Bag The Hun
Bag The Hun
1. Wait until you see the whites of his eyes. Fire short 6. Make your decisions promptly. It is better to act quickly even though
bursts of one to two seconds only when your sights are your tactics are not the best.
definitely "ON". 7. Never fly straight and level for more than 30 seconds in the combat
2. Whilst shooting think of nothing else, brace the whole of area.
your body: both hands on the stick: concentrate on your 8. When diving to attack always leave a proportion of your formation
ring sight. above to act as a top guard.
3. Always keep a sharp lookout. "Keep your finger out". 9. Initiative, aggression, air discipline, and teamwork are words that
4. Height gives YOU the initiative. mean something in Air Fighting.
5. Always turn and face the attack. 10. Go in quickly - Punch hard - Get out!
Sailor Malan survived the war with 27 kills, 7 shared victories, 3 ‘probables’ and 16 enemy aircraft damaged
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Bag the Hun
SECOND EDITION
BY NICK SKINNER
TABLE OF CONTENTS
1. ASSUMPTIONS ..................................................................................................................................................... 3
2. AIRCRAFT CHARACTERISTICS .................................................................................................................................... 4
3. PILOT ABILITY ...................................................................................................................................................... 5
4. TURN SEQUENCE, CARDS AND INITIATIVE ................................................................................................................... 8
5. BOGEYS ............................................................................................................................................................ 12
6. SPOTTING ......................................................................................................................................................... 14
7. FORMATIONS ..................................................................................................................................................... 15
8. SPEED .............................................................................................................................................................. 19
9. MANOEUVRES.................................................................................................................................................... 21
10. GETTING ON THE TAIL, DEFLECTION & LENGTH OF BURST............................................................................................. 27
11. FIRING.............................................................................................................................................................. 29
12. FIRING WITH AIR GUNNERS ................................................................................................................................... 32
13. EFFECTS OF FIRING AND DAMAGE ........................................................................................................................... 33
14. AIR TO AIR ROCKETS............................................................................................................................................ 39
15. FLAK ................................................................................................................................................................ 40
16. GROUND TARGETS AND SHIPPING........................................................................................................................... 43
17. BOMBING ......................................................................................................................................................... 46
18. TORPEDO ATTACKS ............................................................................................................................................. 48
19. STRAFING AND ROCKET ATTACKS............................................................................................................................ 50
20. DAKKA…DAKKA…DAKKA… .................................................................................................................................. 51
21. GAME WITHIN A GAME: BAG THE DOODLEBUG! ......................................................................................................... 55
APPENDICES
JOHNNY DANGER'S INTELLIGENCE BRIEFING: FORMATIONS AND THE WAR IN THE AIR ................................................................... 56
AIRCRAFT DATA TABLES .................................................................................................................................................. 65
AIRCRAFT RECORD SHEETS............................................................................................................................................... 73
www.toofatlardies.co.uk
Introduction
“I then saw three ME109Es pass under me at about 1,000feet below. I got behind them and closed to about 150 yards from the second one. I fired
three bursts of about two seconds each attacking from the starboard quarter. After the third burst I saw a shower of sparks from the starboard
side of the engine in front of the cockpit followed by a big jet of white smoke. A lot of pieces flew off the nose of the aircraft also. The enemy
aircraft steepened its turn, went over onto its back and spiralled steeply down leaving a long trail of white and black smoke. I did not see the pilot
bale out. I claim this enemy aircraft as destroyed and think the pilot was killed by my fire”
Wing Commander Bob Stanford-Tuck bags another Hun, 1800hrs, 7th August 1941, St Omer
Few fighter pilots become Aces. Fewer still possess that special aptitude that enables them to earn the status of ‘Top Ace’, the men
of history whose acts pass into military folklore, whose combat skills separate them from their counterparts, whose exploits dictate
the flow of battle; men for whom the fighter aircraft becomes an extension of their own consciousness.
Bag the Hun allows players to take their place amidst the swirling dogfights of the Second World War. Whether you’re mixing it
with Zero’s over Guadalcanal, taking on yellow nosed Me109’s over the Straits of Dover, strafing Afrika Korps convoys on the road
th
to Benghazi, slugging it out with ball turret gunners of the Mighty 8 Air Force, performing a rocket run on a speeding train in
Normandy or boldly skimming towards the Bismarck just a few feet above the waves in your Swordfish then BTH2 has the tools you
need to turn heroic exploits into memorable games. With easy hex based mechanics and plenty of dice players of Bag the Hun 2
will enjoy an expanded aircraft data set, giving eight pages of aircraft stats for aircraft that flew in combats from the Spanish Civil
War through to the fall of the Berlin and the Empire of Japan in 1945. Use nationally specific table to determine the basic skills of
the pilots under your command, assign them some individual characteristics, choose your aircraft, select from a range of historically
accurate formations and take on your tabletop opponent using an increased range of realistic combat manoeuvres, enhanced rules
covering unspotted ‘bogeys’ and whole sections on air to air rockets, air gunners, torpedo runs, and all forms of ground attack – in
which players will find themselves facing formidable anti-aircraft fire. With its card driven system, Bag the Hun 2 lends itself
superbly to solo gaming, and those gamers – as well as hopefully most others, will enjoy extending their skills to Bag the Doodlebug
- a game within the game where players pursue V1 “buzz-bombs” as they dart across the skies towards London. Those who enjoy
developing the role-play and individual flier aspects of the rules a small but rather sweet section has been added to provide
additional pilot characteristics. For scenarios, look no further than your nearest TooFatLardies Summer or Christmas Special, the
TFL website (www.toofatlardies.co.uk) and keep your eyes peeled for some upcoming scenario supplements exclusively created for
BTH2.
Never in the field of aerial wargaming has so much been owed by one, to so many. I am indebted to playtesters at Lard Island and
elsewhere in the world who have applied their experience and understanding of aerial combat, and their knowledge of gaming
systems, to help guide the novel concepts within these rules and to expand them into new areas. Without their drive – and
constant nagging – this second edition would not have been completed. Amidst this swirling dogfight I must single out US gamers
James Crate, Joe Legan and Chuck Hamack for their boundless energy and ability to e-mail me in the middle of the night, as well as
my rather more local colleague, Richard Clarke for his excellent artwork.
In the world of wargaming those of us who take to the skies are a minority; we might like to call ourselves a ‘few’. Sitting in our
games rooms sporting our imaginary Mae Wests we take to the dizzy altitudes of the tabletop again and again on sortie after blood
curdling sortie. For us the worst that may happen is that we spill our beer, get pizza stains on our shirts or maybe prang one of our
favoured toys. That we enjoy such seemingly inconsequential liberties is a testament to the bravery of those whose exploits we
recreate on the tabletop.
Nick Skinner
Lard Island
January 2010
www.toofatlardies.co.uk Page 2
1. Assumptions
“Height gives you the initiative”
Sailor Malan, RAF Ace
• The ability of one combatant gain a victory over another is determined by a combination of factors - mainly aircraft type,
relative speed, aspect (relative to each other and the sun) pilot skill and tactical awareness.
• Initiative counts for a lot in aerial combat, and altitude advantage is the key to this.
• A man fighting alone is at a definite disadvantage - formations are crucially important to tactical cohesion but hard to
maintain in combat conditions, especially for poorly skilled pilots.
• The ability of an aircraft to perform complex manoeuvres is determined by pilot skill, aircraft type and damage sustained.
• The chance of hitting a target is determined by pilot skill, aspect and proximity to target and the volume of fire.
• Damage sustained is determined by the number hits, the weight/type of the ammunition and the robustness of the aircraft.
Before playing Bag The Hun for the first time you will need: Before each game of Bag The Hun you must:
A game mat overprinted with a hexagonal grid design (whilst Prepare the card deck for the game you are
this is not absolutely essential, if you do not have a hex mat you about to play
will need to convert the way distance and movement is
performed under these rules). Determine unit strengths, aircraft types and
pilot types for each side
Counters or model aircraft, based approximately to fit the hex
th
pattern. Most common scales include 1/300 or 1/600 .
th Use the aircraft data tables to prepare
individual aircraft record charts for each
aircraft in the game.
Counters or similar to represent “Bogeys” (i.e. unspotted
aircraft – see inside front cover and Section 5) Allocate ‘bogeys’ (see Section 5)
Some way of marking altitude of individual aircraft and Determine start positions. These can be either
formations. Many gamers use small d6 placed next to the dictated by the scenario or chosen by the
model to mark the altitude band but specialist stands are players. For beginners a head to head game
available. works well, with formations entering from
opposite table edges.
Up to twenty d6 (a six sided dice marked 1-6) for rolling during
the game, plus one d4 (a dice marked 1,2,3,4) and at least one Determine the position of the sun
d10 (marked 0-9)
Determine any scenario specific objectives
A series of cards to govern the turn sequence (see Section 4)
DETERMINING THE POSITION OF THE SUN
Markers or models to indicate ground or surface targets, if
applicable
www.toofatlardies.co.uk Page 3
2. Aircraft Characteristics
“Any pilot who attempted to get away from an attacking P-47 by going
into a dive in a cloudless sky didn‟t live long enough to tell his comrades”
Lt Steve Pisanos, 334th Fighter Squadron
Aircraft are assigned ratings in the following categories. When playing a game these factors must be recorded on an Aircraft Record
Sheet, templates for which are included in the appendices at the back of these rules.
The SPD rating Relative MAN The ALT factor The ROC factor The ROB factor The SIZ rating is a The FF rating
shows the aircraft’s ratings are used to represents the shows the number reflects the ability value which shows the
basic movement determine how maximum altitude of altitude bands of the aircraft to represents the firepower that the
distance in hexes. easily an enemy band that the the aircraft can withstand damage overall size of the undamaged
can get on your tail. aircraft can reach. ascend in any one and is again given aircraft, with aircraft is capable
In general, 50mph Aircraft are rated Seven broad turn. a number rating. aircraft being of putting out
of airspeed is from 1 to 6*with bands are used: Aircraft with a low rated from 1 from each
represented by the higher rating It is rated from 0 to value generally (small) to 6 (big). elevation (front,
one hex, thus an being more 0 = On the ground 3 with 0 being the have poor right, left, and
aircraft with a manoeuvrable. 1 = < 1,000 ft worst (i.e. no climb protection whilst a Larger aircraft are rear). For aircraft
speed of 350mph 2 = 1,000-4,999 ft possible) and 3 higher rating easier to hit and armed with more
might have a basic Aircraft with low 3 = 5,000-9,999ft being the best. indicates an are generally than one weapon
SPD factor of 7. MAN ratings are 4 = 10,000-19,999ft aircraft with slower with a low type, the factor
generally easier to 5 = 20,000-29,999ft Most fighters have greater armour manoeuvrability allotted
The SPD rating is hit. The MAN rating 6 = >29,999 ft a ROC of 2. Jets protection and a rating. represents the
reduced by 1 for all may reduce as may be able to higher capability combined
aircraft carrying damage is Aircraft must be in climb 3 bands. to withstand The size of the firepower of
bombs, torpedoes, sustained. the same altitude damage. target affects the cannon and
or external long A * against the band as their Ability to climb number of dice machine guns.
range fuel tanks. MAN rating means opponent if they may be reduced as The ROB rating is rolled when firing.
that the aircraft wish to fire on the aircraft takes used when
counts as more them. The higher damage. calculating the AMMUNITION
manoeuvrable than the altitude the effect of hits from All aircraft have an AMMO LIMIT for
other aircraft with more likely you gun fire and Flak. pilot operated machine guns and
the same rating. will be able to cannon. This must be recorded on the
(i.e. if an aircraft utilise bonus Aircraft with a * aircraft record sheet.
with a rating of 4 is cards. This is the against their ROB
tailing an aircraft key to retaining rating suffer As firing occurs, ammo will be used
rated 4* then the the initiative in a increased risk of against this limit at various rates
4* aircraft would dogfight. catching fire when depending on length of burst, pilot
count as more hit. type, etc. This will be recorded on the
manoeuvrable). Aircraft with a * record sheet. Once the ammo limit has
rating against been reached the aircraft is out of
Aircraft whose their maximum ammo and those guns may no longer
MAN rating is ALT rating may fire.
underlined benefit always claim
from excellent altitude Air gunners are assumed to have
rates of roll (see advantage over sufficient ammunition for the
section 9.5) other aircraft in encounter and so no record keeping is
their maximum needed for these guns.
The MAN rating is ALT band.
reduced by 2 for all
fighters carrying Some aircraft also have additional characteristics and may benefit from certain
bombs or long advantages when performing certain manoeuvres.
range fuel tanks, These are shown on the detailed aircraft data lists
and by 1 if carrying
rockets. All aircraft
carrying external BLANK AIRCRAFT RECORD SHEETS AND FULL STATS FOR
torpedoes have WW2 AIRCRAFT ARE INCLUDED AT THE END OF THESE
their MAN reduced
by 2.
RULES
www.toofatlardies.co.uk Page 4
3. Pilot Ability
“Luck was with me during those months. It was with me when I shot down
an enemy plane, and it did not abandon me when I was badly hit myself”
P/O Ludwik Martel, Polish fighter pilot, 603 squadron, RAF
With only a few flying hours With a greater number of The Veteran pilot knows Pilots with five or more Don’t let this man get on
under his belt the Sprog or flying hours under his belt well his own abilities, the kills became Aces. In your tail. The Top Ace is the
Rookie knows enough to stay the Regular pilot is likely capabilities of his aircraft practice we can distinguish natural hunter of the skies,
in formation but his reactions to have flown combat and the tactics of his friends between relatively low the man for whom his
under fire are uncertain and missions before and is and enemies. A benefit to scoring Junior Aces and aircraft is an extension of his
his knowledge of tactics and familiar to squadron any formation, the Veteran Top Aces with large being. He can perform
lack of experience when formation flying and pilot is an excellent flyer, numbers of kills to their almost all manoeuvres and
controlling his aircraft under keeping position during but lacks the combat kills name. Junior Aces are, to has that extra sense needed
combat conditions means combat. He knows a few and sixth sense that turns all extents and purposes, to stay one step ahead of
that he will struggle to manoeuvres, and is more veteran pilots into Aces. veteran pilots with a killer the enemy.
perform some complex or than capable of bagging a edge and an extra slice of
rapid manoeuvres. He is few kills given the Veterans receive bonuses luck. The Top Ace usually flies as
unlikely to dictate the pace or opportunity. on certain tests of flying squadron, flight or section
development of the combat. ability but no benefits when Junior Aces tend to leader and as such uses his
Once on his tail, most pilots Regular pilots form the it comes to gunnery. receive modest bonuses superior spotting and
can expect to cause him some bulk of most formations on dice rolls for combat tactical ability to maximum
damage. By contrast, the and may commonly be Sections, Flights or manoeuvres and firing, advantage. Formations that
Sprog will struggle to stay found flying as section squadrons are often led by although not to the same include a Top Ace should
latched onto the tail of higher leaders. It is relatively Veteran pilots. extent as Top Aces. expect to grasp the initiative
grade pilots and is more likely rare to find them leading When playing games in a dogfight. Top Aces
to fire longer, inaccurate larger formations. involving Junior Aces receive bonuses for most
bursts. ensure that a Junior Ace tests. Use Top Aces sparingly
Bonus Card is included in but when you do, remember
But beware, many a Top Ace the pack. This enables the to include the Top Ace
can fall victim to a lucky Junior Ace to take a bonus bonus card.
Sprog! move or fire.
