Whistling Death Rules
Whistling Death Rules
This is a free down-load mini-sample rules set of the 2d edition Fighting Wings air combat game
rules and some of its aircraft. It is designed to show some of the basic features of the game and
how it plays in air-to-air combat. You are invited to make or download as many copies of this
.PDF format file as you want and pass it to your friends.
Whistling Death is currently on a P300 pre-order system. About 200 copies of the game have
been ordered so far. When 300 orders are reached the game will be published by Clash of Arms.
You can help by putting in a pre-order at the Clash of Arms website and save at least $16 on the
publication price.
Go to http://www.clashofarms.com and click the “new projects” button under the front page
featured game. From the new project menu select “Whistling Death” for a detailed description
of the game and its components. If interested, click the “Order Now” button and fill in the on
line form.
Thank you,
J.D. Webster
Designer – Fighting Wings Series
Fighting Wings - Volume III - Advertisement
Whistling Death is the third game in J D Webster's WWII Fighting Wings series.
Containing 110 scenarios (that's one hundred ten, folks) ranging from flight training (3),
introductory air combat (5), air-to air combat (58), air-to-ground (4), air-naval (32), and mission
level (8), it features 40 distinctive aircraft and numerous ship types.
Japan: A6M2, A6M3, and A6M5 Zero; A6M2-N Rufe; J2M3 Jack; N1K2-J George; Ki.43-lla
Oscar; Ki.61-lb Tony; Ki.84-la Frank; F1M2 Pete; D3A2 Val; B5N2 Kate; D4Y2, D4Y3 Judy;
B6N2 Jill; MXY7 Ohka; G4M1, G4M2 Betty; H8K2 Emily; and P1Y1 Frances.
USA: F2A-3 Buffalo; F4F-3 and F4F-4 Wildcat; FM-2 Wildcat; F6F-3 and F6F-5 Hellcat; F4U-
1D and F4U-4 Corsair; P-39D Aircobra; P40E Warhawk; P-38G-10 Lightning; PBY-5A
Catalina; TBD-1 Devastator; OS2U-3 Kingfisher; SBD-3 and SBD-5 Dauntless; TBF-1C and
TBF 3 Avenger; SB2C -1C and SB2C-3 Helldiver.
Japan: Yamato (BB), Kongo (BB), Kaga (CV), Shokaku (CV), Shoho (CVE), Myoko/Takao
(CA), Nagara/Naka (CL), Kagaro/Yugumo (DE), Akazuki (DDAA), Matsu (DE), Ch13
(subchaser), Large, Medium and small merchant, Large, Medium and Small Landing Craft.
USA: Lexington (CV), Yorktown (CV), Essex (CV), Casablanca (CVE), Pennsylvania (BB),
South Dakota (BB), Brooklyn (CL), Atlanta/Oakland (CL), Sims (DD), Sumner (DD), Cimarron
(Oiler), Ashland (LSD),PT boat (80' Elco),
Landing Craft (SCI and SCS), Landing Ship (LSM and LSM-R).
Pre-order on line, or
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Clash of Arms Games
The Byrne Building #205
Lincoln & Morgan Sts.
Phoenixville, PA 19460
Call or Fax us at: (610) 935-7622
*** Fighting Wings *** Bank Angles: There are six allowed bank angles; Wings Level (LVL),
Introductory “Quick-Start” Rules Left Bank (LB), Right Bank (RB), Inverted Left Bank (ILB), Inverted Right
Bank (IRB) and Inverted (INV). Changing bank angles from an existing
These rules allow players to sample the Fighting Wings game sys- one to an adjacent one requires the A/C to be rolling left or right for a
tem with minimal effort and they can be used as a stepping stone to period of time expressed in the form of FPs expended. This is shown on
learning the rich details of the full game system. the “Banking FPs” line of the Power vs. Speed Chart of the ADC. Cross
Scale: One turn is 4 seconds of time. One map hex is 100 yards. reference the line with the speed range columns. If the number were 2,
Each aircraft (A/C) counter is one airplane. Each A/C flight point (FP) is the A/C could roll to the next bank angle after every two FPs expended.
50 mph of speed, each half flight point is 25 mph of speed. A/C in LB, ILB, RB or IRB banks may turn in the direction of the bank.
