speed while executing a turn. Scissors: Like a High G turn, but lose 1 extra speedVertical Rolling Scissors: gain or lose 2 altitude, as well as carrying out a scissors. If altitude is gained: lose 1 speed. If altitude is lost: gain 1 speed.

Nose aspect: Aircraft cannot attack other aircraft more than 1 altitude above or below them

Page 4: DOGFIGHT! - img.fireden.net · DOGFIGHT! WW1 Air Combat Rules Written by T. Jensen Thanks to Cesco, Dan and the team for ideas and playtesting

Shooting and DamageFixed forward MGs can fire at targets directly infront of them, up to 12" away. Some aircraft also have rear facing machine guns, which have a line of sight from the 3/9 line of the aircraft, all the way across the rear of the aircraft, but not directly behind (so the gunner doesn't shoot off the tail). The only time you can target an aircraft directly behind you with a rear machine gun is if that aircraft is 1 altitude above you.For each machine gun, roll 1D6 and consult the following chart, noting all the modifiers.

Gun Attack!D6 | Result 1 | Miss Pilot check. If failed: gun jams 2 | Miss 3 | Miss 4 | Aircraft is damaged: Turn rating is reduced by 1 Type. Second Time: Destroyed. 5 | Pilot Wounded: -1 to pilot checks. Second Time: Killed. 6 | Damage + Wound: Counts as “Aircraft Damaged” and “Pilot Wounded” at the same time. 7 | Structural Damage: Aircraft loses 2 altitude each turn, increasing 2 speed. 8 | Shot Down: Aircraft is destroyed and removed from play.

Modifiers (cumulative)Long Range -1 (Beyond 8")Attacking Head On -1 (45 degrees either side of the front of a target)Rear Arc of Target +1 (45 degrees either side of the rear of a target)Successful Pilot Check +1Failed PIlot Check -1 Speed Difference -1 (-1 for each point of speed difference between you and target)Target is stalled +1Per G pulled during turn -1-If you need to roll above 6 to cause damage, the attack is unsuccessful and does nothing-If the result is less than 1, the attack is aborted or ineffective. Only a result of a 1 is a jam.-Aircraft are removed if they are destroyed, or if the pilot is killed-Each gunner must roll all his attacks at once, applying the same modifier to all rolls.-Any pilot may make a pilot check when executing a gun attack. A successful check gives a +1 to the gun attack roll. A failure means -1 instead (unless a good or ace pilot, who take no negative if they fail)-You cannot fire past the base of a friendly aircraft at the same altitude as you or your target.-Aircraft can never drop below Turn D due to damage.-While in a stall, the target counts as having no front or rear facing, and counts as moving at speed 2-Damaged aircraft incur a -1 to pilot checks for taking Evasive Action (See below).G Forces:For every 90 degrees turned prior to a gun attack, a pilot becomes -1 to his gun attack roll.This is regardless of an aircrafts turn rating. Good pilots ignore 1 G per turn, While aces ignore G forces all together. Aircraft that take more than 2G take stress related damage. They count as if hit by a gun attack, with no modifier. If more than 3 G, the modifier is +1.

Collision:If the bases of 2 aircraft cross path at the same altitude, roll a D6: on a 1-2 there has been a collision. Both aircraft in a collision roll as if hit by a gun attack with a +1 modifier.

Page 5: DOGFIGHT! - img.fireden.net · DOGFIGHT! WW1 Air Combat Rules Written by T. Jensen Thanks to Cesco, Dan and the team for ideas and playtesting

Pilots: Squadron RostersPilots cost more depending on their quality:to make a pilot check, the pilot rolls a D6. Aces roll 2D6 and add the total of the two dice together.When the aircraft of an Ace Pilot is damaged, they are -1 to the total rolled on 2D6.