Pilot Luck Rating Pilot Luck Rating Pilot Luck Rating Pilot Luck Rating Pilot Luck Rating
-1 0 0 +1 +2
Optional pilot characteristics are included in Section 20
www.toofatlardies.co.uk Page 5
PILOT GENERATION TABLE
Roll a d10 for each pilot: (TA = Top Ace, JA = Junior Ace, VET = Veteran, REG = Regular, Sprog = Sprog)
Luftwaffe 1939 to 1943 1 2 3 4 5 6 7 8 9 0
Stabfuhrer TA TA JA JA JA VET VET VET VET VET
Schwarmfuhrer TA JA JA VET VET VET VET VET VET VET
Rottenfuhrer JA JA VET VET VET VET VET VET REG REG
Rottenman VET VET REG REG REG REG Sprog Sprog Sprog Sprog
Luftwaffe 1944 onwards 1 2 3 4 5 6 7 8 9 0
Stabfuhrer TA TA TA JA JA JA VET VET VET VET
Schwarmfuhrer TA TA JA JA JA VET VET VET VET VET
Rottenfuhrer JA JA VET VET VET REG REG REG REG REG
Rottenman VET VET REG REG REG Sprog Sprog Sprog Sprog Sprog
Luftwaffe Sturmgruppen 1 2 3 4 5 6 7 8 9 0
Stabfuhrer TA TA TA TA TA JA JA JA JA JA
Schwarmfuhrer TA TA TA TA JA JA JA VET VET VET
Rottenfuhrer JA JA JA JA VET VET VET VET VET REG
Rottenman VET VET VET VET REG REG REG REG REG REG
RAF* to June 1940
1 2 3 4 5 6 7 8 9 0
(and FAA to Dec 1941)
Squadron Leader VET VET VET VET VET VET REG REG REG REG
Flight Leader VET VET VET REG REG REG REG REG REG REG
Section leader VET REG REG REG REG REG REG REG REG Sprog
Section Pilot REG REG REG REG REG REG Sprog Sprog Sprog Sprog
RAF July-Sept 1940 1 2 3 4 5 6 7 8 9 0
Squadron Leader TA JA JA VET VET VET VET VET REG REG
Flight Leader TA JA JA VET VET VET REG REG REG REG
Section leader JA JA VET VET VET REG REG REG Sprog Sprog
Section Pilot REG REG REG REG Sprog Sprog Sprog Sprog Sprog Sprog
RAF Oct –Dec 1940 1 2 3 4 5 6 7 8 9 0
Squadron Leader TA JA JA VET VET VET VET VET REG REG
Flight Leader TA JA JA VET VET VET REG REG REG REG
Section leader JA JA VET VET VET REG REG REG REG REG
Section Pilot REG REG REG REG REG Sprog Sprog Sprog Sprog Sprog
RAF and Fleet Air Arm
1 2 3 4 5 6 7 8 9 0
1941 onwards
Wing Commander TA TA JA JA VET VET VET VET VET VET
Squadron Leader TA JA JA JA VET VET VET VET VET REG
Flight Leader JA JA VET VET VET VET REG REG REG REG
Section leader JA VET VET VET VET VET VET REG REG REG
Section Pilot VET VET VET REG REG REG Sprog Sprog Sprog Sprog
USA Early War (41 – 42) 1 2 3 4 5 6 7 8 9 0
Wing Leader JA JA VET VET VET VET VET VET REG REG
Squadron CO JA JA VET VET VET VET REG REG REG REG
Element Leader VET VET VET REG REG REG REG REG Sprog Sprog
Wingman VET REG REG REG REG REG Sprog Sprog Sprog Sprog
USA Late War (43-45) 1 2 3 4 5 6 7 8 9 0
Wing Leader TA JA JA JA VET VET VET VET VET VET
Squadron CO TA JA JA VET VET VET VET VET REG REG
Element Leader JA VET VET VET VET REG REG REG REG REG
Wingman VET REG REG REG REG REG REG Sprog Sprog Sprog
Russians 1939 to 41 1 2 3 4 5 6 7 8 9 0
Regiment leader JA VET VET VET VET VET REG REG REG REG
Squadron or Flight Leader JA VET VET VET REG REG REG REG REG REG
Section Leader VET VET VET REG REG REG REG Sprog Sprog Sprog
Section Pilot* REG REG REG REG Sprog Sprog Sprog Sprog Sprog Sprog
Russians 1942 to 43 1 2 3 4 5 6 7 8 9 0
Regiment leader TA JA JA VET VET VET VET VET VET VET
Squadron or Flight Leader TA JA JA VET VET VET VET REG REG REG
Section Leader JA VET VET VET REG REG REG REG Sprog Sprog
Section Pilot* VET REG REG REG REG Sprog Sprog Sprog Sprog Sprog
Russians 1944 onwards 1 2 3 4 5 6 7 8 9 0
Regiment leader TA TA JA JA JA VET VET VET VET VET
Squadron or Flight Leader TA TA JA JA VAT VET VET VET REG REG
Section Leader TA JA VET VET VET VET REG REG REG REG
Section Pilot* VET VET VET REG REG REG REG Sprog Sprog Sprog
www.toofatlardies.co.uk Page 6
Japanese Navy 1939 -
1 2 3 4 5 6 7 8 9 0
1943
Kokutai leader TA JA JA JA VET VET VET VET VET VET
Hikotai or Flight Leader TA JA JA VET VET VET VET VET VET REG
Shōtai Leader TA JA VET VET VET VET VET REG REG REG
Section Pilot JA VET VET VET REG REG REG Sprog Sprog Sprog
Japanese Navy 1943
1 2 3 4 5 6 7 8 9 0
onwards
Kokutai leader TA TA JA JA VET VET VET VET VET VET
Hikotai or Flight Leader TA JA JA VET VET VET VET VET REG REG
Shōtai Leader JA VET VET VET VET REG REG REG REG Sprog
Section Pilot VET VET REG REG REG REG Sprog Sprog Sprog Sprog
Japanese Army Air
1 2 3 4 5 6 7 8 9 0
Force 1939 to 1943
Sentai Leader TA TA JA JA VET VET VET VET VET VET
Chutai or Flight Leader TA JA JA VET VET VET VET VET REG REG
Shōtai Leader JA VET VET VET VET REG REG REG REG Sprog
Section Pilot VET VET REG REG REG REG Sprog Sprog Sprog Sprog
Japanese Army Air
1 2 3 4 5 6 7 8 9 0
Force 1944 to 1945
Sentai Leader TA JA JA JA VET VET VET VET VET VET
Chutai or Flight Leader TA JA JA VET VET VET VET VET VET REG
Shōtai Leader JA VET VET VET VET REG REG REG Sprog Sprog
Section Pilot VET REG REG REG REG Sprog Sprog Sprog Sprog Sprog
France, Poland & Low
Countries (and Italy 1 2 3 4 5 6 7 8 9 0
1940)
Squadron lead or above VET VET VET VET VET VET REG REG REG REG
Flight or section leader VET REG REG REG REG REG REG REG REG Sprog
Section Pilot REG REG REG REG REG REG Sprog Sprog Sprog Sprog
Italy 1941 onwards 1 2 3 4 5 6 7 8 9 0
Squadron lead or above TA JA VET VET VET VET REG REG REG REG
Flight or section leader JA VET VET REG REG REG REG REG Sprog Sprog
Section Pilot REG REG REG REG REG Sprog Sprog Sprog Sprog Sprog
Finland (Winter War) 1 2 3 4 5 6 7 8 9 0
Escadrille leader JA JA VET VET VET VET REG REG REG REG
Flight or section leader JA VET VET VET VET VET REG REG REG Sprog
Section Pilot VET REG REG REG REG REG REG REG Sprog Sprog
Finland (1941 onwards) 1 2 3 4 5 6 7 8 9 0
Escadrille leader TA JA JA VET VET VET VET VET VET REG
Flight or section leader TA JA VET VET VET REG REG REG REG Sprog
Section Pilot REG REG REG REG REG REG Sprog Sprog Sprog Sprog
Other Axis** 1 2 3 4 5 6 7 8 9 0
Squadron leader TA JA VET VET VET VET REG REG REG REG
Flight or section leader JA VET VET VET VET REG REG REG REG Sprog
Section Pilot REG REG REG REG REG REG Sprog Sprog Sprog Sprog
*RAF includes Commonwealth Squadrons and Coastal Command
**For Other Axis nations add 1 to roll for period up to 1942
www.toofatlardies.co.uk Page 7
4. Turn Sequence, Cards and Initiative
Aircraft may fire on the turn of this card. FIRE cards must be A look at the cards will reveal that better pilots get more activation
included in the pack but aircraft do not have to fire if the chances and can do more things. A Top Ace, for instance, may get to
controlling player does not wish to. move up to four times within the same turn (e.g. he will definitely get to
move on his Section Move card, his formation may be able to claim the
Other OPTIONAL and BONUS cards must be dealt but do not Formation Bonus card, he may be able to claim the Altitude Bonus card
have to be utilised if the player chooses not to. and he may choose to move again, or fire, on the Top Ace bonus card).
To have been able to do this he must have been in the best tactical
Individual SECTION and CHARACTER cards are only added to situation – he is an excellent fighter ace leading a tactical formation
the pack at the end of the turn in which that section or which has altitude advantage over his opponent. On the other side, a
character has been ‘spotted’. Up to that point sections and regular section pilot flying on his own at a low altitude will be unable to
individuals activate on the turn of that sides ‘BOGEY’ card. claim any bonuses and will only get to move on the turn of his Section
Move card. This imbalance is intentional and is designed to reflect the
Details of the actions driven by the cards are shown on the next two fact that dominant pilots and historical tactics dictate the flow of the
pages. dogfight, and means that lesser pilots really get the feeling that ‘this
guy’s all over me!’
1. The player whose aircraft or section is activated rolls a d4 to 1. Determine the firing angle. This determines the maximum length of
determine his SPD budget for that turn (see Section 8) burst that can be used (see Section 10)
2. Perform any obligatory moves due to loss of control, wounds 2. The fire chooses what length of burst he will fire within the
etc (see Section 13). maximum permitted for that firing aspect.
3. Select a manoeuvre, or combination of manoeuvres (section 3. Check the firers FIRE FACTOR, as shown on the Aircraft Record
9.4) that expends a number of points equal to the SPD budget. Sheet. This gives the basic number of d6 to be thrown when firing.
4. Move the model on the tabletop, taking any Manoeuvre Tests 4. Modify the number of dice using the fire table (Section 11).
(see section 9.3) required and calculating the effect of them.
5. Determine what dice the defending player will roll. This is
determined by his own MAN rating and the range, as well as by his
5. Test for collisions etc if necessary (see section 8.4)
own pilot luck.
6. Once movement is complete the aircraft may be in position to 6. The players roll their dice and total the numbers of 5’s or 6’s
take a Getting on the Tail Test (see section 10.1 ) obtained. Firer checks for gun jam and Ammo Limit. Subtract the
number of defending ‘saves’ from the number of attacking ‘hits’ and
7. Return to step 1 for the next aircraft activated on the card. If cross reference this with the target ROBUSTNESS [ROB] rating on
none then the move is ended and the next card may be turned. the DAMAGE TABLE (Section 13).
www.toofatlardies.co.uk Page 8
THE FOLLOWING CARDS ARE ALWAYS INCLUDED IN THE CARD DECK:
www.toofatlardies.co.uk Page 9
THE FOLLOWING CARDS ARE ADDED AS REQUIRED BY THE SCENARIO
AIR GUNNERS
CHARACTER CARDS TOP ACE BONUS JUNIOR ACE BONUS FIRE
Character Cards Top Ace Bonus Junior Ace bonus Air Gunners Fire
(e.g. Lt Bob Uppendown) (e.g. Allied Top Ace Bonus) (e.g. Allied Junior Ace Bonus) (e.g. Allied Air Gunners Fire)
It is expected that individual On the turn of this card a Top Ace Similar to the Top Ace bonus, but On this card any air gunner can
players control one or two key of the faction declared on the for junior aces only. If desired, fire at any one enemy aircraft.
characters in the dogfight. This card can attempt to spot bogeys Top Aces of the same faction that May not spot. May not shoot at
may be the section leader, or a and may also either move or fire have not already activated may Bogeys.
headstrong new recruit, whatever (not both). Alternatively, a Top use this card. However, Junior
takes your fancy. Whilst optional, Ace may attempt to bail out on Aces may not utilise Top Ace How many in the card deck?
this can add greatly to the fun of this card. If there is more than cards. One card is included per side for
the game and is recommended for one Top Ace on a side then every four aircraft with air
multi-player games. I suggest that include one card for each. The How many in the card deck? gunners (rounded up). The
all section leaders are represented player may then decide which Top One for each Junior Ace on each minimum number of cards is
with a character card, as are all Ace utilises the first card out (but side. Label card Allied or Axis as always one. e.g.: nine bombers =
junior and top aces. each ace may only operate on one appropriate three cards. One card would be
ace card per turn). If a Top Ace is removed if the number of
When the character card is part of a formation, then he may bombers fell to eight.
played, the character may spot utilise this card to move the
and, provided he has not formation, provided the section
previously been activated by his has not previously moved under
section’s move card in the same its section or character card in
turn the character may also the same turn. A Top Ace may not
perform one of the following: use his card to move torpedoes.
He may move his aircraft and How many in the card deck?
take the GETTING ON THE TAIL One for each Top Ace of each SHIPS MOVE
TEST (if positioned to do so) faction. Cards should be marked GROUND UNITS
with nationality of Ace Ships Move MOVE
If he is a section commander, he (e.g. Bismarck Move)
may move himself and the Only used for games involving Ground Units Move
section he is with, provided the ships or submarines. Move only. (e.g. Tank Unit 1 Move)
section is in formation and has Unspotted ships activate on the Same as Ships Move Card but for
not previously utilised its bogey card. ground units
section move card in that turn.
How many in the card deck? How many in the card deck?
Note that any formation or Include one card for each vessel One card for each ground unit
character that moves on the (or group for larger games).
character card may not move
again once the section card is JET BONUS
played.
Jet Bonus Card
He may fire (he may also fire on (e.g.: Axis Jet Bonus)
his section fire card)
A jet formation or lone jet may
He may attempt to bail out (but take a bonus move and (if
may not attempt to spot whilst needed) take the GETTING ON
doing so!) THE TAIL TEST. May not fire or FLAK BONUS
spot on this card. FLAK
How many in the card deck? Flak Bonus
Optional, works best if limited to a How many in the card deck? Flak Bonus This card allows one flak unit to
maximum of one character per Include one card with this title for Calculate the effects of Anti- fire again (firer’s choice). May not
section. each side using jets. Label card as Aircraft Artillery. See Section 14 be used by Poor flak units
Allied or Axis as appropriate
How many in the card deck? How many in the card deck?
One Card Only One Card Only
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4.2. MANAGING THE CARD DECK
As the card deck is at the heart of BTH it is important that it is managed carefully. Before the game starts select the cards needed
and ensure that each player has all the cards relevant to his command. Remember that until spotted, formations will move on the
Bogey card. This means that individual Section Move, Section Fire, Character cards and bonus cards associated with characters (i.e.
Top Ace Bonus) do not need to be added to the pack until the unit represented is spotted. Thus at the beginning of a game of BTH
the opening card deck will normally comprise only the following cards:
ALLIED
FORMATION
ALLIED BOGEYS BONUS
Bogey cards will be replaced by individual section move, section fire and character cards as the game progresses and ‘bogeys’ are
spotted. For instance, let us assume that a game pits a flight (two sections each of three aircraft) of RAF Spitfires against a Schwarm
of German Bf109s (four aircraft in one section). The Brits are organised into two sections, Red Section and Green Section. The
single schwarm of 109’s operates as Schwarm 1. The British start the game as two distinct formations, with a gap of twenty hexes
between each. The Germans are deployed as one formation. At the start of the game neither knows the true strength or identity of
their enemy. The opening pack is created as shown above.
Let’s assume that the first card turned is Allied Bogeys. Because both of the British sections have not yet been spotted they may
both move (and spot) on this card. They move, attempt to spot the Germans and fail. Let’s assume the next card turned is Axis
Bogeys. The Germans, themselves unspotted, may now move and spot. They move as bogeys, and are successful in their attempt
to spot one of the RAF sections. The markers used to show the locations of that section of British fighters, Red Section as it
happens, are swapped for models of the real thing. What happens to the cards now is important. As soon as the Spitfire section is
spotted, the cards relating to that section are added on top of the cards that have already been played. This means that when this
turn is over, the cards relating to those aircraft are ready to be shuffled into the pack for the next run through. Thus in the next turn
that section will no longer count as Bogeys, and will instead be activated by the relevant card. In this instance it was Red Section
that was spotted so Red Section Move and Red Section Fire will be placed on top of the cards already face up on the table, along
with any character cards or bonus cards pertaining to the aircraft and pilots in that section. The Allied Bogeys card can be left in the
pack until all bogeys have been spotted (Green section will still activate on the Allied Bogeys card until they are spotted).
Remember that bogeys may be spotted before they have had a chance to activate. In this instance the spotted aircraft are still
activated on the bogey card for the remainder of this turn (because if their section card is not in the pack they would have no other
method of activation) but they move and manoeuvre as per their real aircraft type.
Don’t worry if this sounds complicated, you’ll soon get the hang of it.
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5. Bogeys
“Then one of our planes was burning…he was shot down right away,
I didn‟t see the Zero that got him, either”
Lt Cdr Jimmy Thach, USN, Midway 1942
Aircrews have long referred to unidentified aircraft as ‘bogeys’, hence in BTH we use the term as a method of labelling all
unspotted aircraft or threats. Those familiar with other TooFatLardies rules may identify that ‘bogeys’ perform a similar role to the
‘blinds’ found in our other rule sets.