Banking between LB & ILB, or RB & IRB is allowed while turning, in all
Sequence of Play: Each game turn is divided into three phases; other cases banking and turning may not be mixed. The bank angle used
Initiative, Movement & Combat. All desired activities allowed in one phase by an A/C also helps define its nose attitude as upright or inverted.
must be completed before starting the next phase. All phases must be
completed before starting the next game turn. Turning: If banked left or right, A/C may change facing as explained
below. Depending on an A/C’s speed and the turn rate selected, more
Key Concepts: The game is played in three dimensions. A/C have than one facing change may be possible in a single game turn. There are
a specific location and orientation which is defined by their map position, five turn rates allowed: EZ (easy turn); TT (tight turn); HT (hard turn); BT
altitude, facing and flight attitude. A/C may be in level, climbing or diving (break turn) and ET (emergency turn), each representing increasing lev-
flight. Some may be at higher or lower altitudes than others. Being able els of G. A particular turn rate may only be used if the A/C has sufficient
to visualize the relationship between one A/C to another with regards to speed for it. EZ turns are allowed at any speed ≥ the A/C’s minimum level
relative altitude and orientation is the key to maneuvering and firing at speed. Higher turn rates require a minimum speed as listed on the A/C
enemy A/C and, thus, to playing and enjoying Fighting Wings. Performance Chart in the columns labled TT through ET. Cross index the
A/C’s altitude band with the desired turn rate to find the minimum speed
A/C Data Cards (ADCs): The information need to fly an A/C is found required. If the A/C does not have that speed, it cannot use that rate.
on its data card. The key sections to be familiar with for these rules are
the A/C Performance Chart which lists the A/C’s speed limits, the Power The Turn Chart: Turning requires an A/C to expend, in movement,
versus Speed Chart which lists power available, banking and side slip contiguous FPs equal to, or greater than the no. listed in the A/C Turn
requirements, and the Fire Power Chart which details each A/C’s weap- Chart at the intersection of the selected turn rate with the A/C’s speed.
ons. The use of each section of an ADC is explained in the rules sections Once sufficient FPs have been expended, over one or more game turns,
below that are pertinent to that portion of the ADC. Items on an ADC not the A/C’s facing may be changed from its current heading to the adjacent
mentioned in these rules may be ignored. one in the direction toward which the A/C is banked. If on a hexside when
changing facing, shift the A/C to the hex adjacent to that hexside in the
Map Position: The hexgrid is used to position A/C counters. Counters direction of the bank before changing facing (see example below). Chang-
can be in the center of a hex or placed on one of the six hexside lines that ing facing ends a turn in progress and a new turn must be started to face
define the hex (but only if faced parallel to the line). again. On the A/C Turn Chart, an entry of “60” or “90” allows 2 or 3 facing
Altitude: Altitude is divided into 1,000 foot “levels”, 100 foot “incre- changes, respectively, for each FP expended.
ments” and coded “bands” each about six levels thick. Performance num- Flight Attitudes: An A/C’s flight attitude indicates the direction its
bers, as depicted on A/C data cards (ADCs), vary by altitude band. Alti- nose is pointed in which determines how many FPs can be spent as HFPs
tude bands are identified by two-letter codes as follows: or VFPs. There are seven basic flight attitudes: level flight and shallow,
UH+ = Ultra-high EH = Extremely high steep or vertical climbs and dives. With inverted bank attitudes included,
VH = Very high HI = High 14 nose attitudes are possible. The Flight Attitude Diagram shows 12
MH = Medium high ML = Medium low positions but vertical attitudes can be upright or inverted and one way or
LO = Low VL = Very low the other must be declared the instant an A/C ends its move in a vertical
attitude. This also determines when and if reversals occur (see below).