Pilot Quality | Pilot Check Success | Cost Poor | 5+ | 4 Below Average | 4+ | 8 Average | 3+ | 15 Good | 2+ | 40 Ace | roll 2 dice, double 1 is a fail | 100

Poor Quality Pilots cannot execute fighter maneuvers, and go into a stall if they fail a tougher taskBelow Average Pilots Can execute fighter maneuvers with a 50/50 chance of success. They lose 2 speed and altitude as normal if they fail a fighter maneuver or tougher task.Average Pilots can take Evasive Action when fired at. Success means -1 to damage, but they lose 1 speed. (This lost speed doesn't count towards the attackers gun attack this turn) If you fail this roll, you still lose 1 speed. You can't be in a stall, and Bombs must be jettisoned in order to do this.Good Quality Pilots can take Evasive Action, like average pilots, as well as the following:-Suffer no negatives if they fail a pilot check to inflict +1 damage on the gun attack table-Only lose 1 speed and 1 altitude when they fail a check for fighter maneuvers or tougher task.-Can combine steep dives and climbs (up to 2 altitude change) with any fighter maneuver, as well as throttle changes. -Can clear jams during basic maneuvers and tougher tasks (upon a successful pilot check).-Ignore up to 1 G while making a turn and attackAce Pilots Have all the bonuses of a Good pilot, as well as the following:-When targeted by a gun attack, ace pilots can Return Fire, as long as they're piloting an aircraft with Turn A. After the enemy has made their attack, the ace counts as quickly turning to face his attacker, firing any front-mounted MGs, and then making a standard turn in any direction. The Ace will lose 1 speed / 120 degrees turned, like any normal Turn A aircraft. Aces cannot make a pilot check to get +1 damage during a Return Fire, and all usual modifiers for range, front/rear of target, speed difference, etc apply. Aces cannot perform this maneuver when attacked from the rear. Aces may combine throttle changes with turns performed during a return fire.Pilots may not take evasive action when targeted by a return fire. Aces may not return a return fire from another ace.-Ace pilots dont lose any speed when taking Evasive Action. They can instead choose to execute a Snap roll at the cost of 1 speed. Aces doing snap rolls are -2 to hit

Observers / Gunners:Any crewmember who isn't the pilot can still perform 1 action per turn. Usually firing an MG, or takingreconaissance photographs. These crew members may not fly the aircraft. All aircraft are assumed to have 1 pilot. Additional Crew will be listed in the notes (see the Aircraft Lists below). Randomize who is hit if there are extra crew members, and note the effect (like no longer being able to fire a Rear MG if an observer is killed). Observers and Gunners do not cost any extra points and make “pilot checks” based on the quality of the aircrafts pilot.

Aircraft Lists:Some Aircraft can take additional MGs. These are listed in the notes, along with points cost.The war is divided into 3 periods. You can randomize period and points limit on page 9.

Page 6: DOGFIGHT! - img.fireden.net · DOGFIGHT! WW1 Air Combat Rules Written by T. Jensen Thanks to Cesco, Dan and the team for ideas and playtesting

Aircraft of the Allied Powers: Pilot cost: Poor: 4 Below Average: 8 Average: 15 Good Quality: 40 Ace: 100

Early War (1914 - 1915)Aircraft Points Weapons Turn Notes Airco DH.2 10 Nose MG C Slow Climb, Slow, Nose MG B.E.2 4 1MG*(Observer) D Slow Climb, Slow, 200 lbs bombs, Observer Bristol Scout 8 1MG C Slow Climb F.E.2 16 2MGs C Slow, Nose MG (Pilot), Rear MG (Observer) 500 lbs bombs Nieuport 11 “bebe” 8 1 MG B Slow Climb, Slow Sopwith Baby 8 1MG C Slow Climb, 100 lbs bombs Short Type 184 12 Rear MG C Slow Climb, Slow, Rear MG (Observer), 500 lbs bombs, Light Bomber (3) Vickers FB.5 “Gunbus” 10 Nose MG C Slow Climb, Slow, Nose MG (Observer) Extra Nose MG (Pilot) for +4 points