The Japanese player is attacking the enemy fleet and so counts as operating over enemy territory. He starts by getting one bogey marker for each
aircraft in the formation (18). Next we calculate the dummy bogeys. The Japanese player rolls a d6 and he also gets a 5 (obviously the players do not see
each others roll). The number of dummy blinds he generates is the number of actual aircraft (18) multiplied by the result from the table (in this case
25%). This works out at 4.5, which we round to 5, taking his cumulative bogey total to 23. There are no aces in the Japanese formation so there are no
extra bogey markers for those so the total remains at 23. These bogeys can be positioned anywhere within the Japanese players deployment zone.
continued...
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continued...
Uppendown decides to deploy his twelve bogeys in three groups of four, to make the enemy think he has three elements in the air. But he records that
the central group of four bogeys, which he deploys in line abreast, is entirely comprised of dummy bogeys. His other two formations are each made up of
four Wildcats, and again he chooses line abreast formation for these. All the Japanese player sees is three groups of four bogeys. The Japanese player
opts to use his blinds differently, and instead of creating an additional formation he chooses to use 2 of his dummy bogeys alongside the real aircraft in
his Zero group to confuse the enemy about his strength. This group he deploys in echelon right with the two dummy blinds in the middle, making two
groups of three look like one formation of eight. The other three dummies he chooses to deploy in vee formation ahead of his main Dive Bomber force
(also in a vee formation stacked astern), where he plans to use it to draw his opponent into wasting his spotting attempts on these dummy blinds in the
hope that his main attack force can proceed without being spotted, at least initially.”
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6. Spotting
“I spotted a batch of Macchis, travelling in a tight V about
500 feet below me and a mile away. I went in to break them up”
Sgt G Beurling, 249 Squadron, Malta 14th July 1942
Procedure: Player attempting spot rolls 2d6 and adjusts for pilot luck (i.e. Sprogs -1, Vet/Reg 0, Junior Ace +1, Top Ace +2). Bogey formations count
as veteran. Ground targets count as Sprogs for spotting, with the exception of ‘expert’ air gunners (see flak) which count as veteran.
Type of spot Unmistakable Clear Unclear Tough
When to apply Formations of Formations of Formations of Individual or
18 bogeys or more 9 to 17 bogeys 3 to 8 bogeys paired bogeys.
Other targets in this Other targets in this category Other targets in this Other targets include
category include airfields, include bridges, factories, category include tanks, bunkers, flak positions,
warships at sea, the smaller or berthed warships, vehicles, aircraft on the infantry taking cover, tanks
Mohne dam, etc trains, large convoys ground, moving infantry in woods
Adjusted total needed
5 6 7 9
to spot
Shift one column to the LEFT if… Shift one column to the RIGHT if…
…bogey is two or more altitude bands ABOVE spotter …spotting into the sun
…shortest distance to bogey is <10 hexes …bogey is two or more altitude bands BELOW spotter
…more than four aircraft are attempting to spot …shortest distance to bogey is >20 hexes
…spotting at night
…spotter is lone aircraft or deployed in vic formation
(note: the factors driving a shift left or right are cumulative. If a further shift is not possible use the extreme right or left column and deduct or add 1 from the dice score).
Once bogeys are spotted the marker is replaced with the model and must then move as per their unit type. Dummy bogeys are
removed from the table when spotted. Remember that bogeys may be spotted before they have had a chance to activate. In this
instance the spotted aircraft are still activated on the bogey card for the remainder of this turn (because if their section card is
not in the pack they would have no other method of activation) but they move and manoeuvre as per their real aircraft type.
6.4. AUTOSPOT
Automatic spotting occurs at the end of the turn if the distance in hexes between a friendly aircraft and the enemy bogey is equal
to or less than the number of bogeys in the formation being spotted. For the purposes of auto spotting each altitude band counts
as one additional hex. For instance, a pair of bogeys will be autospotted if it closes to two hexes of an enemy formation at the same
altitude, but would not be autospotted if it is two altitude bands higher or lower. A formation of fourteen bogeys that is twelve
hexes away but two altitude bands below will be automatically spotted. Automatic spotting does not occur if the spotter is looking
into the sun or if the enemy formation is wholly in the spotting aircraft’s blind spot.
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7. Formations
“A man fighting alone is at a definite disadvantage.
Every effort should be made to maintain a flight formation at all times”
Colonel EA Doss, 35th Fighter Group, USAAF
Formations are a crucially important aspect of aerial tactics, and in this section we outline the various standard formations in use by
the main combatants during the war and explain how they are simulated in our table top game. Seasoned gamers will identify that
there may be some grounds for flexibility here, but for beginners the information below should be all you need to know.
7.1. FORMATIONS
Aircraft (or bogeys) are generally considered to be in formation if each of the following conditions is satisfied:
a) the aircraft (or bogeys) must all be in the same altitude band and be facing the same direction
b) the aircraft (or bogeys) must be within four hexes of another friendly aircraft (or bogeys)
c) the formation adopted must conform to a recognisable formation (see below and discussion on page 56)
d) the formation adopted must be permitted given the nationality/aircraft type and period of conflict
e) the aircraft must have started the game as a unit grouping (subject to rule on reforming pairs below)
Note: in all of the diagrams below the section is assumed to be heading towards the top of the page.
The Vic
Early war weaknesses
The three aircraft vic or vee was the standard formation adopted by most European air forces at the
outbreak of the Second World War. The leader flies as No1 in this formation. In the time before radio
communications between pilots was possible, the tight vic enabled sections and flights to form on a leader
whose hand signals were clearly visible. The downside, which was to be exposed rapidly and at some
significant human cost in the Second World War, was that pilots flying the vic were forced to look within
the formation to maintain their position, meaning that the pilot was focussed on keeping his position
relative to the leader, and not scanning the skies for enemy.
The prime disadvantage of the vic is that once the formation is broken, it may not reduce to a pair. Instead, when the vic is broken, each aircraft
then flies as a lone aircraft and must dice independently for speed when moving. The vic may not be reformed and opportunities for wrestling
the initiative become reduced. The vic can be used by all nations at any stage of the war and is a standard formation for bombers, offering a
compact mutual defence and good arc of fire for air gunners. However, it is unlikely to be adopted by any fighter force capable of adopting a
more flexible formation. Not normally adopted by US, Japanese or German fighters at all and rarely used at all by fighters of any nationality after
1942.
Line Astern
A narrow front
A line astern formation is usually led by the section leader, whose guns the formation relies on as the only
aircraft likely to obtain a firing aspect on the enemy. This formation may be adopted by all nations, and
certainly was at the heart of RAF section attack philosophy at the start of the war. As with the echelon and
line abreast, line astern worked well later in the war as a multiple grouping of pairs flying one behind the
other, and indeed was at the heart of initial pairs based flight and squadron formations proposed and
expounded by the RAF after their experiences in the Battle of Britain. However the formation is not
restricted to fighters, and was commonly used by dive bombers in the early part of they war. By the latter
stages of the war ground attack aircraft had started to shy away from this formation as the single ‘tip over
point’ provided a handy aiming point for flak gunners.
Line Abreast
Utility
Line Abreast formation was commonly used throughout the war, again by all nations. As with most
linear formations, the leader would normally be positioned at one end of the line. Even after the
demise of the three aircraft section line abreast remained in common usage as it offered the ability to
break down in pairs. In this situation the leader and his wingman would fly as No1 and No2, with the
leader of the second pair and his wingman flying as No3 and No4, and so on down the line. Squadron
formations often deployed in three groups of four. Most torpedo bombers would adopt this formation
in their attack run and it was commonly used by aircraft during close ground attack.
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Echelon
A classic
The echelon formation was a standard formation adopted by all nations and, like the vic, has its origins in
the First World War. When flying in echelon formation aircraft would fly in a staggered pattern, normally
with the leader flying as the lead aircraft. Aircraft would often fly at the same level, although to increase
visibility they became increasingly likely to be staggered up or down from the leader depending on
aircraft type. The echelon formation may be used by fighters and bombers, and was a favoured
deployment of dive bomber pilots throughout the war, as well as by some allied fighter and fighter
bomber units operating over Europe from 1943 onwards. The diagram shows the line up for the classic
three aircraft section in ‘echelon right’, but there’s nothing to stop four or more aircraft using these, or
for the echelon to be to the left. Pilots used to operating as pairs could adopt an echelon ‘line of pairs’ as
a multiple section formation.
Players may chose to adopt a ‘close pair’, or with a wider interval as an ‘extended pair’ to increase flexibility
and improve spotting. Whilst the diagrams shows the pair flying in echelon right, it should be remembered The Pair
that the pair can be in line astern or line abreast, changing from one to the other as required as the game
progresses.
The pair also forms the hub of the most successful section formation of
the war – the finger four (described below). The diagram on the left shows
how two pairs combine to make a finger four or schwarm.
The top diagram shows a tight schwarm of two ‘close pairs’ flying in tight formation. A looser formation
comprising two extended pairs would be equally acceptable, as suggested in the second diagram
The Shōtai
Japanese Craftsmanship
This formation is restricted to Japanese fighter aircraft. The Japanese shōtai formation was the standard
formation in use by Japan’s naval aviators during their dominant encounters of 1941 and 1942, and
remained in use until later in the war when the pair again became more prevalent. A looser formation than
the cumbersome ‘vic’, the shōtai allows improved visibility and tactical flexibility. To reflect its superiority in
BTH if either the number 2 or number 3 men are displaced we allow the remaining wingman and the leader
to form up as a pair.
The diagram shows a loose shōtai and is a common formation. If necessary the interval between each
aircraft could be reduced to create a much tighter grouping.
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Lufbery Circle
A Circling Defence
In BTH a Lufbery Circle is both a formation and a manoeuvre. Like so many formations, the
defensive circle originated in the skies over the Western Front of the First World War, and
remained a standard defensive formation into the 1940’s, being an especially useful tactic for
aircraft attacked by a more manoeuvrable opponent. In the circle, the tail of any individual
aircraft is protected by the aircraft behind it, making it difficult for an opponent to latch on to
the tail of any one aircraft. This tactic was commonly used by Luftwaffe Bf110 Zerstörer and
RAF Boulton Paul Defiant crews during the Battle of Britain as well as by USN Wildcat pilots
during the Battle of the Coral Sea, RAF fighter bombers in the Desert Campaign of 1942, and
Russian twin engine aircraft on the Eastern front. The formation was even adopted by
fighters caught on the hop over NW Europe in late 1945
In BTH the Lufbery allows aircraft in the spiral to act as if they are in formation, in which case
the formation moves on the turn of the section card whose aircraft make up the bulk of the
formation (any other section’s aircraft in the circle may count as attached to this section
whilst the circle is maintained). One aircraft is designated ‘leader’ of the circle and the others
simply maintain formation on him. The formation counts as a tricky manoeuvre, so some pilots will need to take a control test to maintain the
formation under combat conditions.
The spiralling nature of this formation resulted in a loss of altitude, and this should be reflected by a reduction in altitude of one band for every
two moves that the spiral is maintained. If an aircraft is forced out of formation either as the result of failing a control test or as a consequence
of a bad miss or enemy fire, then the formation is broken and each aircraft must act independently. If the pilots are capable of utilising the
paired formation, then they may reform as pairs. However, provided the formation remains intact it can change formation to another suitable
grouping as desired.
IMPORTANT: This formation may only be flown by bombers and is a multi-section formation formed by at least three groups.
SECTION FORMATIONS
Extended Pair
Line Abreast
Finger Four
Line Astern
Schwarm
Echelon
Lufbery
Shōtai
Pair
Vic
Nationality
RAF to June 1940 (and FAA to Dec 1941)
RAF July-Sept 1940
RAF Oct –Dec 1940
RAF and Fleet Air Arm 1941 onwards
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Extended Pair
Line Abreast
Finger Four
Line Astern
Schwarm
Echelon
Lufbery
Shōtai
Pair
Vic
Nationality
US Navy Early War (1941 - 1942)
US Navy Late War (1943 to 1945)
USAAF (1941 to 1942)
USAAF (1943 to 1945)
Germany (1939 to 1945)
Italy Early War (1940)
Italy Mid to Late War (1941 to 1945)
Japanese Navy (1939 to 1943)
Japanese Navy (1943 onwards)
Japanese Army Air Force (1939 to 1943)
Japanese Army Air Force (1944 onwards)
Russians (1939 to 1941)
Russians (1942 to 1943)
Russians (1944 onwards)
Finland (Winter War)
Finland (1941 onwards)
Poland (1939)
France & Low Countries (1939 to 1940)
Vichy France (Middle East)
Other axis (e.g. Bulgaria, Romania, Hungary) (up to 1941)
Other axis (1942 onwards)
7.1.2. Bombing formations
Bombers may fly in most formations, although they may not adopt the schwarm, finger four or shōtai. Bomber formations may not
break down into pairs. Any bomber that is forced out of formation must dice independently for movement.
a) Flying as a pair must be permitted for that faction for that period of the war (see section 7.1.1)
b) The leader of the pair must fly straight and level for at least one full turn, or longer if his wingman is struggling to join.
c) The wingman wishing to join the pair must then move into position relative to the leader.
Once formed the new pair move on whatever section card was originally assigned to the leader. Formed and reformed pairs may
claim formation and altitude bonuses in the same way as any other formation
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8. Speed
“Altitude-Speed-Manoeuvre-Fire!”
Russian Air Force fighter doctrine
When an aircraft moves, the first thing to do is calculate its SPD budget for that move. The pilot will then perform manoeuvres that
expend SPD points to equal the budget.
In some instances when the leader turns the other aircraft in the formation need to either speed up or slow down depending on
their position relative to the leader. On occasions their position relative to the leader may also change. This may lead to some
aircraft appearing to take a very long hex move, or others hardly moving at all but the overall result on the game is improved
playability with a realistic emphasis.
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8.4. CHANCE OF COLLISIONS
The altitude bands within BTH are large. It is therefore possible for two planes to exist in the same hex without crashing. Aircraft
may move through hexes containing other aircraft but may not end their turn on in a hex containing an aircraft on the same
altitude. Where this does happen 2 x d6 should be rolled. Add 1 to the dice score for each aircraft of size 5 or 6 involved. On an
adjusted score of 12 or more a collision has occurred and both aircraft suffer critical damage – roll a d10 to determine the effect of
this (see Section 13.1)
If no collision occurs, the plane that moved last should be moved forwards (in its direction of movement) one hex (or to the next
vacant hex). Note that this may result in a break of formation, but that’s the cost of weaving past the other aircraft.
For ease of play, it is recommended that when aircraft in different altitude bands share the same hex, that the plane on the lowest
altitude is shifted one hex forward (in its direction of movement) until a clear hex can be used.
RAMMING TABLE
Roll 1d6 Ramming Modifiers Result
Head to head approach +2 8 or more: Crunching Crash! Aircraft with size of 4 or less suffer
Head to tail approach -1 catastrophic structural failure. Larger aircraft roll on Really Critical
Ramming pilot is higher quality* +2 Damage table (see section 13.1)
Attacker has higher MAN rating +1
Aircraft size is 5 or more +1 5 to 8: Glancing blow! Both aircraft suffer Temporary Loss of Control
(see section 13.1)
* only adds this if desired
1 to 4: Missed! Move ‘attacking’ aircraft straight ahead on current
heading for the rest of its move.
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9. Manoeuvres “The German pilots were not high quality because they didn‟t
make sharp manoeuvres – when bounced one should always
turn into the opponent or throw the airplane into a violent,
unpredictable manoeuvre”
Lt Steve Pisanos, 334th Fighter Squadron, 21st May 1943
Performing complicated manoeuvres can increase the probability of achieving a firing aspect on your opponent, and makes it more
difficult for would be assailants to stay on your tail. BTH manoeuvres fall into one of three categories: EASY, TRICKY and HARD. The
more complex the manoeuvre, the greater the skill level necessary to complete it successfully – you may need pass a Manoeuvre
Test (section 9.3). Permitted manoeuvres are shown in section 9.4.
A maximum of one hard manoeuvre may be attempted each move. There is no limit to the numbers of EASY or TRICKY
manoeuvres that may be performed, although some manoeuvres cannot be performed in the same move as others. Some
manoeuvres also require the aircraft to have a minimum MAN rating to initiate. See section 9.4.
EASY manoeuvres: Unwounded pilots in undamaged aircraft can always maintain formation during easy manoeuvres, regardless of
pilot quality. There is no need to take a manoeuvre test. When the movement card is turned for a unit in formation work out the
movement for the leader of the formation ONLY. All other aircraft or bogeys in the formation are then moved to conform to his
new position and retain their relative positions in the formation. For formation changes see Section 7.1.4
TRICKY or HARD manoeuvres: Pilots in formation must take the MANOEUVRE TEST when the formation or section leader
completes* a TRICKY or HARD manoeuvre – regardless of their pilot type. This tests their ability to conform to the movements of
the leader, not merely whether they can perform the manoeuvre. Each pilot must test. Test by section with section leaders first.