Altitude is always recorded as follows: “Thousands dot hundreds”
(i.e., “2.1” = 2,100 feet, or two levels and one increment. Flight Attitude Codes: Each attitude is given a logsheet code as
follows; LVL = upright level, INV = inverted level, C or D indicates a climb
Facing: The nose of the A/C top view on a counter denotes the
or dive, SH = shallow, ST = steep and V = vertical. Attitude codes on the
direction an A/C is facing. A/C must always face a hexside or one of the
Flight Attitude Diagram in parenthisis are inverted attitudes. Flight direc-
six junctures between two hexsides. This results in 12 allowed facings,
tion reversals occur whenever A/C switch from upright or inverted bank
each 30° apart from the next & labled with a compass heading (see com-
attitudes to the opposite as a result of a nose attitude transition.
pass rose in flight example diagram on page 3. (N = North, NNE = North
by Northeast, NE = Northeast, E = East, etc.). Flight Proportions Table: A/C in climbs or dives have a mandatory
altitude change (MC) in altitude increments forced on them at the start of
Flying: An A/C’s start hex, facing, altitude, speed, angle of bank and
their move. An optional altitude change (OC) in altitude increments is
flight attitude is recorded on an “A/C Logsheet” each game turn. One
always allowed at the end of an A/C’s move. MC and OC are in addition
logsheet is kept for each A/C in play. The scenarios provide the initial
to altitude changes caused by VFPs expended. The Flight Proportions
data for the first game turn, and each player records changes resulting
Table defines how much MC and OC A/C must or may have and how
from movement each turn thereafter on the logsheet.
many VFPs A/C can use during their move. To use this table, find the
Speed & Flight Points: How fast an A/C can fly at different altitudes appropriate flight attitude and read across to the desired column (MC,
is shown on its ADC. Take any ADC and find the A/C Performance Chart. VFPs, OC). All entries are presented as fractions. For MC, cross index
At the far left is an altitude column listing the different bands. To the right that fraction with the A/C’s speed on the Fractional Values Table to find
are three columns labeled minimum, maximum and maximum dive speed. the number of altitude increments the A/C is forced to climb or dive based
The nos. in each column are in terms of flight points. An A/C’s start speed on its STARTING attitude. The entry for VFPs lists the portion of the A/C’s
equals the flight points (FPs) it has for moving in a game turn. FPs can speed that may be VFPs based on its AVERAGE flight attitude (each VFP
be expended as horizontal FPs (HFPs) or vertical FPs (VFPs). Each changes altitude by 3 increments). The OC allowed, calculated as for
HFP expended moves the A/C one hex or hexside on the map in the MC, indicates the maximum altitude change, in increments, the A/C may
direction it is facing. Each VFP expended changes altitude 300 feet up or climb or dive based on its ENDING flight attitude.
down depending on the A/C’s flight attitude (climbing or diving) but does
Flight Attitude Transitions: At the start of each move, a player must
not move it on the map. All full FPs must be expended each turn.
choose whether his A/C will remain in its current attitude, or will change
Half FPs: The smallest speed increment tracked is 0.5 (a half FP). attitudes. If remaining in the current attitude, refer directly to the Flight
Half FPs cannot be expended so they are carried forward until their A/C’s Proportions Table to find the A/C’s VFP allowance and MC or OC limits.
start speed includes a 0.5, upon which, the two are added together to Starting, average, and ending flight attitude always equal the current atti-
form an extra full FP. The extra FP must be an HFP if the A/C’s start tude in this case.
attitude is level or shallow, or a VFP if steep or vertical.
Transition Procedure: When changing flight attitudes, the Flight At- on the expenditure of the next HFP. Slip FPs may not be used to count
titudes Diagram is used. This is composed of two circles, each depicting toward banking or turning. Starting a slip incurs HT turn decel.
the 14 nose angles. When pulling the nose up and around, the outer-
circle is used. When pushing the nose forward and down, the inner circle Stalling: If an A/C’s start speed ends up below its listed minimum
is used. The procedure for changing flight attitudes is as follows: speed it stalls. When an A/C stalls, it has “0” FPs and cannot turn, roll or
do anything. Its nose attitude immediately changes to steep dive. It will
1. Refer to the Flight Proportions Table and record any MC required lose altitude increments by an amount = to its listed minimum speed + the
by the A/C’s start attitude. game turns it has been stalled. It gains accel normally from diving and
2. Decide whether a pull or push transition will be used and refer to power. When its start speed is above its minimum speed it can fly and
the appropriate circle of the Flight Attitudes Diagram. move normally again and has a start attitude of steep dive.