Mid War (1916)Aircraft Points Weapons Turn Notes Airco DH.2 10 Nose MG C Slow Climb, Slow, Nose MG B.E.2 4 1MG*(Observer) D Slow Climb, Slow, 200 lbs bombs, Observer Fairey Campania 8 Rear MG D Slow Climb, Slow, Rear MG (Observer), 600 lbs bombs, Light Bomber (3) Nieuport 17 18 2 MGs B Powerful R.E.8 “Harry Tate” 12 2MGs C Slow Climb, 200 lbs bombs, Rear MG (Observer) Extra Rear MG for +4 points S.E.5a 20 2 MGs B Powerful, Fast, 100lbs bombs Sopwith Pup 10 1 MG B Slow Climb, Fast, 100 lbs bombs Sopwith 1 ½ Strutter 14 2 MGs C Rear MG (Observer), 200 lbs bombs SPAD S.VII 14 1 MG C Powerful, Fast

Late War (1917 - 1918)Aircraft Points Weapons Turn Notes Airco DH.4 26 3 MGs C Powerful, Fast Climb, Fast, 2 Rear MGs (Observer)

500 lbs bombs, Extra front MG for +4 points Light Bomber (3) Airco DH.5 12 1 MG C Fast Climb, 100 lbs bombs Bristol F.2B 20 2 MGs B Powerful, Fast, Rear MG (Observer). Extra Rear MG for +4 points Breguet Br.XIV 22 3 MGs D Powerful, Fast, 2 Rear MGs (Observer), 600 lbs bombs, Light Bomber (3) Fairey III 14 2 MGs C Rear MG (Observer), 500 lbs bombs Handley Page 0/400 30 5 MGs D Slow Climb, Slow, 2 Rear MGs (Observer),

2 Nose MGs (Gunner), 1 fixed forward MG (Pilot), 2000 lbs bombs, Heavy Bomber(6) SPAD S.XIII 24 2 MGs B Powerful, Fast Climb and Dive, Fast Sopwith Camel 22 2 MGs B Powerful, Fast Climb, Fast, Difficult to fly Sopwith Triplane 24 2 MGs A Powerful, Fast Climb, Fast, +16 points if flown by Ace Sopwith Snipe 24 2 MGs A Powerful, Fast Climb, Fast, 100 lbs bombs, +16 points if Ace pilot

Bombs: 2 Points / 100 lbs Artillery Observation Balloon: 10 points (1916 onwards)

Turn Ratings: A: 120° , B: 90° , C: 60° , D: 45°

* MG of the B.E.2 can fire in all directions except for the front facing of the aircraft (45° either side of the front)Attacks made to the side are -1 due to the struts and wings.

Bonuses at Game end:Successful Bombing: +10 points / 100 lbs dropped behind enemy lines Recon: +10 points / photograph taken

Page 7: DOGFIGHT! - img.fireden.net · DOGFIGHT! WW1 Air Combat Rules Written by T. Jensen Thanks to Cesco, Dan and the team for ideas and playtesting

Aircraft of the German Army: (Luftstreitkräfte) Pilot cost: Poor: 4 Below Average: 8 Average: 15 Good Quality: 40 Ace: 100

Early War (1914 - 1915)Aircraft Points Weapons Turn Notes Avaitik B.I 6 Rear MG D Slow Climb, Slow, Rear MG( Observer) Albatros C.I 10 Rear MG C Slow Climb, Rear MG (Observer) Albatros C.III 14 2 MGs C Slow Climb, Rear MG (Observer), 200 lbs bombsLVG C.II (or Rumpler C.I) 10 2 MGs C Slow Climb, Slow, Rear MG (Observer), 100 lbs bombs Fokker E.III “Eindecker” 6 1 MG C Slow Climb, Slow Rumpler G.I 16 2 MGs D Slow Climb, Nose MG (Observer),

Rear MG (Gunner), 500 lbs bombs, Light Bomber (3) Zeppelin L.10 24 5 Mgs D Zeppelin, 5,800 lbs bombs

Mid War (1916)Aircraft Points Weapons Turn Notes Albatros D.II 14 2 MGs C Powerful , Slow Climb, AEG G.IV 20 2 MGs C Slow Climb, Nose MG (Observer), Rear MG (Gunner), 900 lbs bombs, Bomber (4)Gotha G.IV 20 2 MGs D Slow Climb, Slow, Nose MG (Observer)