(see below) *Note: The word ‘completes’ here is important. If the leader fails to instigate the manoeuvre then he will fly straight ahead as per
section 9.3 and everybody else will conform to that movement – i.e. the whole formation fails to manoeuvre.
PASS: Pilot has completed the manoeuvre successfully and the model can be moved accordingly. If testing to stay in formation
during a formation manoeuvre they have maintained their position in the formation and the model should be repositioned to
conform to the leader’s new position.
FAIL: Pilot has failed to instigate the manoeuvre and must instead fly dead straight at basic SPD (modified for damage), with no
height variation allowed for that turn. Formation broken.
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9.4. PERMITTED MANOEUVRES
When an aircraft moves it must expend its full SPD budget by manoeuvring. The permitted manoeuvres are shown in the
table below. (Some special rules apply to jet manoeuvres – see 20.5).
Level Flight
EASY
Aircraft moves straight ahead. Cost one SPD point per hex. In the
illustration this aircraft has moved 4 hexes straight ahead.
Cost: 1 SPD point per hex moved
Altitude Adjustment: None
Minimum MAN rating to attempt: 0
Climb
EASY
Aircraft moves 1 hex forward but ascends 1 Altitude band.
Cost: 3 SPD point
Altitude Adjustment: Increase altitude by 1 band
Minimum MAN rating to attempt: 1
The maximum number of bands that can be ascended in any turn is equal to the aircraft ROC rating.
Bogeys may climb two bands, even if this exceeds the actual rate of climb limit for the aircraft type
they represent. Jets ignore the deduction in speed for the first increase in altitude band in each turn.
May not be performed in the same move as any manoeuvre that requires a drop in altitude.
Descend
EASY
Aircraft moves 1 hex ahead but descends 1 Altitude band.
Cost: Free for each level descended (max 2)
Altitude Adjustment: Decrease altitude by 1 band
Minimum MAN rating to attempt: 0
The maximum number of bands than may be descended in any move is 3.
May not be performed in the same move as any manoeuvre that requires an increase in altitude.
Easy Turn
EASY
Aircraft moves one hex forward, turns and then moves one hex forward. Each change of hex costs one
point of speed. No altitude increase. No compulsory loss in altitude.
Cost: 3 SPD points (move, turn, move)
Altitude Adjustment: None
Minimum MAN rating to attempt: none (Note: jets have a wider turning circle (see Section 20.5.4))
Jinking
EASY
Aircraft moves straight ahead for the whole move but looses two hexes of
speed. The aircraft in the illustration should have travelled 6 hexes, but has
chosen to jink so only moves 4 hexes.
Cost: 2 SPD points
Altitude Adjustment: None
Minimum MAN rating to attempt: 1
Break Turn
TRICKY
Aircraft moves one hex forward and then turns, and then moves another hex forward and
turns again. No altitude increase. Pilots may lose altitude during a hard turn.
Cost: 4 SPD points (move, turn, move, turn)
Altitude Adjustment: Roll d6 and adjust for pilot skill (i.e. Sprog -1, Junior Ace +1,
Top Ace +2). An adjusted score of 3 or less will result in a loss of Altitude by 1 level.
This may lead to a break in formation.
Minimum MAN rating to attempt: 3
Note: Jets have a wider turning circle (see Section 20.5.4)
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Chandelle
TRICKY
A climbing turn with a free gain in altitude. Three easy turns in one tricky manoeuvre.
Could be attempted over more than one turn as a number of easy manoeuvres. The
illustration shows a turn to the right. Could be to left or right.
Cost: 9 SPD points (move, move, turn, move, move, turn, move, move, turn) All turns must
be in same direction.
Altitude Adjustment: Increase altitude by 1 band
Minimum MAN rating to attempt: 3
Hard Dive
TRICKY
Aircraft makes full move straight ahead but descends three altitude bands.
Cost: Full SPD + speed gain of 3 hexes
Altitude Adjustment: Descend three altitude bands.
Minimum MAN rating to attempt: 1
Barrel Roll
TRICKY
Aircraft sideslips one hex column to left (or right), and loses two
hexes of speed. Good for getting that perfect angle off!
Cost: 6 points (move, move, slip fwd right (or left), move)
Altitude Adjustment: None.
Sprogs roll d6. 1 or 2 = descend 1 level.
Minimum MAN rating to attempt: 3
Lufbery Circle
TRICKY
Defensive manoeuvre (also a formation). The leader moves into position first, then
all aircraft already in formation with the leader may join the formation, subject to
staying in formation tests as necessary. All aircraft are positioned relative to the
leader.
Tightest circle dimensions: single engine aircraft as shown in the inner ring (right).
Tightest circle for other aircraft is the outer ring.
Tightest distance: Must be two clear hexes between aircraft at all times, but no
greater than ten.
Immelmann Turn
HARD
A half loop with a roll off the top. Used to turn and gain altitude. Aircraft moves as diagram. Model is
moved one hex forward, turned through 180 degrees and altitude is increased by 1 level.
Split –S
HARD
Classic evasive manoeuvre especially favoured by Me109 pilots who termed it “Abschwung”. Aircraft is
moved one hex forward and is turned to face the opposite direction. Altitude drops by 1 (2 for jets).
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Tight Chandelle
HARD
A tighter version of the easier chandelle manoeuvre, combining a sharp 180° turn with a
climb. Note jets have a wider turning circle (see Section 20.5.4)
Spiral Climb
HARD
A good evasive manoeuvre if you have the power. Pull hard back on the stick and execute a hard
spiralling climbing turn to left (or right). The tabletop outcome is to move forward three hexes, with
a turn to the left or to the right (as desired) in the final hex.
Overhead Attack
HARD
Allows an attack on a target from above with the bonus of allowing a
deflection shot during the manoeuvre. Also covers ‘boom and zoom’
attacks.
Cost: Varies. Move ends two hexes other side of enemy and 1 hex below.
Altitude Adjustment: Drop 2 altitude bands (finish 1 below the target)
Restrictions: Must include a firing pass, cannot be used simply to lose
altitude. Can only be used when an enemy aircraft is within four hexes of
the attacking aircraft at the 12, 10 or 2 o'clock position and one altitude
band lower. No other manoeuvre can be used in the same turn.
Minimum MAN rating to attempt: 4
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Snap Roll (Aggressive)
HARD Procedure: a SPECIAL TEST applies which replaces
Turns defence into attack. If the standard Manoeuvre test. Each pilot rolls d6 and
this manoeuvre is successful modifies:
the defender is repositioned
so that he is on the tail of his Sprog: -1 , Regular: 0 , Veteran: +1, Junior Ace: +2, Top Ace: +3
former pursuer. This also The pilot in the more manoeuvrable aircraft also adds the difference
covers the Japanese Hineri- between the two aircrafts MAN rating to his score.
Komi or “Turning In”
If the pilot attempting the Snap Roll scores more than, or the same as
manoeuvre.
his pursuer, then he has succeeded in shaking off his pursuer and the
aircraft are positioned as for a defensive snap roll, with the tailing
Cost: Entire move
aircraft moving straight ahead a full basic move (ie he has no option to
Altitude Adjustment: None
not follow).
Restrictions: Can only be used
when an enemy is on the tail.
If the pilot attempting the Snap Roll scores two times his opponents
Minimum MAN rating to
score (or better), then the losing pilot’s aircraft is moved forward by his
attempt: 5 or any MAN rating
basic speed. The winning pilot’s aircraft is then positioned in the hex
with *
immediately behind the losing pilot. The tables have been turned (see
May only be attempted by
diagram for example). He now counts as being on the tail (does not
Veterans, Junior Aces or Top
need to test).
Aces.
If the pilot attempting the Snap Roll scores three times his opponents
score (or better), then follow the same procedure as above, but allow
the new attacker to fire an immediate Squirt, short burst, or burst.
If the pilot attempting the manoeuvre scores less than the pilot on his
tail, then he has failed to shake him off and he moves his basic speed,
and the enemy stays on his tail.
Thach Weave
HARD
A complex defensive manoeuvre that can only be performed by Cost: Entire move
two aircraft (or two pairs) flying abreast. It is designed so the Altitude Adjustment: None
wingman gets a front deflection bonus shot on attacker, throwing Restrictions: Can only be used when an aircraft is on the tail. No
him off the defender’s tail if successful. other manoeuvre can be used in the same turn.
Minimum MAN rating to attempt: 4
Procedure: Aircraft with enemy on tail moves forward one then
turns one hex face towards wingman. Move another four hexes
then turn back onto original heading and move forward one hex. AFTER COMPLETION:
This counts as an easy turn so tailing enemy does not have to test
to stay locked. Other aircraft in pair then tests to complete
Wingman
manoeuvre. If wingman passes then calculate a front deflection Leader
shot on enemy immediately assuming a one hex range. This may
be enough to throw the enemy off, in which case the enemy stops
at the point the fire occurred and is no longer on the tail. If
wingman fails then the whole manoeuvre has failed and the
attacker remains on the tail of the leader, the wingman is moved
straight ahead for his basic move and the pair loose formation.
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9.5. RATE OF ROLL
Some aircraft benefit from excellent rates of roll. This gives them the edge over their opponents in a dogfight of manoeuvre. These
aircraft are identified by having their MAN rating underlined in the aircraft stats section. Aircraft with a high rate of roll may roll (i.e.
turn) left or right by one hex facing BEFORE THEY MOVE. Any aircraft tailing that do not have a high rate of roll must take a
STAYING ON THE TAIL TEST, counting this roll as a tricky manoeuvre.
Bob‟s wingman tests first. He throws his d6 and scores a 6, this is modified by -1 because he is a sprog. No other modifiers apply. His
score is therefore 5. He needed a net 3 to pass so he has succeeded and is repositioned to conform to the leader. Clearly he has his wits
about him today.
The regular pilot leading the second pair rolls next. He rolls a 3 and has no modifiers so he has also passed, but only just, lucky chap, and
is moved to his new position - the same position relative to his leader as he was in before the manoeuvre occurred.
The fourth man in the formation – also a sprog – rolls a 1, which is adjusted to zero because of his pilot type. He fails. He must have been
looking the other way, the dozy oaf. His aircraft is moved straight ahead at basic speed. He is now on his own, the quick manoeuvre having
left him behind. The four aircraft formation is broken and although Bob and his wingman can count as a pair, the second section leader and
the rogue sprog will have to dice independently for future movement. Maybe if they are lucky they will be able to reform. Their Japanese
opponents may have other ideas...
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10. Getting on the Tail, Deflection
& Length of Burst
“By that time the Me109‟s were amongst us. As I pulled up to the left I saw a 109 dive
through an element of four Warhawks so I tagged on his underside and gave
him a long burst in the belly. He crashed into the sea from 1,000 feet”.
Cpt ‘Deke’ Whitaker, USAAF, 18th April 1943, Bay of Tunis
Most attacking manoeuvres are carried out with one aim: to get on the tail of your enemy (or at
least to obtain a firing option). In the diagram on the right, “T” represents the target aircraft,
flying towards the top of the image.
An enemy aircraft that ends its turn in any of the shaded hexes, AND is facing in the same
direction and at the same altitude of the target may take a getting on the tail test. If the test is
passed, any aircraft in the outer columns of shaded hexes are repositioned to be dead astern of
the target (but no closer).
THE GETTING ON THE TAIL TEST
Roll 1d6 Attacker’s Modifiers Defender’s Modifiers Result
Attacker is Sprog -1 Defender is Sprog +1
Attacker is Regular or Veteran 0 Defender is Regular or Veteran 0
4 or higher: On the tail. May claim
Attacker is Junior Ace +2 Defender is Junior Ace -2
tailing bonus when firing.
Attacker is Top Ace +3 Defender is Top Ace -3
Attacking out of sun +2 Live gunner covering approach -1
3 or below: Failed, although the
Attacker’s aircraft is damaged -1 Defender is damaged +1
pursuer is still behind the target and
Attacker has wingman +1 Defender has higher MAN rating -1
he can fire with but without the bonus.
Attacker has higher MAN rating +1
Note: Bogeys do not need to test, they automatically latch onto the tail of their target. Any aircraft or bogey that
moves into the getting in the tail test zone for a bogey automatically spots that bogey.
When locked on the tail of another aircraft, the attacker simply follows the defender. The attacker ignores his own move card,
except that he may break off when it comes up if he so wishes. Attackers wingmen also become ‘locked’ to this group.
10.1.1. Getting on the tail and its effect on the move sequence
If an aircraft moves first and gets on the tail of another aircraft it will move again (if desired) when the target aircraft moves, but
must test to stay on the tail of the defender under section 10.2 (i.e., the attacker may get a double move, depending on the card
sequence). The attacker may only fire on the turn of its own section fire card, character card or appropriate bonus card.
a) Opt not to pursue, in which case he leaves his aircraft (or bogey) where it is and lets the defender escape. He will next
move on his own card, or applicable bonus card should it be turned.
or
b) He can attempt to stay on the tail of his target in the hope that he can finish him off.
An attacker does not test to stay on the tail of an aircraft that performs easy manoeuvres only. Attackers attempting to stay on the
tail of an enemy that successfully performs tricky or hard manoeuvres must test to see if they stay on the tail. Similar to the
Manoeuvre Test, the attacker must roll a d6 to determine whether or not he is able to stick with his quarry:
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THE STAYING ON THE TAIL TEST:
Roll 1d6 Adjust for relative MAN rating Situational Modifiers Result
Defender performs a… 4 or more: Attacker stays on tail and
Attackers current MAN rating less defenders …TRICKY manoeuvre -1 is moved to the same relative position
current MAN rating …HARD manoeuvre -2 to the target as he was before the
evasive manoeuvre was completed.
Examples: Tailing Pilot Wounded -1 He must now hope that his fire card is
A Spitfire with a MAN rating of (6*) is Tailing Pilot is Sprog -1 turned.
attempting to stay on the tail of a tailing a Tailing Pilot is Regular 0
Stuka with a MAN rating of (2) = net +4 (the * Tailing Pilot is Veteran +1 3 or below: The evasive manoeuvre
only counts when ratings are equal) Tailing Pilot is Junior Ace +2 worked. The Attacker is thrown off
Tailing Pilot is Top Ace +3 and immediately moves straight
A zero with a MAN rating of 6* counts as being Tailing aircraft is damaged -1 ahead at his full basic move. Attacker
more manoeuvrable than a Wildcat with a MAN Any specific aircraft is no longer on the tail.
rating of 6 and so gets a +1. adjustment
(see aircraft tables) Wingmen stick with their leader. If he
fails, so do they.
Note: Bogeys are always able to stay latched onto their target.
The next card out is the German‟s move card. He knows that the Spitfire turns well and that his Bf109 can outperform the Spit if he goes
for a rapid altitude change. He opts for a Split S, a manoeuvre which he completes with ease. Two hexes behind the Hun, Turner Lighton
sees the Jerry roll down and faces a split second decision – to chase or let him go - he attempts to stay with him, and so tests
immediately to stay with his prey by taking a Staying On The Tail test. The Canadian rolls a d6 and this time scores a 5. The MAN ratings
of the two aircraft are identical, so there is no adjustment there, but the Split-S is a HARD manoeuvre so that gives a -1, taking his score
down to 4. This is cancelled out by the fact that Lighton is a Veteran pilot, giving him a +1 and taking the score back up to 5. However,
there is a specific aircraft adjuster here, as anyone attempting to stay on the tail of a Bf109 in a Split-S gets a -1, which takes Lighton‟s
score back down to 4. There are no other adjusters. Lighton is lucky, 4 was the minimum score he needed to stay with the Hun, so his
skill as a veteran pilot has enabled him to pass the test, and he is repositioned two hexes behind the now rather worried Jerry in their new
position in Altitude 2.”
When moving aircraft with enemy on their tail it is important that the tailing aircraft need only decide his option after ALL the
enemy aircraft activated by the card have moved and not just the single aircraft he is tailing. This prevents the defender ‘double
guessing’ the actions of the attacker
10.2.1. Wingmen
Attacker’s wingmen may conform to their leader while he remains on the tail of a target, even whilst speeding up and slowing
down, subject to normal formation maintenance rules. Wingmen stick with their leader. If he fails to stay on the tail, so do they.
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11.Firing
“I squeezed the trigger, and cut a path of bullets right through the cockpit”
Ensign DA Pattie, USN, Marrakech, 10th November 1943
Use this section for calculating fire with pilot operated machine guns and cannon. For Air Gunners see section 12.
Aircraft with other gun positions are allocated fire factors for front, left, right or
rear, the zones of which are shown in the diagram (right). This factor is their basic
fire factor that should be used when calculating the effect of fire on any target
engaged in that zone. As with fighters, only one enemy in each zone can be
targeted.