3. Select a turn rate allowed by the A/C’s speed to be used for the
transition and note the number of attitude changes allowed by that turn Dangerous Dives: If an A/C’s start speed is above its maximum dive
rate. Count around the circle, in the direction the A/C side view is pointed, speed, roll a D10. On a 9 or 10 it is destroyed.
a number of attitudes equal to the number allowed starting from the A/C’s
This Ends the Flying Rules
original flight attitude.
4. Use the average flight attitude of a transitioning A/C for purposes Gun Combat: The introductory rules only discuss fighter combat with
of determining HFP and VFPs allowed per the Flight Proportions Table. fixed guns (N (nose) or W (wing) coded weapons on the Fire Power Chart
5. Decide whether any OC will be taken based on the end attitude of the ADC). A target must be in both the shooter’s horizontal and vertical
reached during the transition - which is also next turn’s start attitude. fields-of-fire, and within the range of the guns being fired to be attacked.
The horizontal field-of-fire is shown in the diagram below for A/C facing
Average Flight Attitude: When a transition is done, the flight atti-
hexes, hex junctures and on hexsides. Climbing A/C may not fire on lower
tude half way round the circle between an A/C’s starting attitude and its
targets, diving A/C may not fire on higher targets. The vertical field-of-fire
ending attitude (rounded up) is its average flight attitude. The A/C may
is further limited as follows:
only expend VFPs as allowed by the average attitude to more accurately
reflect its flight path during a transition. 1. Shooter in level flight - target not more than 100 feet higher or
lower per two hexes or less of range. Same altitude for range 0 shots.
Speed Changes: Engine thrust and diving cause an A/C to speed 2. Shooter in shallow flight - target at least 100 feet away per 3
up. Turning, slipping, climbing and being too fast cause an A/C to slow hexes or less of range & not more than 200 feet away per hex of range.
down. This is measured by the accumulation of acceleration points (accel) 3. Shooter in steep flight - target at least 100 but not more than 600
and deceleration points (decel). At the end of each turn all decel points feet away per hex of range (not more than 300 feet away at range 0).
earned are subtracted from all accel points earned. If the remainder is 4. Shooter in vertical flight - target any distance away in altitude if
positive, speed is gained; if negative, speed is lost. for every 5 points of target in same hex (shooter facing unimportant) or, if in adjacent hex, at
difference, increase or decrease A/C speed by 0.5 FPs as required. The least 600 feet or more away and in horiz. field-of-fire as defined by facing.
new speed is next turn’s start speed. If, after making all possible speed
adjustments, less than 5 accel or decel points remain, note this in the Gun Ranges and Firepower: The Firepower Chart on the ADC lists
“accel carry” or “decel carry” space of the A/C log sheet for the following the attack strength of each group of guns an A/C has. All or some of the
game turn. These points will be added to any accel or decel earned in the guns may be used in an attack. To determine range to a target, count the
new turn. A list of the different accel and decel points are given below. horizontal hexes away the target is and add one for every 300 feet of
altitude difference between the shooter and the target.
Accel & Decel Points:
Climbs and Dives - For each altitude increment (100’) dived or climbed Resolving Gun Attacks: Follow the procedure on page six to calcu-
in a game turn, gain 1 accel or decel respectively. late the combat odds and then roll percentile dice (01 to 100 using two 10
Engine Power - Accel available from engine power is found by cross sided dice, one representing single digits and the other representing 10s).
indexing the A/C’s start altitude with the appropriate speed column of the Apply any appropriate modifiers for highest turn rate used that turn, wing
Power Versus Speed Chart of its ADC. There may be one number, or two gun harmony effects, etc.
separated by a slash. Any amount of accel up to the highest number Damaging A/C: Cross index the modified percentile roll result with
shown may be taken each game turn. the combat odds to find the number of hits inflicted. An A/C has two dam-
Turns and Transitions - For each 30° of facing change started, or age factors. When an A/C suffers cumulative hits exceed its lowest listed
each 30° of flight attitude change performed, add the listed decel number damage factor, it is severely damaged and suffers the following effects:
found in parenthesis next to the turn rate column header on the ADC.
Note that EZ turn rates are not listed, but always incur half the listed TT Severe Damage Effects:
turn rate decel (keep fractions). • Add 0.5 to all minimum level and turn speeds.