Rear MG (Gunner), 1,500 lbs bombs.Extra Nose or Rear MG for +4 points each

Heavy Bomber (6) LFG Roland C.II “Walfisch” (whale) 12 2 MGs C Slow Climb, Rear MG ( Observer ), 100 lbs bombsRumpler C.III 12 2 MGs C Powerful, Slow Climb, Slow, Rear MG (Observer), 200 lbs bombs Rumpler G.II 18 2 MGs D Slow Climb, Nose MG (Observer),

Rear MG (Gunner), 500 lbs bombs, Bomber (4) Zeppelin L.32 44 10 Mgs D Zeppelin, 9,200 lbs bombs

Late War (1917 - 1918)Aircraft Points Weapons Turn Notes Albatros D.III 16 2 MGs C Powerful Albatros D.V.a 20 2 MGs B Powerful, Fast Fokker Dr.I “Dreidecker” 22 2 MGs A Powerful, Fast Climb, +16 points if flown by Ace Fokker D.VII 22 2 MGs B Powerful, Fast, Fokker D.VIII “Fokker E.V” 24 2 MGs A Fast Climb, Fast, +16 points if flown by Ace Friedrichshafen G.III 18 2 MGs D Slow Climb, Slow, Nose MG (Observer), Rear MG (Gunner), 2,200 lbs bombs, Bomber(4)Halberstadt CL.II 18 2 MGs C Powerful, Fast, Rear MG (Observer), 100 lbs bombs Halberstadt CL.IV 22 3 MGs C Powerful, Rear MG (Observer) Hannover CL.IIa 18 2 MGs B Powerful, Rear MG (Observer) Rumpler C.IV 14 2 MGs C Powerful, Slow Climb, Rear MG (Observer), 200 lbs bombs Pfalz D.III 18 2 MGs C Powerful, Fast Dive Zeppelin L.52 24 5 Mgs D Zeppelin, 4,400 lbs bombs

Bombs: 2 Points / 100 lbs Artillery Observation Balloon: 10 points (1916 onwards)

Turn Ratings: A: 120° , B: 90° , C: 60° , D: 45°

Bonuses at Game end:Successful Bombing: +10 points / 100 lbs dropped behind enemy lines Recon: +10 points / photograph taken

Page 8: DOGFIGHT! - img.fireden.net · DOGFIGHT! WW1 Air Combat Rules Written by T. Jensen Thanks to Cesco, Dan and the team for ideas and playtesting

Turn Rating:

An aircraft's turn rating shows how much speed is lost when it turns:A: Lose 1 speed / 120 degrees of turnB: Turn as normal (lose 1 speed / 90 degrees)C: Lose 1 Speed / 60 degrees of turnD: Lose 1 speed / 45 degrees of turn

MGs are assumed to be fixed in the forward position of an aircraft, unless otherwise stated.Notes:Slow Climb:+1 altitude in positive climb ONLY. No speed gained.Fast Climb:+2 altitude in positive climb, as well as 1 speed gained.Fast:Aircraft can move at speed 7 (place another white dice reading 1 next to it)At this speed an aircraft moves 14” during its mandatory move. Will take speed stress damage (+1 to damage roll) if moving faster than speed 7Fast Dive:Can gain 1 extra speed in divesPowerful:Can absorb 1 Speed loss each turn. Can gain up to 2 speed gained during level flightThis speed absorbtion can be used on evasive action or climbing. Slow:Can't increase speed past 4 unless diving. Risk Damage if moving faster than speed 4Slow aircraft cannot increase their speed past 4 with level flight or positive climbs. They also risk damage if they move faster than speed 4. For each turn moving at speed 5, they take damage as if hit by a gun attack. For each turn moving at speed 6, they take damage as if his by a gun attack with a +1 modifier. Nose MG: (Usually a traversing mount on a bomber or pusher type aircraft)Nose mounted MG can fire from far left to far right, unhindered by the propeller. Cannot fire behind the 3/9 line. Does not need a pilot check to fire, can just roll damage. Pilot may still test to get a +1 if desired.Rear MG:Rear MGs can fire across the entire rear of the aircraft, up to the 3/9 line. They cannot fire directly behind, (due to the tail of the aircraft) unless the target is 1 altitude above.Aircfraft with Nose and Rear MGs are much easier for poor and below average pilots to inflict damagewith, as they dont need to make a pilot check to fire the MGs at any target within the arc.Difficult to Fly:Some aircraft had unusual handling characteristics that made them pilot killers. If an average or belowaverage pilot fails a fighter manever or tougher task in one of these aircraft, they count as “stalled” next turn.