1. Determine the firing angle (section 10.3). This determines the maximum duration of fire that can be used.
2. The firer declares what volume of fire he is opting for (squirt, short burst, burst or long burst), within the maximum permitted
by his angle of attack.
3. Check the firer’s FIRE FACTOR (FF) from his aircraft data sheet. This gives the basic number of d6 to be thrown when firing.
4. Modify the number of dice using the fire table (section 11.5).
5. Determine what dice the defending player will roll (section 11.5. This is determined by his own MAN rating and the range, as
well as by his own pilot luck.
6. The players roll their dice and total the numbers of 5’s or 6’s obtained. Subtract the number of defending ‘saves’ from the
number of attacking ‘hits’ and cross reference this with the target ROBUSTNESS *ROB+ rating on the DAMAGE TABLE (sect 13).
Check for gun jams and record ammunition depletion on firer’s record sheet.
7. Record damage on the defending aircraft’s record sheet and act as instructed.
11.3. RANGE
There is no limit to firing range, although potential hits are unlikely beyond ‘convergence’ range of about 4-5 hexes.
11.4. ACES
Aces may get to fire more than once per turn, reflecting their dominant role within the dogfight. They also receive extra dice when
firing.
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ATTACKERS FIRING PROCEDURE:
Fire Factor Burst Modifier Specific Firing Adjuster Number of d6
Squirt -2 dice Dead close (2 hexes or less) +2 dice
Short Burst No modifier Long range (over 4 hexes) -1 dice
Burst +2 dice Extreme (over 8 hexes) -3 dice Needing
Long Burst +4 dice Size of Target (per rating >1) +1 dice 5’s and 6’s
Firer is “On The Tail” +2 dice Target is ‘jinking’ -2 dice to ‘hit’
This is the base fire Firer is Sprog -1 dice
factor (FF) from the See section 10.3 for permitted Firer is Junior Ace +1 dice The firer must also roll a d10
Aircraft Record sheet. burst lengths Firer is Top Ace +2 dice at the same time as he rolls
The factor represents Firer has Wingman +1 dice his d6’s. This will be used to
the base number of Pilot of firing plane is wounded -2 dice calculate the effect of any
D6 to be rolled for USN firing deflection shot +1 dice critical damage inflicted from
firing. Attacking from out of the sun +1 dice the fire.
Gun Jam:
If the firer rolls more 1s than 5s or 6s combined then his guns have jammed and the number of hits
Do not use this table for Air achieved is halved. Aces ignore the first 1 thrown. Aircraft may attempt recharge their guns on their next
Gunners firing. Use section 12.1 movement card (see section 11.6)
Reduce the number of 1’s by one for each burst if: Increase the number of 1’s by two for each burst if:
Firer is a Junior or Top Ace Firing a long burst
Firer is ‘on the tail’ Firer is sprog
Thus if you opt for a long burst then you run the risk of overusing your ammo in your quest for the kill. Reduce the risk of this
happening by firing shorter bursts. Firing longer bursts increases your chances of hitting but also increases the chances of your
running out of ammo.
Attackers only get the wingman bonus once, regardless of how many wingmen they can claim. Only the leader can get the wingman
bonus because the wingman is primarily looking to the rear for threats and is not counting on the leader to cover his tail. He can
shoot, but still needs to keep half an eye on his leader. If the wingman does shoot then the leader losses his wingman bonus as the
wingman is no longer acting as a wingman. The wingman cannot claim the leader as his wingman.
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Johnny Danger Says:
“Let‟s rejoin Canadian Spitfire pilot Turner Lighton. When we left him, he‟d just managed to stick on the tail of a Jerry who‟d try to throw
him off with a Split-S. Unlucky for the Hun the Next card turned is „Red Section Fire‟. The Canuck, seeing the Hun clearly through his
gunsight, lets him have it! Lighton is locked onto the tail of the Jerry so what would otherwise have been just a long burst can be turned
into a more potent burst. The basic fire factor of the Spitfire Mk1 is 8 dice, which is modified up to 12 dice by the long burst (+4) and up
to 14 because he is on the tail (+2). The range is two hexes so that‟s another +2, taking the total to 16, but no other modifiers apply.
Lighton rolls 16 d6 in a long burst across the table. At the same time he throws a d10 to help work out the effect of any hits.
In defence, the Hun receives a number of dice equal to his own MAN rating (6) plus two for the range, taking him up to 8. There are no
other modifiers so he will roll 8d6 in defence.
The Canadian rolls 3,5,6,1,2,1,1,5,2,5,3,2,4,2,6,2 – this includes two sixes and three fives, making a total of just 5 hits. He only threw
three 1‟s so there‟s no danger of a gun jam, but he strikes off 5 points against his ammo limit (3 for the 1‟s thrown and then an extra 2
because he opted for a long burst). The Jerry throws, 3,3,4,6,2,5,1,6 – including two sixes and one five, totalling three saves. Lighton
has hit the German with a net +2 hits. We can now zoom to the Effect of Hits table to see if Lighton has bagged his Hun.
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12.Firing with Air Gunners
Use this section to calculate the effect of crew served weapons. For the arc of fire for these weapons refer to the diagram at the
top of Section 11.
To determine the effectiveness of fire from air gunners it is necessary to determine what
type of deflection fire the gunner is using. Deflection firing by air gunners is a complicated
affair, which, by necessity, is simplified to ease playability. The line of fire can be tracked
from the firer to the target, and the angle of ‘entry’ relative to the target aircraft can be
calculated by using the diagram on the right.
Air gunners firing at aircraft headed towards them will be able to claim either a front
deflection or a zero deflection (head on) shot. Air gunners firing at aircraft headed away
from them will be able to claim either a rear deflection or a zero deflection (rear) shot.
A Genuine Head to Head shot occurs when a nose gunner engages a head on fighter attack. If the tracked firing line is a split
between two zones it is always calculated at the most disadvantageous of the two zones. The length of burst the air gunner can
give is shown in the table below.
AIR GUNNERS GENUINE Zero deflection FRONT REAR DEFLECTION Zero deflection
HEAD TO HEAD (HEADED TOWARDS) DEFLECTION (HEADED AWAY)
Maximum permitted burst Squirt Long Burst Long Burst Burst Short burst
The air gunners of more than one aircraft may fire on each card at the same target. When this occurs calculate the fire from the
CLOSEST gun position to the target. Then add one additional d6 for each additional aircraft whose gunners are also shooting at the
target at a range of 8 hexes or less, and which have not already fired.
The lucky shot rule: When an air gunner engages a target within a range of
four hexes the minimum number of dice used for firing is always 2.
DEFENDERS SAVING PROCEDURE (same as pilot fire)
Own Manoeuvrability Range in Hexes Adjust for defenders luck Number of d6
Add 1 d6 for each hex of Sprog -1 dice Needing
This is the current MAN rating
range between the firer and Regular Pilot No modifier
of the aircraft being fired on.
the target. The minimum is Veteran Pilot No modifier
5’s and 6’s
The factor represents the base to ‘save’
therefore 1 Junior Ace +1 dice
number of D6 to be rolled .
Top Ace +2 dice
To determine the effect of ‘hits’ go to Section 13
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13.Effects of Firing and Damage
“My aircraft immediately began to spin, and of course did not respond to the controls, I immediately decided to bail out”
Hptm Hans-Ekkehard Bob, 9/JG54 suffers a temporary loss of control result, Europe 1943
The amount of damage inflicted on a target is relative to the extent to which it has been struck and the robustness of the target
aircraft. The number of net hits calculated from firing is cross referenced with the target’s robustness:
-1 Ammo +d4 Ammo +d4 Ammo +d4 Ammo +d4 Ammo +d4 Ammo +d4
0 M M M M M M
1 C M M M M M
2 C C M* M* M M
3 C C C M* M* M
4 2C C C C M* M*
5 2C 2C 2C C C M*
6 2C 2C 2C 2C 2C C
7 EC 2C 2C 2C 2C 2C
8 EC EC EC 2C EC 2C
9 or more EC EC EC EC EC EC
Key:
Shorthand Outcome
FS Firer Sideslip: The firer has badly misjudged the angle off. The firing aircraft sideslips one hex to the left or right
(at the discretion of the target aircraft). Aircraft on the tail of target are shaken off if they get this outcome
when firing. Aircrew gunners ignore this result.
Ammo +d4 Overuse of Ammo: The firer left his thumb on the firing button for longer than he meant to. Throw a d4, and
count the result as additional 1’s against the firers ammo limit. No hit.
M Minor damage: The aircraft is hit, but with no effect or injury. No lasting damage other than a few holes in the
fuselage and the sight of tracer whizzing past.
M* Minor damage with target evade: A close shave that makes the target pilot swerve violently. The firer may
move the target aircraft 2 hexes to left or right. Firer stays on tail.
C Critical Damage: Roll a d10 and consult Critical Damage Column (C) on the Damage Table below
2C Really Critical Damage: Roll a d10 and consult Really Critical Damage Column (2C) on the Damage Table
EC Extra Critical Damage: Roll a d10 and consult the Extra Critical Damage Column (EC) on the Damage Table
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13.1. CRITICAL DAMAGE TABLE
Use this table when an aircraft receives a C, 2C or EC result from fire. The firer rolls a d10 and consults the table:
Certain weapons receive a bonus when rolling on the damage tables:
20mm cannon add +1 to d10 score
30mm cannon hits and above apply a one column shift to the right (apply a +2 to score if no shift possible)
d10 Critical Damage Really Critical Extra Critical Critical Damage Really Critical Extra Critical
score (C) Damage (2C) Damage (EC) (C) Damage (2C) Damage (EC)
AILERON OR WING TEMPORARY LOSS OF
1 HARD EVADE FUEL LINE DAMAGE
DAMAGE
HARD EVADE**
CONTROL**
FUEL LINE DAMAGE
1 2 or 3 4 or 5 6
Aircraft flies straight ahead at its Aircraft dives to the left (ie turn Aircraft dives to the right (ie turn Aircraft dives straight ahead.
basic speed (no adjusters). one hex facing to left one hex facing to right Immediately move the aircraft at
IMMEDIATELY and move the IMMEDIATELY and move the its basic speed and descend one
Bombers roll d6 again for loss of aircraft at its basic speed in that aircraft at its basic speed in that altitude band, remembering to
altitude. Descend one level on a direction, remembering to add direction, remembering to add add one hex for the loss in
score of 1,2 or 3. one hex for the loss in altitude. one hex for the loss in altitude. altitude.
Altitude drops by one band. Altitude drops by one band.
THEN WHAT? At the end this turn the pilot is still out of control. On the next turn of his movement card (or character card) the pilot may attempt
to recover before moving. To do so he must roll a net score of 5 or 6 on a d6 (modifying for skill ie Top Ace +2, Junior Ace +1, Sprog -1). If he
recovers then he may move as normal. If he fails, then he repeats the out of control move he was obliged to make in the last move
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Aircraft that are temporarily out of control that fall to zero altitude must attempt to crash land (see section 13.4). Pilots suffering
from Loss of Control may not claim any altitude bonus. Top Aces and Junior Aces may use their bonus card to attempt to regain
control. Attackers automatically stay on the tail of any aircraft that suffers this result, unless the attacker chooses not to follow.
Being out of control counts as an easy manoeuvre for any attacker who wishes to stay on the tail of the target.
The Pilot stays in control of the plane until killed or blacked out – the Co-Pilot can assume control when desired. All co-pilots count
as Sprogs. This reflects that much of their attention is focused on what’s going on inside, rather than outside, the cockpit.
Recovery from blackout: A pilot who regains control of a temporary loss of control is considered to have recovered from blackout. However, he is
still wounded and must continue to test for blackout each turn.
Attackers will stay on the tail of any aircraft that suffers this result, unless the attacker chooses otherwise.
Break off and head home. May not climb. May not go above basic speed (ie do not throw d4). Can only perform easy
Single engine
manoeuvres. MAN rating permanently -1. Must test each turn for engine failure (roll d6 and adjust for pilot skill: Net 1 = engine
aircraft:
failure, in which case treat as engine destroyed.
Multi-engine Use a dice to determine which engine is hit. If the damage is inflicted by a Top Ace or Junior Ace then the attacker can select
aircraft: which engine he has damaged.
Any engine can only be damaged once. Once it receives a second hit of this kind then it is destroyed. Attackers may stay on the tail
of any aircraft that suffers this result. Aircraft with a * rating on their robustness are also on fire (see 13.2.11)
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13.2.10. ENGINE DESTROYED
If the engine destroyed result is inflicted by a Top Ace or Junior Ace then the attacker can select which engine he has hit, otherwise
throw a dice to determine which engine is hit. What happens now depends on how many engines are still working (damaged
engines count as working).
Still some Immediately descend 1 altitude level. Player controlling the damaged aircraft rolls a d6 to see if the aircraft heads home: (Roll
engines d6, deduct 2 for each engine destroyed and adjust for the pilots luck. A net score of 2 or less will mean the aircraft breaks
working? formation and heads for home). Basic Speed is permanently reduced by 1 for each engine lost. Once the number of engines
destroyed equals half the number of original engines then the aircraft has a 50% chance of a compulsory loss of altitude each
turn. Roll a d6 each time the aircraft is moves (after movement). On a score of 1-3 the aircraft descends one altitude band
immediately. Aircraft with a robustness of 1* are also on fire.
All engines Reduce altitude by 1 level immediately. Once more than 50% of the engines are destroyed (i.e. a four engine bomber down to
destroyed? one engine or a single engine fighter that loses its engine) then a drop in altitude of 1 band per turn becomes permanent.
Multiple engine aircraft with one engine remaining may level out at Altitude Band 1, whilst single engine aircraft that lose their
engine cannot say in the air and must attempt to crash land when the Altitude reaches 0, or bail out beforehand. Aircraft with a
robustness of 1* are also on fire.
The minimum requirement for an aircraft to remain aloft is one damaged engine. Attackers may stay on the tail of any aircraft that
suffers this result, unless the attacker chooses not to follow.
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Johnny Danger Says:
“So, returning to the example under Firing, you‟ll remember that Turner Lighton has just scored hits +2 hits on a Bf109 over Calais.
Consulting the HIT EFFECT table we cross reference the number of hits (2) with the ROB (robustness) rating of the target. The Bf109E
has a ROB rating of 1, so cross referencing one with the other shows a C result – or Critical Hit. This is good news for Lighton, but not so
good for the Hun. When he threw his dice for firing the Canadian also threw a d10. The score on that d10, a 4, is now looked up on the
CRITICAL DAMAGE TABLE, being careful to use the column for single engine aircraft. Lighton‟s Spitfire Mk1 is not equipped with any
cannon or other weapons that adjust the d10 result, so we look down the table for the result given by a roll of 4, and see that the German
suffers a TEMPORARY LOSS OF CONTROL. This could prove fatal for the German pilot if he is unable to recover in time….
…as it happens, the Fire card that Lighton used was the last one of that turn. In the next turn, the first card out affecting our example is
the German Section Move card. Because he suffered a Temporary Loss of Control the German must now roll to determine what happens.
This is done by rolling a d6. The Hun scores a 5, meaning that he turns one hex face to the right, moves forward his basic speed (7
hexes) and descends one altitude band. Because he has descended one altitude band he adds one more hex to his movement. He ends his
turn at altitude 1. He‟s running out of time.
Because Turner Lighton was locked on the tail of the Hun he now faces a choice. He can either elect to stay with his prey, now trailing
glycol, and hope to turn a „probable‟ into a „confirmed‟, or he can break off to wait for his own movement card. A quick glance round
shows the sky around him is clear so he descends to finish off his prey.”
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13.4. CRASH LANDING
Any aircraft which has suffered loss of control and which enters altitude band 0 has crash landed.
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14.Air to Air Rockets
“The destructive effect against the targets was immense. It almost gave me the feeling of being invincible”
Oberfahnrich Walter Windisch, JG9, describing the R4M rocket, April 1945
This section covers the use of early air to air rockets such as the WGr21, RZ-65 and R4M rockets used against USAAF bomber
formations. A single hit from such rockets could be enough to bring down most aircraft. They also served to break up enemy
formations by causing pilots to take evasive action. In close formations this could lead to collisions.
Rockets have a range of twelve hexes, and are normally fired in pairs. Up to four pairs of rockets may be fired in a single turn.
Alternatively, one single rocket may be fired.
To engage a target with rockets both firer and target must be in the same altitude band. The only exception to this occurs when
rockets are fired during an Overhead Pass manoeuvre.
e.g.: On throw of 5,5, and 3 the score of 5 was obtained twice, so cross reference two instances of five with a frequency of 2 to record a Near Miss. A
single instance of a 3 has no impact. A throw of 5,5,6 means two near misses (two targets thus affected)
Top Aces may change the dice score up or down by up to two ‘pips’ on any individual firing turn. For instance, in the throw of 5,5,3
described above, this may be used to add two to the 3 to make it into a 5, moving the instances of 5 to a frequency of three, and
hence a HIT result. Junior Aces may change the score by one ‘pip’ in any firing card. They may only do this once per firing card, so if
they fire four pairs of rockets on a card, they may only adjust one of the four throws.