Overspeed Decel - Anytime the A/C has a start speed greater than • Reduce all maximum speeds by 1.0.
its maximum listed level speed, decel is incurred in an amount = 2 x (Cur- • Add 1 to all bank and slip requirements.
rent speed – maximum listed speed). Example: If max speed = 7.0 and • ET turns destroy the A/C & add 2 to dangerous dive rolls.
current speed is 8.5, overspeed decel = 2x(8.5-7.0) = 2x1.5 = 3.0 decel. • Add a +30 shot modifiers.
Side Slip Decel - Each time a sideslip is started decel = to that for When hits exceed the higher damage factor, the A/C is destroyed.
doing an “HT” turn is incurred.
Critical Hits: Compare the number of hits inflicted in a single attack
Special Moves: A/C can do flight direction reversals & side slips. with the lowest critical hit rating of any of the guns fired. For each multiple
of that rating inflicted in hits, roll once to determine where the critical hit
Reversals: These are mandatory anytime an A/C does a transition
occured and again to determine what the results of that type of critical hit
which passes through a vertical flight attitude which changes its nose at-
was. Immediately apply the results to the target.
titude from an upright or inverted one to the opposite kind, or if an A/C
ends a game turn in a vertical flight attitude and chooses to flip from the This Ends the Combat Rules
upright or inverted attitude it started with to the opposite. A flight direction
reversal is executed at the end of the move, by flipping the A/C’s current Optional Rules: The following rules may be added in if all players
bank angle between upright and inverted (i.e., LB to ILB) and changing its agree to them.
facing by 150 to 180 degrees in either direction resulting in a new heading
5 or 6 headings around the compass from the original. Pilot Quality: There are four levels of pilot Quality; Recruit, Green,
Regular and Veteran. In addition some pilots may be aces or crack shots.
Side Slips: In a Slip, A/C may displace from their current hex or Pilot quality provides modifiers to the shot die rolls and to initiative rolls.
hexside, to the hex or hexside forward and to either side of their flight path
respectively. The side slip FP time requirement is listed underneath the A/C Protection: Some A/C have engine, fuel tank or cockpit protec-
banking requirement. Once the time requirement is met in terms of FPs tion die roll modifiers listed on their ADC representing the presence of
of movement, an A/C may be shifted as shown on the diagram on page 3 armor plate or self sealing tanks. If so, their modifiers are added to any
critical hit result die rolls in those areas of the aircraft.
PLAYING THE GAME
Set Up: Place A/C counters on the map according to the selected Movement Phase: In this phase players move their A/C about the
game scenario. Begin play following the sequence given below. map as allowed by the flight rules in the order established by initiative.
Initiative Phase: In this phase players determine in what order A/C Combat Phase: After all movement is complete, players may con-
will be moved. Each player rolls a ten sided die for each A/C in his control. duct fixed gun attacks against any one eligible enemy A/C in their A/C’s
The lowest roller moves first and so on. Players with ties must reroll until field-of-fire. Each attack expends one point of ammo. When guns use up
the tie is broken. Pilot quality modifiers do not apply to tie-breaker rolls. all their ammo, they may not fire any more. Damage results from attacks
are not applied until after all A/C have fired.
Tailing Exception to Initiative: If an A/C has an enemy A/C within a
horizontal wedge equal to both its left and right turning field-of-fire arcs Victory Points (V.P.s): Each A/C has two V.P. numbers. The lower
combined, whether the A/C is actually turning or not, and if the enemy is number is awarded to the enemy side if the A/C is severely damaged by
within 8 hexes of range (counted as for gun shots) at the start of a turn, it the end of play. The higher number is awarded if the A/C is shot down by
may tail the enemy, adopting its initiative no. and moving immediately the end of play. If both occur, only the higher number applies. The side
after it moves. with the most points at the end of play is the winner.