Air Defense from the Ground:Each player's deployment zone is covered by MGs and Anti Air Artillery (AAA) During your turn, you may fire it at enemy aircraft.MGs can fire up to altitude 2. At altitude 1, choose a target within 8” of the deployment zone, and rollstandard damage (from the Gun Attack table) at altitude 2, MGs can only fire directly above the deployment zone, and the damage counts as -1

Page 9: DOGFIGHT! - img.fireden.net · DOGFIGHT! WW1 Air Combat Rules Written by T. Jensen Thanks to Cesco, Dan and the team for ideas and playtesting

Average, Good Quality and Ace pilots can still go evasive against MG attacks from the ground.AAA can only fire at altitude 2 or 3. Choose a target within 12” of the deployment zone, and roll 1D6. On a 1 the AAA explodes very close to the aircraft, and rolls a Gun Attack roll against the aircraft.Pilots cannot go evasive against AAA fire.

Bombing:100 lbs of bombs can be purchased for 2 points. Aircraft with bombs count as slow until they drop them, and cannot make fighter maneuvers, steep climbs or dives, or take Evasive ction. Aircraft may drop bombs at an atlitude of 3 or less, in lots of 100 lbs for free at any time in their turn (even during mandatory movement), but must make a pilot check or the bombs miss their target and have no effect. Each aircraft may drop up to 800lbs of bombs each turn.For every 100 lbs dropped in the enemy deployment zone (with a successful pilot check), you gain 10 victory points at the end of the game.

Reconaissance:This can only be done over the enemy deployment zone. An Observer must sacrifice a maneuver to take a photograph. He must make a pilot check. If successful the the photograph is taken. At the end of the game, each player gains 10 points for each photograph taken over the enemy deployment zone, but must survive the game for the points to count towards victory.

Artillery Observation Balloons:These can be purchased for 10 points each. They may be placed anywhere within 12” of your lines at the start of the game, and are deployed at the atlitude you choose. Observation balloons give your artillery a 12” arc of fire around the balloon, at the atlitude you deployed it, and up to 1 altitude below and above. Balloons can be targeted as normal by aircraft, and dont count speed difference.Any aircraft moving through the balloon must test for collision. Any aircraft moving directly underneath the Balloon (all the way to the ground) must test for collision against the balloon's tether.The tether can take damage just like an aircraft, and if it is destroyed, the balloon floats away and is lost. Balloons count towards a players points at the end of a game. Damaged balloons must roll as if an average pilot to land at the end of a game (3+ succeess). When a balloon is destroyed, all aircraft within 6” take damage as if hit by a gun attack, at the altitudethe ballon is, and up to 1 altitude above and below it. This is due to the fireball of the flammable hydrogen gas.

Gameplay:

Players roll for scenario: D6 Roll | Result | Points Limit 1 | Early War Skirmish | 150 points 2 | Early War Battle | 250 points 3 | Mid War Skirmish | 150 points 4 | Mid War Battle | 250 points 5 | Late War Skirmish | 200 points 6 | Late War Battle | 400 pointsPlayer then write up squadron rosters in secret. Players roll off. The winner of the roll off can deploy first and take first turn or give the same opportunity to the other player.

Skirmish: All Aircraft are divided into squadrons, usually of 4-8 aircraft. Any squadrons can be designated as “Reinforcements” and deployed in reserve. Each turn they roll a D6. On a 4+ they may

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move on from any board edge, but not within 12” of the enemy deployment zone. All reinforcements enter play at speed 3, and at a ranomized altitude (roll 1 D6)

Deployment:

Roll a D6:1-3 Short Edges: Players can deploy up to 18" from the short table edges (6' X 4' table) The space in between is no mans land. 1-4 Long Edges: Players can deploy up to 6” from the long table edges. The space in between is no mans land.