If the firer is a Sprog (or if the target is size 4 or below) then only two d6 are thrown.
D6 + target D6 + target
MAN rating Damage MAN rating Damage
1 Temporary Loss of Control 7 Explodes
2 Aileron or Wing Damage + immediate altitude 8 Engine Damage + immediate altitude drop of
drop of 1 level 1 level
3 Bad Wing AND Engine Damage 9 Bad Wing AND Engine Damage
4 Engine Destroyed 10 Very Serious Fire
5 Very Serious Fire 11 Catastrophic Structural Damage
6 Catastrophic Structural Damage 12 Explodes
www.toofatlardies.co.uk Page 39
“Well, cram something in the hole, it‟s freezing my ass!”
B-17 pilot Lt ‘Woody’ Woddrop on being told a 155mm flak
15.Flak shell had passed harmlessly between him and his co-pilot,
somewhere over Europe, October 1943.
Aside from the obvious aim of shooting down a target the purpose of anti-aircraft fire (flak) is to
disrupt attacking aircraft to such a degree that they are forced to abandon their attack run.
ALT
2 0 0 0 0 0 0 2 1 1 0 0 0 1
1 1 0 0 0 0 1 1 3 1 1 0 0 1
Range 0-5 6-10 11-20 21-30 31-40 Range 0-5 6-10 11-20 21-30 31-40
Altitude
4 4 3 3 3 1 2 4 0 0 0 0 0 0
3 5 4 3 3 1 2 3 0 0 0 0 0 0
2 4 4 3 2 1 1 2 1 1 0 0 0 1
1 3 2 1 0 0 1 1 3 1 1 0 0 1
Range 0-5 6-10 11-20 21-30 31-40 Range 0-5 6-10 11-20 21-30 31-40
Altitude
3 1 1 1 0 0 1 3 3 2 1 0 0 1
2 2 2 1 0 0 1 2 5 5 3 2 0 1
1 5 2 1 0 0 1 1 7 4 3 1 1 1
Range 0-5 6-10 11-20 21-30 31-40 Range 0-5 6-10 11-20 21-30 31-40
Altitude
4 3 2 1 1 0 1 4 5 4 3 3 1 2
3 5 4 3 1 1 2 3 6 6 5 3 2 2
2 7 6 4 2 1 3 2 9 8 6 4 2 3
1 9 6 3 2 1 2 1 11 8 5 4 2 3
Range 0-5 6-10 11-20 21-30 31-40 Range 0-5 6-10 11-20 21-30 31-40
Battleship T Carrier T
6 4 4 2 2 2 2 6 1 0 0 0 0 1
5 5 5 5 4 2 2 5 1 0 0 0 0 1
Altitude
Altitude
4 7 6 5 5 2 3 4 2 1 0 0 0 2
3 8 8 7 5 3 3 3 3 2 1 0 0 3
2 10 10 8 6 3 6 2 6 5 2 1 0 5
1 14 10 7 6 3 5 1 10 6 3 2 1 4
Range 0-5 6-10 11-20 21-30 31-40 Range 0-5 6-10 11-20 21-30 31-40
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Some vessels may be categorised as “AA intense” – these receive +2 dice on all firing within 20 hexes, and may engage one
additional target at Altitude 2 and below.
15.2.1. Experts
Some flak gunners and targeting systems may be classified as Experts, giving them an extra dice when firing. This should be part of
the scenario or, if desired, determined use the table below:
If only friendly aircraft are in range of flak units then roll 1d6 for each flak position, it opens fire on a 1, 2 or 3. Adjust this dice roll
by -1 if designated Poor, +2 if an aircraft carrier with its own planes in the air, or +2 if the flak unit is designated as Expert.
For each flak fire factor +1 dice Each level of altitude +1 dice
Firer designated as expert +1 dice Target SPD rating >7 +1 dice
Firer designated as poor -1 dice Target SPD >10 (cumulative to above) +1 dice
Firer designated as AA intense +2 dice Each 10 hexes of range to target +1 dice
Targeting >1 aircraft this turn -1 dice Target headed on straight bearing to firer +1 dice
Target is size 3 or 4 +1 dice Pilot is Top Ace +2 dice
Target is size 5 or 6 +2 dice Pilot is Junior Ace +1 dice
Any AA reduction due to damage Minus as Pilot is Sprog -1 dice
necessary
Needing 5’s and 6’s to hit Needing 5’s and 6’s to save
.
EFFECT OF FLAK HITS
Number of
Effect of FLAK hit
net hits
Less than 0 Missed No effect
0 Near Miss Sprogs sideslip 1 hex left or right. Formation may be broken.
1 Near Miss Regulars and veterans sideslip 2 hexes to left or right (fire chooses). Sprogs are DRIVEN OFF
2 Near Miss Junior Aces sideslip one hex to left or right. Lower grade pilots are DRIVEN OFF
3 Near Miss Veteran pilots sideslip one hex to left or right. Lower grade pilots are DRIVEN OFF
4 Hit Roll d10 and consult CRITICAL DAMAGE table
5 Hit Roll d10 twice on the CRITICAL DAMAGE table (+1 to each roll if basic fire factor >4)
6 Hit Roll d10 and consult the REALLY CRITICAL DAMAGE table (+2 to roll if basic fire factor >4)
7 or above Hit Roll d10 and consult the EXTRA CRITICAL DAMAGE table (+2 to roll if basic fire factor >4)
www.toofatlardies.co.uk Page 41
15.4.1. Driven Off
A DRIVEN OFF result means that the weight of fire has forced the attacking aircraft to turn
away. The aircraft immediately performs an easy turn to left or right (chosen by the firing
player). This is a forced additional move irrespective of aircraft speed, performance or damage
and takes place immediately. The aircraft no longer counts as being in formation. This move
does not shake off any pilot on the tail of the target. The resulting move (to the right in this
instance) is shown in the diagram [right].
15.4.2. Premature release of ordnance when driven off The 'Driven Off' Result
Aircraft which are driven off by flak may prematurely release their ordnance. Roll a d6 and
consult the table below:
Torpedoes released in this way still test for entry and movement as normal, but are considered to be dropped at the end of the
veering off move and are probably going to miss by a long way. The exception to this is Top and Junior Aces, who are allowed to
drop their fish on their original target line.
Warships roll 1 d6 for each gun barrel being fired (no more than 50% of the main guns may be fired in any one turn). On each throw
of 6 roll again, looking up the effect as for a Flak Effect hit.
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16.Ground Targets and Shipping
“We found the convoy and got into position to attack.
The Beauforts split to attack from two sides, the low cover
Beaufighters climbed to 500 feet for flak suppression,
while the top cover looked for enemy fighters”
Attack on the tanker ‘Pozarica’, July 1942
This section covers basics for attacking common ground and naval targets.
16.4. MOVING GROUND AND SEA UNITS The Principal Hex for a ship six
Size ratings and maximum movement speeds for ground targets and surface vessels hexes in length
can be seen at the top of the Target Table (see 16.5). Ground and sea targets may move on the turn of their movement activation
card. Note that ground units may choose to remain stationary (except for trains that are obliged to steam on at their basic speed).
Ships may elect to slow down or speed up by one hex per turn within the constraints of their maximum speed.
Ground units and sea targets may perform manoeuvres and turns subject to the limits below:
Infantry and Tanks Trains Ships smaller than cruisers Cruisers and above
Ground units (i.e. Trains are restricted to Ships smaller than cruisers may Cruisers and above may only change their hex
Infantry and Vehicles) defined tracks - the path change their hex facing by two facing by one each move, pivoting around the
may move in any hex of which is assumed to be sides during each move, providing principal hex described above. Cruisers may
direction with no a straight line unless their speed is at least two hexes change their hex facing at any stage in their
penalty for turning up to otherwise set within the (if speed is 1 then only 1 turn is move whereas Battleships and Aircraft Carriers
their maximum speed. scenario or dictated by permitted). Ships pivot around may only change their facing on their last hex of
your hex map the principal hex described movement.
above. Ships cannot turn when
stationary.
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Any sub that suffers an O result (see Target Table) is forced to the surface and may not attempt to dive again during the game.
Aircraft on Ground
Aircraft Carrier
Vehicle Target
Sub on surface
Flak Position
Sub diving
Battle ship
Large Escort
Infantry
Cruiser
Train
Target
Size 0 1 1 1-3 3 2 4 2 2 1 2 3 5 6 6
SPD 1 3 0 0 4 3 3 1 2 2 3 4 3 3 3
Damage Table
Score
or hits
1 or
P - - - - - - - - - - - -- --
below
2 P - - - P P S - - - - - -- --
3 P - - - P P S - - - - - -- --
4 S P - - A1 P S - - - - - -- --
5 S S + ED P ED A1 P S P - P - - -- --
See below
6 S ED P ED A1 A1 S P - P P - -- --
7 X A1 P ED A2 A1 S P - A1 P P -- P
8 X X A1 ED A2/ED A2 S A1 - A1 P P P A1
HOC/
9 X X P + A1 X A2/ED X A2 - A1 /ED A1 A1 P A1
ED
10 X X S + A2 X ED HOC/ED X HOC - A2/ED A2/ED A1 A1 A1
11 X X X X ED/O ED X ED/O ED MX/O MX A2 A2 A2
12 or
X X X X ED*/O ED/O X ED*/O ED*/O HOC/O HOC/O HOC HOC HOC
more
O Limit - - - - - 3 4 - 3 3 4 5 6 n/a n/a
T Limit - - - - - 1 1 - 1 1 1 1 2 3 3
Notes: The target size rating is a rating assigned to the target and not the number of hexes that the target should occupy on the tabletop
Any sub that suffers an O result (see Strafing Attack Table) is forced to the surface and may not attempt to dive again during the game.
Results to the right of the / are ADDITIONAL damage sustained if using rockets, skip bombing or dive bombing.
KEY:
P Pinned. May not fire on the next FLAK card
S Suppressed (or double pinned). May not fire on the next two FLAK cards. Ground targets may not move on its next card.
ED Engine Damage. Speed reduced by 1 hex. Once speed drops to 0 the vessel is considered to be dead in the water
A1 AA position hit: -1 dice for all subsequent AA fire. Also suppressed.
A2 AA position hit: -2 dice for all subsequent AA fire. Also suppressed.
HOC High Officer Casualties. Vessel must move dead ahead next turn.
MX Minor explosion: Vessel must move straight ahead this turn. Reduce speed by 1. All AA fire suppressed for remainder of this turn.
X Explosion. Target totally destroyed or completely dead in water. All AA permanently lost.
O Holed. Roll a d6 in each turn. If roll is equal to or more than the targets ‘O limit’ then the vessel must stop to effect repair. Keep a
log of the number of O hits a target receives. Repairs cannot be carried out within the timeframe of the game.
O Limit: The number of O (holed) results that the target can sustain before it is considered dead in the water.
T Limit: The number of T (Torpedo) hits that the target can sustain before it is considered sunk.
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16.5.3. Hits on buildings
Buildings cover a wide description, from sheds, bridges, houses and hangars through to Gestapo HQ and concrete bunkers. To
assess damage to buildings it is recommended that each be assigned a strength value. Each hit obtained reduces the value by one.
Any building that incurs damage that reduces its original value by 50% or more can be described as out of commission, whilst any
building whose strength is reduced to zero or less has clearly been destroyed.
Number
1 or
of hits 2 3 4 5 6 7 8 9 10 11 12 or more
below
Light
Extensive
damage Some Fuel or Ammo store
Light damage to damage to Extensive damage to
Buildings to vital aircraft hit. Major explosions.
Airfield Minimal Damage apron and
damaged. areas.
vital
destroyed Damage to vital areas
key areas. Airfield out
dispersal areas buildings. of commission
Some on ground. and equipment.
Major fires
fires
Critical
Light
Some damage to damage. Dry
Minimal damage
dockyard Major explosions. Obvious dock gates
damage. Some damage to non- to vital Extensive damage to vital
Docks Lots of essential buildings
buildings and
areas. buildings. Major fires
vital damage to essential damaged and
storage areas. components likely to be
spray! Some
Some fires out of action
fires
for long time
Yes
Yes
Treat as
Holed result
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17.Bombing “The ship begins to loom large in front of my eyes. I can even see
sailors scurrying about the deck. I press the bomb release switch and
then heave back on the stick with all my might”.
Hans-Ulrich Rudel, Technical Officer III/StG2
23rd September 1941
This section covers tactical Level Bombing, Dive Bombing, Glide Bombing, and Skip Bombing. Rules for the
strategic bombing of large urban or factory areas are not included.
Skip bombing may only be performed against shipping and only by aircraft at altitude one. No variation in altitude is permitted
during a turn in which an aircraft attempts a skip bombing attack. Players must declare their intention to skip bomb BEFORE they
roll their d4 for movement. To skip bomb the attacking aircraft must fly its full move (with normal adjustments) in a straight line at
altitude one and complete its move within two hexes of the target directly over which the aircraft must either have already
flown, or be about to fly on a straight line course. If the aircraft does not have sufficient move (or too much move) to satisfy this
requirement then the bombs are considered to have been dropped too early and no damage is caused.
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BOMBING TABLE
Dive Skip Glide Level Depth
Bombing* Bombing Bombing Bombing Charge
Bomber:
Base Factor 4d6 3d6 2d6 1d6 2 d6
Size of Target (per point of size) +1 dice +1 dice +1 dice +1 dice +1 dice
Pilot is Top Ace +2 dice +2 dice +2 dice +2 dice +2 dice
Pilot is Junior Ace +1 dice +1 dice +1 dice +1 dice +1 dice
Pilot is Sprog -1 dice -1 dice -1 dice -1 dice -1 dice
Bomber is damaged -2 dice -2 dice -2 dice -1 dice -2 dice
Bomb run is along length of target +1 dice -1 dice +1 dice No effect +1 dice
Each additional bomb +2 dice +2 dice +1 dice No adjuster +1 dice
Under flak fire earlier in turn -1 dice -1 dice -1 dice -1 dice -1 dice
Aircraft ends turn in target hex +1 dice No effect No effect No effect No effect
Speed this turn is 8 or more -1 dice -2 dice -2 dice -3 dice -2 dice
Speed this turn is 10 or more -3 dice -4 dice -3 dice -3 dice -3 dice
Needing Needing Needing Needing Needing
4, 5 and 6’s 5’s and 6’s 5’s and 6’s 5’s and 6’s 5’s and 6’s
to hit to hit to hit to hit to hit
Target: Needing
Altitude of bomber (per level) +3 dice 5’s and 6’s to
Compare number of bomber ‘hits’ against
Target’s SPD (per hex) +1 dice save
number of target ‘saves’
Aircraft on Ground
Building/Bridge
Aircraft Carrier
Vehicle Target
Sub on surface
Flak Position
Sub diving
Battle ship
Large Escort
Infantry
Cruiser
Train
Near Miss P P P - - R R R R R R R R R R
Crucial Hit R+1 R+1 R+1 R+1 R+1 R+2 R+1 R+1 R+2 R+2 R+2 R+2 R+1 R+1 R+1
Precision
R+2 R+2 R+2 R+2 R+2 R+3 R+2 R+2 R+3 R+3 R+3 R+3 R+2 R+2 R+2
Hit
R: Roll d10 and consult Target Table
R+1: Roll d10, add one to the result and consult the Target Table For bombs of 500kg or above and Kamikaze strikes roll
R+2: Roll d10, add two to the result and consult the Target Table
2d6 instead of a d10 but still apply the modifier
R+3: Roll d10, add three to the result and consult the Target Table
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18.Torpedo Attacks
“The Scharnhorst, Gneisenau and Prinz Eugen have had the cheek to put their noses into the channel.
We are going to deal with them. Fly at 50 feet, close line astern. Individual attacks. Make your own way home.”
Lt. Commander Eugene Esmonde, VC, RN, Swordfish pilot on his way to history, February 1942
a) Roll 8 d6.
c) Check how many sixes have been rolled. The torpedo goes one level deeper for each six thrown.