N Flight Example: The sample A/C is in level flight, wings LB, facing SE at speed 4.5. Turn 1 – It uses an HT left turn rate to face E after expending 2
NNW NNE HFPs. It takes enough engine accel to balance turn decel and has a half FP carry. Turn 2 – It has 5 FPs (4.5+0.5). The A/C does a TT pull transition
for one step, to a shallow climb, and is allowed one VFP. It has a side slip requirement of 2. It moves 2 HFPs, executes the slip with a 3rd HFP and
then expends the VFP to gain 300 feet and a final HFP. It is allowed OC but does not take it. Again, power accel balances decel. Turn 3 – The A/C
NW NE does a BT pull transition for 3 steps to end in an inverted steep climb and must do a reversal. Each BT step imposes 4 decel. Its average flight attitude
is vertical so more than half, to all, its speed may be VFPs. It expends 1HFP and 3 VFPs, reversing for 150° at the end of its move to face NW. At the
start of its move it has an MC of 1/3 of speed 4.5 which is 1.5 rounded to 2 increments. It gains 900 feet for the three VFPs and takes an OC for another
W E 100 feet (1.5 rounded down), for a total climb of 1,200 feet. Accel and decel = (8 accel for engine power from the ADC – 12 decel for climbing – 12
decel for the transition) = –16 points. This reduces the A/C’s speed by 1.5 (1 decel left over) from 4.5 to 3.0 with another half FP carry.
SW SE
Slip Left Turn right
SSW SSE
S from NW
to NNW
Start Reverse
150°
A/C SPEED EASY TIGHT HARD BREAK EMERG. SCALE No. 1/4 1/3 1/2 2/3
in FPs "EZ" "TT" "HT" "BT" "ET" MPH 0.5 0.0 0.0 0.0 0.5
1.0 0.0 0.5 0.5 0.5
1.0 - 1.5 1 60 90 NA NA 50 - 75 1.5 0.5 0.5 0.5 1.0
2.0 - 2.5 2 1 60 90 NA 100 - 125 2.0 0.5 0.5 1.0 1.0
3.0 - 3.5 3 2 1 60 90 150 - 175 2.5 0.5 1.0 1.0 1.5
3.0 0.5 1.0 1.5 2.0
4.0 - 4.5 4 3 2 1 60 200 - 225 3.5 1.0 1.0 1.5 2.5
5.0 - 5.5 6 4 3–2 2–1 1 250 - 275 4.0 1.0 1.5 2.0 2.5
6.0 - 6.5 8 6 3 2 2–1 300 - 325 4.5 1.0 1.5 2.0 3.0
5.0 1.0 1.5 2.5 3.5
7.0 - 7.5 10 7 4 3–2 2 350 - 375
8.0 - 8.5 12 8 5 3 3–2 400 - 425 5.5 1.5 2.0 2.5 3.5
6.0 1.5 2.0 3.0 4.0
9.0 - 9.5 15 9 6 4 3 450 - 475
6.5 1.5 2.0 3.0 4.5
10.0 - 10.5 18 10 8 5 3 500 - 525 7.0 1.5 2.5 3.5 4.5
11.0 - 11.5 22 12 9 6 4 550 - 575 7.5 2.0 2.5 3.5 5.0
8.0 2.0 2.5 4.0 5.5
12.0 - 12.5 26 14 11 7 5 600 - 625
8.5 2.0 3.0 4.0 5.5
9.0 2.0 3.0 4.5 6.0
1. Procedure - Cross index speed with turn rate to find the minimum turning FPs required per 30°
9.5 2.5 3.0 4.5 6.5
of facing change. Turn Rate decel is incurred per 30° of facing change.
10.0 2.5 3.5 5.0 6.5
2. "90" or "60" entries indicate a maximum allowed facing change in degrees for one FP.
4. “3-2” or “2-1” entries indicate a split turning FP requirement; the left no. for the first facing change 10.5 2.5 3.5 5.0 7.0
and the right no. is for the next facing change. The cycle repeats for a continuous turn at that rate. 11.0 2.5 3.5 5.5 7.5
11.5 3.0 4.0 5.5 7.5
FLIGHT PROCEDURES SUMMARY 12.0 3.0 4.0 6.0 8.0
A. Use throttle: Take from 0 to highest number shown on Power Flight Attitudes Diagram
versus Speed Chart for A/C’s speed range and altitude.