Once the first player has deployed, the second player deploys as well. The second player to deploy then has an opportunity to “Steal the initiative” take the first turn instead. Roll a D6. on a 5+, he succeeds and goes first. An ace in the squadron allows the second player to steal the initiative on a 4+.Turn layout:1: First Player: All mandatory moves. Each aircraft must move 2 X its speed dice in inches.2: Maneuvers Each aircraft may execute 1 maneuver per Crewmember (only pilot may fly aircraft)3: Next player The next player takes their turn, repeating 1 and 24: New Turn A new game turn beginsThe Players take turns moving and maneuvering with all their aircraft. Once both players have had a turn, one game turn has passed. note the current turn number on a dice. Play continues with both players taking turn moving all their aircraft and maneuvering, until the roll to end the game is succeeded (see below)

Winning the game:At the end of turn 10, and every turn thereafter, roll a D6:End of Turn | 10 11 12 13+ Game ends on: | 1-2 1-3 1-4 1-5

Landing:After the battle any damaged aircraft must make a pilot check. If they fail they are destroyed on landing and do not count towards the remaining forces (see below).Result:Add up the points of the remaining forces on each side at the end of the game, including pilots. Count any bonuses for bombs dropped on enemy territory (+10 per 100 lbs), and any points for Reconaissance photos (+5 points each) Damaged aircraft count as their full points cost, as long as theylanded successfully. The player with the most points is the winner. If the points are even, its a draw.

Page 11: DOGFIGHT! - img.fireden.net · DOGFIGHT! WW1 Air Combat Rules Written by T. Jensen Thanks to Cesco, Dan and the team for ideas and playtesting

Zeppelins:Zeppelins cannot move faster than speed 3. They take damage if moving at speed 4, and take +1 damage when moving at speed 5, +2 damage when moving at speed 6. They dont lose or gain speed when climbing or diving.Zeppelin Maneuvers for Pilot:-Increase or decrease speed by 1 -Climb or dive up to 1 altitude-Turn (6” radius turn circle), lose 1 speed per 45 degrees-Order Bombing Run (must go straight, can drop up to 800 lbs of bombs)MGs on a Zeppelin may only targets aircraft at the zepellins altidue, or 1 altitude below.An average zeppelin is 12” long at 1/600 scale, and we use 2 stands, one for each gondola. One is 2” from the front, and one 4” from the rear. Measure ranges from the base of each stand. Each Zeppelin counts as having 2 MGs on the front gondola, 2 MGs on the rear gondola, and 1 MG on top, at the same position as the front gondola (2” from the front of the Zeppelin). Zepellins with 10 MGs have these numbers doubled. All MGs on a zeppelin have 360 degree line of sight, except for their altitude limitations (gondolas cant fire at targets above, top MG cannot fire at targets below) and otherwise act exactly like MGs on a winged aircraft. MGs on the top of a Zeppelin are able to fire at targets at the Zeppelins altitude, or up to 1 altitude above.Zeppelins count as having 5 gunners, 2 in the front gondola 2 in the back, and 1 on top.A Zeppelin with 10 MGs counts each gunner as operating 2 MGs)If the number of MGs is reduced to 0, the next result wounds or kills the pilot, Wich counts as “Structural Damage” in the Zeppelin damage table below, except that the pilot being dead doesn't cause the Zeppelin to take extra damage.When a Zeppelin is destroyed, it inflicts damage on all aircraft within 6”, just like an observaton balloon (up to 1 altitude above and below). Zeppelins may not take Evasive Action. Zeppelins that crash into the ground immediately explode, damaging any infantry within 6”, and any aircraft within 6” and up to 2 altitude.Zeppelins can call in AAA just like observation balloons, and have a turn arc with a radius of 6”.