The effect of these is calculated immediately and before the torpedo is allowed any other
forward or lateral movement. A record must be kept of the depth of the torpedo. Any torpedo
that accumulates four sixes during its running time has gone too deep to strike any vessel and
can be removed from the table.
d) Calculate the sideways drift of the torpedo by assessing the ‘net’ scores of 4’s and 5’s. The
torpedo drifts one hex forward and to the left for each 4 thrown and drifts one hex forward and
to the right for each 5 thrown. Where the throws cancel out then no movement is made. For
instance. If the eight dice thrown include two 4’s and three 5’s the two fours are considered
to cancel out the equivalent number of 5’s leaving, in our example, one 5, which would mean Above: This torpedo has drifted
the torpedo will ‘drift’ one hex to the right. one 'column' to the right and moved
forward 3 hexes.
e) Calculate the forward movement of the torpedo. Move the torpedo two hexes for every 3
thrown and 1 hex for every 2 thrown
If any of these movements bring the torpedo into a hex containing a vessel then check for torpedo hit (see section 18.1.6).
There is no limit to the number of torpedoes that may occupy a single hex.
Example: In the diagram (above right) the roll was 5,5,4,2,2,2,1,1. The 1s are ignored. The net result of this throw is that the torpedo has drifted one
hex to the right (one more 5 than 4s) and moved forward by three (for the 2,2,2). Note the slightly forwards movement caused by the column shift
and note also that that the orientation of the torpedo remains the same.
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18.1.4. The question of scale
The scale of the model ships you are using, and the size of your hex grid is an issue when using torpedoes. The rules assume that
you are using a ship scale where small vessels occupy one hex, destroyers approximately 3 or 4 hexes, cruisers around 6 hexes and
battleships around 9 hexes. This is true if the hex grid is around 1.5” hexes using 1/1250 models. If you are using significantly
th
different scales – perhaps where the ships are smaller (1/3000 ) then you are less likely to get a torpedo to enter a hex containing
a model. In this case we reduce the scope for sideways movement of the torpedo by ignoring the first 4 or 5 rolled.
18.1.5. Fast torpedoes
For some ‘fast’ torpedoes count each 3 thrown as a move of three hexes forward.
18.1.6. Torpedo hit
A torpedo is deemed to have struck a ship once it moves into a hex occupied by that ship (or if the ship moves into a hex containing
a torpedo). As soon as this occurs the attacking player (i.e. he who launched the torpedo) rolls for impact and damage, and finds
out if the torpedo is a dud!
18.1.7. Is it a dud?
Air launched torpedoes were unreliable weapons, especially in the early stages of the war. Roll 1d6 per torpedo impact obtained.
Result:
Defender throws more 5’s and 6’s Glancing blow. Vessel suffers minor damage only. All AA fire suppressed for next
than attacker: flak card. Vessels smaller than destroyer treat as Draw (see below)
Draw If hit is aft of principal hex of target ship:
Attacker wins by 1: Holed: Vessel receives one T hit. One T hit is sufficient to sink most vessels smaller
than a large destroyer.
Attacker wins by 2 or more: Badly holed: Count as two T hits
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19.Strafing and Rocket Attacks
“We had a ball knocking off three locos and their wagons, then
two tractor and trailer units, and an RDF station and barracks,
finishing off with blowing holes in a factory roof”
S/Ldr Bob Spurdle, 80 Squadron, RAF, 18th December 1944
19.1. STRAFING
Strafing attacks may only be performed by aircraft at Altitude Band 1. Such attacks
are performed on the turn of the attacker’s fire card. The strafing aircraft rolls 1d6
and must score equal to or less than its current basic front fire factor (adjusted for
any damage sustained). The amount by which the throw is under the basic front fire
factor will determine the amount of damage incurred using the Damage Table
section of the Target Table (above) subject to the following adjustments:
If the range is 5 hexes or more then add 2 to the dice score. To determine the amount of ammo used roll 1d4 and count the result
against the ammo limit. Aces count a 4 result as a 3. Note that for aircraft with a high fire factor the question is not so much about
will they hit, but more about how much damage they cause.
Johnny Danger Says: Luftwaffe Junior Ace Max Ehfurt cranks his Bf109 into a hard turn and zooms round for another attack on a
juicy looking Russian convoy of vehicles that he has seen lurching along a road. If he is quick, he can get the lead truck before it makes
the safety of the woods. He turns to perfection, and his fire card comes out with the Russian truck right under his guns. He rolls 1d6 for
effect and a d4 for ammo. The d4 comes up 3 so he marks off three more against his ammo limit. The d6 shows a 2, which he reduces
to 1 because he is a Junior Ace. This is eight less than his fire factor (a 9), so he cross references this with the target type on the
Target table on page 44 and sees that he has achieved an X result – the truck erupts in flame and careers into the ditch at the side of
the road. Another blow for the Russian dogs!
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20.Dakka…Dakka…Dakka…
“Squadron was stood down today, bars all over the island were busy”
185 Squadron diary, Malta, 4th August 1942
This section contains rules relating to ‘other stuff’ that you may need to refer to from time to time, along with some optional and
alternative approaches to some elements covered elsewhere.
Roll a d6. On a score of 1-5 your pilot is a normal guy. But on a score of 6 roll another a d10 and consult the table below to discover
what exceptional qualities your pilot possesses:
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20.3. CLOUDS [OPTIONAL]
There are two basic ways of adding clouds to your table. The first is to state that a thick layer of cloud covers the full area of the
table at a certain Altitude band (or bands), the second to create zones of hexes marked as clouds, each with an altitude indicator
showing what altitude band the cloud is at.
www.toofatlardies.co.uk Page 52
In the diagram, “T” represents the aircraft, positioned after its move in the cloud. At the end of its turn, a d6 is rolled, and is
adjusted for pilot skill (i.e.: sprog -1, junior ace +1, top ace +2). The aircraft is immediately repositioned into a new position as
indicated in the diagram on the left, but still facing the same direction. Bogeys ignore this test and may move as if the cloud did not
exist.
If a pilot flies through clouds for more than three successive moves he must roll two d6 each move. On the throw of any double he
has become totally disorientated and is removed from the table. Veteran Pilots and Aces get to re-roll one of the dice, hence giving
them a chance to regain their position.
20.4.2. Landing
Aircraft wishing to land must first fly along one full turn in a straight line at Altitude 1. In their next turn (the landing turn), they
must declare that they are landing and in that turn they DEDUCT their D4 modifier from their basic SPD and move the
corresponding number of hexes – straight ahead - and end the turn on the ground (level 0). If they end their turn on a designated
airfield hex (or deck of an aircraft carrier model) then proceed as below. If they do not end the turn on such a dedicated position
then they have crash landed. Note that bogeys that end their turn at Altitude 0 are assumed to have landed – or ditched – safely.
If the attackers fire card is drawn after the enemy aircraft has landed the attacker may continue to shoot at the enemy as normal
even though he is at a lower altitude, but if the attackers movement card is drawn before his fire card then he must move off taking
a normal turn.
Note that any aircraft that suffers any damage that would normally result in a loss of altitude is considered to have crash landed
and the pilot must test on that chart. It is possible for an aircraft to be attacked by more than one enemy in the turn in which it
landed. Each damage is assessed individually (i.e. you may have to test for crash landing more than once). Once landed aircraft
remain an active target and can still have damage inflicted on them.
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20.5. JETS
Some additional rules apply for jets. Most critically, games involving jets must include the Jet Bonus Card (see Section 4), but in
addition to this the following special rules should be applied:
Me163/Natter: Temporary loss of control (see 13.2.4). Roll a d6. On a 6 the jet explodes.
Me262, He 162 and AR234: Temporary loss of control. Roll a d6. One a 5 or 6 engine suffers engine damage.
Other jets: Must fly straight ahead this turn at SPD plus d4 adjuster but pilot regains control.
Propeller driven aircraft may attempt to use the break turn to shake off a tailing jet.
If this happens, then the jet pilot still roles to stay on the tail, but with a -1 modifier
on the staying on the tail test. This allows for the fact that that coming out of the
turn and retaining a firing aspect is not impossible, but is very unlikely – even for
good pilots. Should the jet pass the test then the pilot has pulled off an excellent
turn and remains on the tail of his adversary.
FLAT SPIN TEST FOR JETS THAT FAIL A TRICKY OR HARD MANOEUVRE
Roll a d6 Pilot Skill Result
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21.Game within a game: Bag the Doodlebug!
“Then something happened which changed our life
completely, the first Doodlebug came over”
F/O Ron Pottinger, 150 Tempest Wing, May 1944
21.1.3. Movement
Doodlebugs enter the table at Altitude Band 2. They will move on a special ‘doodlebug move’ card which you will need to add to
the pack. Roll a 2d6 to determine doodlebug movement:
On any equal double thrown the doodlebug shifts two hex columns to the right, on any odd double thrown the doodlebug shifts
two hex columns to the left.
21.1.4. Firing at doodlebugs
Aircraft do not have to take a getting on the tail test when closing in on doodlebugs. When firing at doodlebugs follow the
following, simple procedure:
BAG THE DOODLEBUG
Roll 2d6 Modify Result
Note: A natural Top Ace +1
throw of 12 is Junior Ace Veteran/ Regular 0 11 or more:
always a precision Sprog -1 Precision hit
hit Aircraft is damaged -1 9 or 10:
Range greater than 4 hexes Range -2 Crucial Hit:
over 6 hexes (cumulative) -2 8 or below:
Optional Pilot characteristics + or – Miss
(see Page 51)
Precision hit: Doodlebug explodes. All aircraft within 4 hexes roll d6 on critical damage table.
Crucial hit: Doodlebug is struck but not destroyed. To determine the effect of the hit roll another d6:
1: Descends one altitude level and shifts d6 hexes to the left, retaining its original orientation.
2: Descends one altitude level and shifts d6 hexes to the right, retaining its original orientation.
3: Descends one altitude level and shifts 2 hexes to the left, retaining its original orientation
4: Descends one altitude level and shifts 2 hexes to the right, retaining its original orientation
5: Doodlebug executes easy turn to the right in its next turn
6: Doodlebug executes easy turn to the left in its next turn
21.1.5. Wingtipping
Wingtipping was an alternative, if somewhat risky, way to bring down doodlebugs. In his turn the pursuit aircraft may pull up into
the hex alongside the doodlebug. He then declares an attempt to wing tip the flying bomb. He does this by rolling a d6 and cross
referencing the score with his pilot skill:
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INTELLIGENCE BRIEFING
by Squadron Leader Johnny Danger, DSO, DFC and bar
When recreating aerial combat during the Second World War it is important to understand the tactical significance of formations.
Just as the doctrines of column, line and square are essential concepts to Napoleonic gamers, the various formations seen during
the war in the air are at the base of accurate simulations. A strong, flexible formation enabled commanders to act with aggressive
cohesion when attacking and offer mutual defence when attacked. All nations accepted this fact, training their pilots to fly and
maintain formation during combat. Formation flying was a key element in the RAF’s development of its pre war Fighting Area
Attacks, stood at the heart of Luftwaffe Jagdflieger doctrine and held firm too across the other side of the world, where Japanese
Navy pilots practised holding their Shōtai formations against a large number of enemy attackers. For the allies – especially the RAF -
tight formations were the order of the day in 1939, whilst both Germany and Japan were teaching rather looser and more flexible
techniques. Time was to tell which philosophy would survive longest in the struggle ahead.
Fighters
The standard formation in use by RAF Fighter Command at the outbreak of war was the classic three aircraft vic, around which the
RAF designed their textbook section attacks. At this time, the order to attack was given by the Squadron or Section leader who
would calmly announce which number attack the formation would deploy. It was the view of the RAF that fighters would be
deployed against enemy bomber formations and their standard fighter tactics were designed around formation attacks by
individual sections to which the spoils would nearly always fall to the section leader who invariably was lined up to get the first
crack at the target.
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Squadron leader flies as Red 1, with Blue 1 being the leader of “B” Flight. If more than twelve aircraft were flying they would
normally operate as another section - White section, and could be attached to one of the other two flights, again most probably
operating in the standard vic. Note that it was fairly common for section identifiers to change from unit to unit and from nationality
to nationality, the above is presented simply as an example from the RAF during 1940.
Orthodox and established, the RAF found that the inherent inflexibility of the vic was soon exposed in clashes over Norway, again
during the fierce actions over Belgium and the Fall of France and finally during the rigours of the Battle of Britain. All these combats
were flown against a foe who was experienced and trained in the use of the pair and it’s various higher level groupings and more
flexible combinations. Consequently, those allied pilots who were lucky enough to survive those fearsome combats of that long
summer began to trial the pair for themselves. By the autumn of 1940 some RAF flight and squadron leaders were using the pair in
action – but only after a fashion, after all, the sprogs that were being rushed through the training units were still being trained in
the three section philosophy, and the cauldron of the battleground is a hard place to introduce something new.
But by the summer of 1941 the RAF had changed its posture to conduct more aggressive operations over the skies of enemy
occupied France and by now the majority of UK based units were adopting the pair and the four aircraft section. By 1942 most
nations viewed the vic and the three aircraft section itself, as an undesirable formation and organisational unit as far as fighters
were concerned. By now RAF tactical development was being instigated by seasoned battle leaders such as Adolf “Sailor” Malan,
Bob Stanford-Tuck and Douglas Bader. In place of the three aircraft sectional formations, RAF sections became four aircraft sections
made up of groupings of pairs. This brought the British in line with American thinking, where the tactical view on the pair was also
taking shape. The new formations were well received by pilots on the front line, who appreciated the co-operation that came with
true pairs. Combine this with the quality of new aircraft like the Spitfire MkV and the RAF could justly believe it was fighting its
enemy on equal terms.
At this time in Europe the general trend was towards larger and larger air battles.
The three squadron ‘wing’ formations of thirty six aircraft that were employed by
the RAF on their Circus, Rodeo and Rhubarb forays over France, as well as that
smaller group of airmen who were desperately engaged in the defence of the
island fortress of Malta, were all deploying squadrons as three sections each of
four aircraft. In Egypt, the Desert Air Force acted likewise, but there was some
difference in application between theatres, and even between squadron
commanders. Over Europe for instance, Sailor Malan expounded the line astern
view, where each section of four fighters flew in line astern with the section leader
in front, his wingman in second place, the leader of the second pair in third place
and his wingman bringing up the rear. Visibility was good, and the formation
proved flexible and popular with pilots.
Other leaders favoured a line abreast deployment, where the leader was
positioned on the end of a four with his wingman to his immediate right (or left),
the leader of the second pair flying third in the row, and his wingman again on the
far end. In time, the leaders moved towards the middle, the individual positions
became a little more staggered and the formations evolved into the finger four.
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Flying at the head of the formation, Aircraft 1 is the leader, or the “Schwarmfuhrer”, with his wingman flying as number 2 slightly
behind on his left. Aircraft 3 is the leader of the second pair, or “Rotte”, hence his title of “Rottenfuhrer”. Aircraft 4 flies as
wingman, or “Rottenmann” to Aircraft 3. Once combat begins the four can easily break up into two pairs each of a leader and a
wingman. This gives the Schwarm a significant tactical advantage over the vic, which RAF experience had shown became a near
impossible formation to maintain during combat.
Although not obvious from the diagram, another major advantage enjoyed by the
schwarm was that it offered improved visibility and, as it was a generally looser
formation to the vic, meant that pilots could focus more on observation and not
simply on maintaining their position relative to the leader. Aircraft in this schwarm
were also more able to operate with cohesion even when their altitudes were
staggered to improve visibility even further. Given the wide range bands in BTH
though, all aircraft are considered to be operating in the same altitude band.
The schwarm stood the test of combat well, and survived right through to the end of
the war and beyond. As the war progressed, more and more nations adopted variants
of it – the closest being the Finger Four. Most larger German formations were some
In the North African campaigns tactical air support was focussed on ground attack, with the Italians, the RAF Desert Air Force and
the Luftwaffe all employing aircraft in this role but during a poor ground campaign in Libya 1941 much Italian hardware was lost to
advancing British troops. Actions during this period were typically low level encounters (below 10,000feet) and machines and
ground crews were stretched to their limits just keeping squadrons operational. Squadron versus squadron clashes at this time
were unusual, with most combats taking the form of flights and section encounters. When Operation Torch brought US fighter
squadrons into the theatre, the Italians, Germans and Vichy French units were unable to prevent the allies gaining air superiority.
Technical advances in Italian aviation delivered some fine fighters, most especially the Folgore, but when Marshal Badoglio
surrendered in 1943 the Italian Air Force was effectively knocked out of the war.
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Russian fighters often flew in ‘gruppa’, whereby a series of four aircraft ‘zveno’ would fly in finger four, with each ‘zveno’ flying
behind and above the one in front, similar to the stacked staffel formations in use by the Germans. By 1943, after further
reorganisation and when even larger numbers of fighters flew together (for instance an air regiment of thirty six aircraft in three
groups of twelve) each group of three ‘zveno’ would fly in echelon, with successive squadrons staggered upwards in a formation
known as ‘etazherka’ (three tiered stepladder), in which the top level group were assigned a top cover role. In all these formations
the Russians were also hampered by poor communication technology which meant that pilots often still relied on visual clues from
their leaders which in turn compelled formations to remain in close company. Additionally the Russian Air Force and Naval Air
Fleets were not spared the horrors of Stalin’s purges, and like the other arms it took until late 1943 for experienced, good quality
tacticians to emerge. This did not prevent them developing aggressive tactics, as will shall see.