Transition Turn Rate = Flight Attitude Changes
B. If Stalled: A/C has zero FPs, and will lose altitude in increments
= to listed minimum speed plus number of game turns stalled. Flight Att. None = 0 EZ = 1 TT = 1 HT = 2 BT = 3 ET = 4
= STD. Dive and engine accel are added normally. When start speed • If pulling or pushing with gravity at start, +1 change allowed.
> minimum speed, A/C may fly again. If A/C hits altitude 0.0 it crashes. • Pushing more than two steps invokes Neg. G shot modifiers.
C. Choose Flight Attitude: Remain in same attitude, or transition to • Outer circle shows flight att. changes when pulling nose up.
new attitude. If transition desired, find A/C's start attitude, select turn • Inner circle shows flight att. changes when pushing nose down.
rate used for pull or push transition and count around Flight Attitude • For TT or higher transitions, Average flight path (AFP) = flight
Diagram a number of attitudes allowed by turn rate to find ending flight attitude half way between original and new attitude (rounded up).
attitude. Use average flight path for determining VFPs allowed. • If using EZ transition, AFP is same as start flight attitude.
• Decel for transitioning = decel for turn rate used x no. of changes.
D. Execute A/C Move: Proceed as follows:
• Apply any mandatory altitude change (MC) immediately.
• Expend FPs in compliance with Flight Proportion restrictions
of average attitude. (HFPs & VFPs may be mixed in any order) (INV)
• Take optional altitude change (OC) at end of move if desired.
• Each VFP expended changes altitude by 300 feet. (SHC) (SHD)
• If A/C transitions through a vertical attitude, or ends in a vertical
LVL
att. and reverses bank angle, perform a flight direction reversal
(STC) SHD SHC
at end of its move. (STD)
With
E. Determine Speed Change: Record accel & decel points incurred.
STD Gravity STC
Subtract decel from accel. A/C gains or loses 0.5 speed per 5 accel
or decel left. Record on flight log - A/C's new attitude, altitude,
speed, bank angle and any 0.5 FP, accel or decel carried forward. (VC) VD
Flight Direction VC (VD)
(VD)
Reversal Area (VC)
FLIGHT PROPORTIONS TABLE VC VD
Flight Mandatory VFPs Allowed Optional
Attitude Changes (Rest are HFPs) Changes (STD) Against (STC)
Gravity
Level None None ± up to 1/4 +
(SHD) (SHC)
Shallow 1/3 + 0 or 1 FP as VFP up to 1/3 – STC STD
(INV)
Steep 1/2 + 1 to ≤ 1/2 of speed up to 1/2 –
Vertical 1/3 + > 1/2 to All of speed up to 1/3 –
SHC SHD
Notes:
1. Fractions indicate change in alt. increments = to that portion LVL
of A/C's speed ("+" = round up fraction, "–" = round down).
2. Mandatory changes (MC) are based on starting flight attitude.
3. VFPs allowed are based on average flight attitude. HALF FPs RULE
4. Optional changes (OC) are based on ending flight attitude.
When 0.5 FP carry mates with half speed to create a bonus FP:
5. Fractional values Table procedure - If start attitude is:
• Level or shallow, round VFP portion down, HFP portion up. • If start attitude is level or shallow, bonus FP must be HFP.
• Steep or vertical, round VFP portion up, HFP portion down. • If start attitude is steep or vertical, bonus FP must be VFP.
Quick Start - Fighting Wings Combat Tables
AIR-TO-AIR COMBAT PROCEDURE 180° X3
1. Determine Range of attack = Hexes + each 300 feet. (12:00L)
Add up firepower of all weapons fired at that range. 150° X4 150° X4
2. Determine deflection angle.
a. Get defense multiplier from heading difference
b. +1 to mult. if target or shooter in level & other not.
c. +2 if target or shooter is diving and other climbing. 120° X6 120° X6
3. Multiply target defense strength by multiplier. Get
combat odds by dividing firepower by final defense str.
4. Roll percentile dice on odds table to determine no.
of hits acheived. For each multiple of hits equal to
gun groups critical rating, inflict one critical hit. 90° X5 90° X5
5. Roll d10 to determine where critical hits occur on
(3:00L) (9:00L)
table below, roll d10 for critical effect in each area.
Apply any modifiers for A/C protection to effect rolls.