Zeppelin Damage:D6 | Result 1 | Miss (pilot check: if failed: Jam) 2 | Miss 3 | Miss 4 | Damage – 8 Hits like this will destroy the Zeppelin. 5 | Crew Killed – MG gunner of attackers choice | Once all MGs are killed, pilot becomes next to go 6 | Fire! - A fire breaks out on the Zeppelin – Roll damage each enemy turn

| Keep track of how many fires are burning, roll individually for each fire | Fires cannot be put out. This counts as “Damage” too. 7 | Structural Damage! The Zeppelin starts to go down! It loses 1 altitude | per turn, gaining speed each time. Counts as “Damage” unless from pilot death

Zeppelins targeted by air defence take 2 hits each turn instead of 1, due to being a large target.Pilot quality with Zeppelins only counts towards getting a +1 to damage and dropping bombs. Zeppelin crew do not get the other bonuses of Good or Ace pilots. They cannot return fire, nor go evasive, nor perform fighter maneuvers. Good quality and Ace gunners can still attempt to clear jams during basic MG firing though. Gunners may always check to gain a +1 to damage. Roll Separately.

Page 12: DOGFIGHT! - img.fireden.net · DOGFIGHT! WW1 Air Combat Rules Written by T. Jensen Thanks to Cesco, Dan and the team for ideas and playtesting

OPTIONAL RULES:

Large battles, and flights of more than one aircraft:

When dealing with large amounts of aircraft, it is usually easiest to organise them into “flights”, also known as “squadrons” or “jastas”. They spend the game in base contact.

A flight can be 2 or more aircraft. They must all be of the same type.

The amount of aircraft in the flight is known as the “Flight Number”.

Flights may be split up at any time, either into single aircraft, or smaller flights. A single maneuver involving a turn, climb or dive to split with the formation must be made to break formation.

One aircraft is chosen as the “lead” aircraft. All ranges, maneuvers and line of sight is measured from the lead aircraft. The flight acts as if a single aircraft.

Flights and gun attacks: When performing a gun attack, flights multiply the number of dice rolled by the flight number. For example: a flight of 4 Albatros D.IIIs makes a gun attack on a handley page bomber. An albatros D.III has 2 front fixed MGs, multiplied by 4, makes for 8 dice rolled in the attack.

Mixed Quality Pilots in a Flight: Each flight is given an overall quality based on its pilots.Add up the folllowing factors to determine to overall quality of a flight:Best quality pilot in flight Worst quality pilot in flight Most common pilot qualityAce +10 Ace +0 Ace +10Good +5 Good +0 Good +5Average +0 Average +0 Average +0Below Average -5 Below Average -5 Below Average -5Poor -10 Poor -10 Poor -10

The result will give the Flight Quality of the flight: -30 to -20 Poor-19 to -10 Below Average

Attacking Flights: Roll a D6: -9 to +9 Average1 No effect 10 to 19 Good2 No effect 20+ Ace3 No effect4 Crew Wounded. -5 Flight Quality. Second time: 1 crew member is killed (randomize)5 Aircraft Damaged. -5 Flight Quality Second time: -5 flight quality AND lose one turn rating.6 Aircraft Destroyed! -1 Flight Number. A target aircraft is shot down.When flights split, both new flights have the same Flight Quality as the original parent flight.

Any single aircraft that comes out of a flight that has had pilots killed or aircraft damaged has a possibility of being: (D6) 1-3 D3 crew wounded, 4-6 Aircraft damaged. Recalculate the Flight Quality ofthe original flight as necessary.Once the flight number equals 1, the flight becomes a single aircraft.

Maximum quality change: Damage done to Flight Quality can only cause 1 tier change in pilot quality. For example: a flight with Ace Quality (20) can never drop below Good, even if its flight quality drops below 10. Damage will still be done to a flights Flight Number for each 5 points of Flight Quality lost

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below -30, but the quality of the flight for the purpose of pilot checks is still considered “Good”. Large battles: Battles over 400 points can be agreed upon with the players. 1000 points would be a very large battle,and 2000 points a massive battle. 1/600 is probably best advised for this kind of scale.

Initiative Cards

Place D6 playing cards face down on the table, evenly space between the two players deployment zones. When an aircraft flies over the card, the player notes the effect from below:

2 : Clear the Jam! - Clear a single jam on a selected aircraft (May be played at any time) 3 : Clear the Jam! - Clear a single jam on a selected aircraft (May be played at any time) 4 : High Altitude accuracy – All Air defense AAA can fire up to altitude 4 this turn. (Play any time) 5 : High Altitude accuracy – All Air defense AAA can fire up to altitude 4 this turn. .(Play any time) 6 : Hide in the sun! - Enemy is -1 to a single gun attack roll (May be played at any time) 7 : Hide in the sun! - Enemy is -1 to a single gun attack roll (May be played at any time) 8 : Good Shot! - Gain +1 to a gun attack roll (May be played at any time) 9 : Good Shot! - Gain +1 to a gun attack roll (May be played at any time)10 : Infantry Unit: Must be played immediately, is flipped over on the spot. Gives air defense J : Reinforcements! - You receive aircraft worth up to 10 points (Must be played immediately) K : Reinforcements! - You receive aircraft worth up to 12 points (Must be played immediately) Q : Reinforcements! - You receive aircraft worth up to 18 points (Must be played immediately) A : Reinforcements! - You receive aircraft worth up to 20 points (Must be played immediately)Jkr: Whats that over there?! Aircraft must head directly to the closest board edge. And leaves the game. It may still fire any rear MGs or fire directly ahead with its Mgs. It must move at maximum speed. Aces can still return fire if attacked from the side or front.

When an aircraft moves over a card, that player may take the card and place it in their hand. Some must be played immediately, others may be played at any time, even during the enemies turn.

Reinforcement aircraft can enter from any table edge, but not nside the enemies deployment zone. They enter play at speed 3, and at a randomized altitude (Roll 1 D6). All reinforcements randomize their quality. Roll a D6: 1-2: Below Average, 3-4: Average, 5-6: GoodReinforcements may execute 1 maneuver during the turn they arrive.In large battles, I recommend reinforcement values are qualdrupled.

Aircraft can attack infantry, they roll 1D6 for each MG in Line of Sight and range, applying modifiers for speed difference (infantry count as 0 speed) and long range.Infantry Damage Table D6 roll Result 1-3 No Effect 4-5 Decimated – Infantry are cut down to 50% strength. A second result will count as Destroyed 6 Destroyed. - Infantry are removed.

Infantry can attack other infantry, they have a 12” range and roll a damage table as above

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Statting out other aircraft: If top speed is under 100 mph, it is "Slow". If top speed is over 110 mph, it is “fast”If climb rate is less than 750 ft/min, it is a "Slow Climb" aircraft.If climb rate is more than 1000ft/min, it is a "Fast Climb" aircraft.Engines: Divide the total engine output by the weight of the aircraft (use the MTOW/full weight). If the aircraft scores above 0.075, it is considered "Powerful". Turns: I found very little information about turn time, but used the Ace at Dawn turn statistics, slightlymodified so that certain planes should be able to out turn others (like the Fokker Dr.I against an S.E.5a)Use your best judgement or any source material you can find on turn times or radii, I would be interested to read and integrate any information out there. email to: [email protected] placement: Use the historical armings of aircraft, and if necessary add an optional machinegun based on the points system below. Any traversing turret should have at least 180 degrees of firing arc,either forwards or backwards. Note "Nose MG" or "Rear MG" for these traversing mounts. Nose Mgs should cost slightly more due to the ease of use by poor quality and below average quality pilots.Points: 2 points for a basic chassis that is slow and slow climb with turn D. +2 points for a front fixed MG, +4 points for a second front fixed MG, +6 points for a nose MG, +4 points for a second Nose MG, +4 points for a Rear MG, and +4 points for a second Rear MG+2 points for each Turn rating increase above D, with A adding a “+16 points if flown by Ace” condition. +2 points if average speed, +2 points if average climb, +2 points for fast, +2 points for powerful, +2 points for fast climb or dive. +2 points for the ability to take more than 1000 lbs of bombs. No modifier for being difficult to fly.

All aircraft count as having 2 “Structure” points: 2 times it can be “damaged” before being destroyed. Light bombers instead have 3 structure points, Standard Bombers have 4 points, Heavy bombers have6, and Zeppelins have 8.+2 points for each Structure point over 2.