As in the Desert, fighting in support of ground units was a much more widespread phenomenon on the Eastern Front and
consequently the general altitude at which action took place was generally much lower than was seen over France at this time.
Dogfights over the steppes and plains of Ukraine often took place at altitudes of 5,000 feet and below. This often worked in favour
of the Russian fighters, many of which were no match for their German opponents at higher altitudes but whose ruggedness
enabled them to give them a stiff fight at lower levels.
As on the ground, the air fighting in the East took on a desperation that, whilst sometimes matched in the Pacific, was hardly
matched over other parts of occupied Europe. The Soviets threw everything they could into the defence of Mother Russia. Women
flew alongside men, and Stalin was not slow to decorate pilots whose heroic acts served as an example to others. As the fighting
became increasing desperate, both Guards units and standard squadrons often included a mix of aircraft types, from home grown
Yak, Polikarpov and MiG fighters through to lend lease Hurricanes, Spitfires, Warhawks and Airacobras, to name but a few. Surely
no other air force of the time can match the Russians for sheer variation in active models, often even mixed within squadrons.
Perhaps because these formations could be (and were) mixed, the Russians were also happy to adopt swarming tactics, in which
German aircraft would be attacked in a ‘pell mell’ fashion much like a swarm of bees might attack a panicky child.
The Russians also gained a reputation for carrying out ramming attacks. Termed ‘tarans’. Such tactics were used on the Russian
front with much greater frequency than was the case in the west – or even in the Pacific. It is claimed that over 500 German aircraft
were destroyed through the use of this tactic. Tarans of course should not be confused with Kamikaze; the technique was not
merely a last act of a desperate foe, but was rather an angled ramming attack designed to inflict irrecoverable damage to the
enemy whilst merely denting your own paintwork. Aside from being bold beyond belief, such attacks were hard to master and
dangerous in the extreme. It was a method the increasing desperate Luftwaffe too was to employ against high flying USAAF
bomber formations late in the war.
The desperation paid off for the Russians, but all along the Eastern Front the terrible winters hampered the invaders ability to
launch offensive operations. During the Battle for Moscow, the Russians were able to operate from more established and
sometimes hard surfaced airfields with improved supply, whilst their German counterparts struggled to operate from makeshift,
mud caked and frozen airfields with, at best, a fragile supply line. Thus during the crucial period of the war in the East, the Russians
were able to achieve local air superiority. As the war progressed in the East, the much praised Shturmovik became Russia’s
favoured ground attack weapon, and many fighter sorties were flown as escort to these attacks.
Through all this the Germans held firm to their tried and tested tactics and many a Luftwaffe pilot gained ace status during the war
in the fight against the Soviets. Many of these men were later relocated to the Western Front where the combated the vast
formations of US bombers as part of the Defence of the Reich.
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In the Pacific theatre the famed Japanese Zero fighter dominated the early clashes. Flown by airmen with a reputation for
aggression and skill, many of whom had experience of fighting in China during the 1930’s, the agile and now world famous
Mitsubishi could not be matched for manoeuvrability – certainly at first. Without the extra weight of armour or complicated
mechanics and with no cumbersome radio apparatus the Zero could out turn well trained allied pilots in good aircraft. But this high
manoeuvrability came at a price and for the Zero this was paid for by a very low robustness. Zeros, without self sealing fuel tanks,
would often explode or burn when hit, dooming the warrior inside to an unfortunate end.
The Japanese learned the benefits of looser formations in China and in the Pacific, although they
had not opted for the pair as their tactical unit. The three aircraft shōtai formation offered much
greater tactical flexibility than other standard three aircraft formations and this grouping was
adopted as standard by Army and Air Force fighter pilots. The characteristics of their aircraft of
course helped drive this behaviour. Lack of onboard communication equipment meant that
formations needed to be close enough to act on visual cues, whilst the manoeuvrability of the Zero
in particular favoured aggressive manoeuvring in a turning dogfight. Japanese pilots were happy to
split out from the three into individual attacks, the disintegration of the formation being
something about which they were quite comfortable. Consequently the Japanese never felt the
same pressure to adopt the pair until late in 1943 when less experienced pilots began to need the
greater coordination offered by the pair and it’s higher level groupings. By 1944 the ‘hentai’ (pair)
and ‘kutai’ (four aircraft) formations were being flown as standard formations by the IJN.
The Pacific theatre of operations was a hotbed of tactical development. US Navy pilots,
highly trained even before the war in deflection firing with an enthusiasm that almost
borders on a fetish, began to operate as pairs and fours much earlier than their counterparts
in Europe. In part this was driven by the problems of coping with the Zero fighter, whereby
tactical developments had to be made quickly and were easily promulgated from one
shipboard squadron to another. Given the situation it is hardly surprising that US flight
commanders became early adopters of new ideas. The idea of the pair was received with
minimal obstruction, and built into the standard USN formations of the loose pair and the A-
B-C formation of stepped pairs flying in formation.
By adopting these formations the American fliers were able to organise their tactics
creatively. To avoid turning fights with the Zero the Americans practiced a range of overhead
attacks and when Lt Commander John Thach famously used matchsticks to develop the
concept of mutual defence in the Thach Weave (or ‘beam defense manoeuvre’ as he termed
it), he gave the aviator a military tactic that survives to the present day.
The American victory at Midway inflicted a defeat on the IJN that cost the Japanese dear and
although much of their pilot crop was salvaged quite literally from the wreckage of a fine air
armada, the mauling they received was the turning point for strategic initiative in the
theatre. From that point on the allies, flying somewhat more robust but initially rather less
attractive carrier aircraft, slowly began to develop the upper hand. Fierce fighting at
Guadalcanal cost both sides dear, but it was the Japanese who were finding themselves in a
worsening situation, and after 1943 their ability to push trained pilots through to combat
squadrons could not match the attrition that allied superiority was creating at the front.
Consequently front line pilot quality began to diminish. Conversely, the US went from
strength to strength. In 1942 the US Bureau of Aeronautics actually lengthened air training, a
luxury the Japanese could never have even considered. This ensured a controlled supply of
experienced pilots to front line units, many of whom had been trained by combat veterans
rotated into a training role. By the end of the war pilots making their way to US
fighter squadrons had almost two years of selection and training, a base from
which the USAAF were able to create a cadre of aces that would fight again in the
skies over Korea some years later. In hardware too the Americans took an
unassailable lead, and with aircraft like the Hellcat and Corsair the US pilots
proved more than a match for their now markedly outclassed opponents. By the
time of the marvellously dubbed ‘Great Marianas Turkey Shoot’ during the battle
of the Philippine Sea in June 1944 the gulf had become so great that the future
victory of the US was never in doubt.
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Alongside the evolution of fighters and fighter tactics, the role played by ground attack aircraft grew in importance during the war.
The success of the German Blitzkrieg and the role of the Stuka in delivering pinpoint air attacks in support of ground operations
forged the importance of ground attack in air force doctrine. In time all major powers would evolve tactics and develop specialist
aircraft in this role, and it is expected that these scenarios will take their place on the BTH tabletop alongside the classic fighter
clash. Panzer battalions spearheading the drive through Russia in 1941 would be accompanied by Luftwaffe forward air controllers
whose role it was to bring in air strikes against obstinate defenders. Proportionately, the number of aircraft employed in this role
grew rapidly. For example, in 1941 a lowly 4.5% of the Russian Air Force was made up of aircraft with a ground attack responsibility.
By January 1945 this figure had topped 30%. Tactically too the employment of these aircraft differed from nation to nation. The
Germans developed the Stuka within its Kampfflieger (bomber) programme, and drew upon its fighters operating in a fighter
bomber role of other forms of ground attack. Fighter bombers showed considerable firepower, but when fighters were equipped
with bomb or rockets their operational radius declined markedly, their ability to operate at altitude reduced and, of greatest
importance to games of BTH in which combat is joined, their manoeuvrability reduced also.
Development of the Russian’s premier ground attack tactics, built around the famed Illuyshin Il-2 Shturmovik, evolved somewhat
differently to the German experience. When initially deployed in 1941 the attacking Shturmoviks adopted a wide vee formation,
typically of five or six aircraft, attacking almost in line abreast. The idea was that the Shturmovik’s would focus on ground attack
whilst a fighter escort, flying higher, protected them from enemy fighters. In practice however the Russian fighter screen was less
than effective, and as a consequence the Shturmoviks suffered terribly high casualties. Gradually the Russians opted for a higher
formation, circling in the style of a Lufbery defensive ring (termed by them the ‘zamknoti krug’ or ‘wagon wheel’), from which they
would peel down to attack their targets, a formation which gained the nickname the circle of death. Later again, these tactics
evolved to mutually supporting pairs.
By late summer 1944 American Thunderbolts and British Typhoons turned the roads and supply line of Normandy into death traps
for any German unit crazy enough to attempt to move during daylight. By this date fighter bombers were by far the most
numerous element within the Allies’ air arsenal, with the American 9th Air Force and the RAF 2nd Tactical Air Force both having
around 50% of their operational strength assigned in this capacity. In North West Europe the Allies mastered the practice of ‘cab
ranking’ their fighter bombers whereby flights of fighter bombers would be stacked up over a battlefield to which they could be
deployed to the attack in a matter of minutes. Operations of squadron strength were common – with nine to twelve aircraft being
the most common strengths. When flying dedicated close support missions, the RAF favoured flights of six to eight aircraft whilst
the USAAF opted for the smaller four aircraft flight. Allied fighter bomber formations usually flew at about 7,500feet, above the
heaviest flak, but for ground attack to be effective, visibility had to be good (better than 2,000yrds) and the cloud ceiling had to be
5,000feet or above for bombs and 3,000 feet for strafing.
The Bomber
Bomber formations are created around two simple requirements – accuracy
and protection. The ability to fly in close formation improves the tightness of
the bombing pattern (for level bombers at any rate), and maximises defensive
firepower. Bomber formations exist to deliver ordnance on target, but must be
constructed in such a way that maximises the defensive capabilities of the
formations air gunners. The basic formations of line abreast, echelon and line
astern all serve this need and can all be adopted by bomber formations of any
nationality. The basic permutations of these few formations are almost without
limit. Most nations organised their bomber units into sections of three, and this
organisation survived, more or less unchallenged, throughout the war. USAAF B-
17’s were organised into sections of three, USN dive bombers in the pacific,
Italians in the Mediterranean and Russian bombers over the Eastern Front all
adopted variants of the three aircraft formation.
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adopt a different formation. For instance in a Gruppe of three staffeln the lead Staffel may be in Staffelwinkel whilst the following
two staffeln may fly side by side in Staffelkolonne, giving the overall formation a ‘wedge’ shape when viewed from the ground.
Echelon formations were also used, depending on the target and numbers of aircraft involved. Any of these would be acceptable
level bombing formations in Bag the Hun. In each of these formations the lead bombardier flies in the lead aircraft in the formation.
Other scenario specific formations may be permitted (for instance at Pearl Harbour the IJN adopted a five aircraft vee to allow for
the cramped airspace over the target. Japanese bombers may also fly in the shotai formation.
In general, broad formations or deep formations work well when attacking large
targets, but for smaller or even moving targets a linear line astern philosophy was
often adopted. Dive bombing tactics especially favour the adoption of an extended
echelon deployment, possibly with all squadron aircraft deployed in one long
echelon. Other adaptations used by the Germans included the adoption of
Staffelkeil or Staffelkolonne formation until close to the target point, and then close
up to an echelon formation prior to attack, with the leader taking position on the
end of the string. In contrast, US Navy dive bombers adopted a formation very
similar to the Luftwaffe’s Staffelkeil formation.
Line astern formations also work well for dive bombing, as individual aircraft can
dive through the same tip-over point. Japanese Val Dive bombers (kanbaku) would
typically approach multiples of three deployed in vic or echelon, and then attack in
line astern, each pushing over into its dive when it reached the point at which the
aircraft in front had done the same. Later in the war a broader deployment was used
to avoid intense flak that often bracketed the pushover position for line astern attacks. By comparison, typical USN dive bomber
tactics consisted of an attack of eighteen aircraft, deployed in three divisions of six aircraft each (each of which again broke down
into two groups of three). Typical formation for this approach was the vee, with the tip over into the dive being performed by
section.
Allied Level bombing tactics evolved as the war progressed. Pre war
thinking, certainly in the RAF, had been that “the bomber will
always get through”, but bombers remained susceptible to well
crafted fighter attacks. All combatants realised that unescorted
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bomber formations could expect to receive a mauling at the hands of enemy fighters and as the allies took their offensive to the
continent in the form of long range raids into Nazi Germany this fact was well known, and feared. RAF bomber command soon
th
realised that bombing needed to take place at night to protect the large aircraft from their smaller antagonists. The arrival of the 8
USAAF in England brought massed bomber formations to the skies over Germany, and the phenomenon of the legendary daylight
raids began, at first with only limited escorts due to range limitations of the Spitfire, which at the commencement of the strategy,
was the most suitable fighter available.
The threat of these large assaults forced the Germans to concentrate much of their fighter strength in combating these raids, losing
air superiority over the Eastern Front in the process. With large numbers of fighters deployed, German fighter resistance was
effective, and bomber leaders began to develop combat formations that maximised the protective capabilities of the bombers – by
creating a formation that allowed maximum fields of fire for their many turreted gun positions. Thus was born the Combat Box, a
staggered formation designed to maximise the effectiveness of the air gunner.
Attacking bombers in formation requires careful planning. The gamer who simply stumbles into an attack on an enemy formation
will soon find his fun is ended. Inexperienced pilots often tend to attack bombers from the tail. This is a dangerous option
considering the low closing speeds places the fighter in a position where he is likely to be exposed to the most concentrated
defensive fire. Co-ordinating attacks can split defensive fire, whilst attacks from above or below can also be safer options. Early in
the war however fighter pilots had realised that one of the weakest spots in a bomber formation was the front. A head on pass
gave the fighters a good shot at the aircraft from an aspect that was poorly covered by the bombers own defensive guns. Key hits
on engines and crew could also be achieved from this
angle, and even the prospect of a fast head on pass was
enough to break some bomber formations, even though
the maximum burst of gunfire the fighter was likely to be
able to put out was just two seconds. Consider also that
this attack angle provides the most likely chance of taking
out the leader of the formation, then its attractions
become obvious.
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If the approaching fighters could be intercepted before a head on pass was initiated then the
escort had done its job. Consequently, defensive escort tactics had to be amended so that fighters
could protect isolated bombers against the ‘finishing off’ attack that the Germans aimed to
achieve. Simultaneously, and to enable them to avoid the barrage of fire that came with getting to close to the
combat box, the attacking fighters were developed to become faster and faster and started to carry a range of large calibre
weapons designed to be fired from longer range and take out a bomber with one hit. Thus it was that the jet fighter and the air-to-
air rocket was born.
Jets required a completely different mindset, and the early pioneers of this form of warfare battled
with some highly dangerous and often fragile rocket systems to push back the boundaries of aerial
combat. Germany, who pushed these weapons into service during the desperate days of the last
defence of the Reich, formed elite units staffed by the cream of their fighter pilot crop to stem the
tide of high altitude attack. The phenomenal speeds and altitude capabilities of these new weapons
were like nothing ever seen before. Climbing rapidly, the jets could use their high speed to deliver a
lightning attack with heavy weapons, limiting their runs to no more than two passes. Escorting fighters stood no chance in a chase,
and had to rely on lucky deflection shots at best. As attack tools they were fearsome, and had they been deployed against the
backdrop of a more favourable strategic position, they may well have had an even greater and memorable impact on the course
and nature of the war. However, time for the Axis powers was running out and by the time of their introduction the Allies had
gained air superiority over the thinly stretched Axis air forces in all combat theatres. Allied fighters roamed the skies with ever
aggressive intent, flying sortie after sortie aimed at exploiting weak spots in the new weapons, attacking jets on their return to base
when they were at low speed and close to the ground on their final approach to their home airfield.
But in the end neither the jet nor the introduction of Hitler’s reprisal weapons such as the V1 and V2 were enough to save the Nazis
from defeat. On the ground allied armies advanced safe under an umbrella of air support that the Germans could not counter. The
once mighty Luftwaffe was a beaten force. In the Far East, just a few months later, Imperial Japan, which itself had used air power
so dramatically and with ruthless efficiency to open hostilities at the end of 1941, was finally brought to its knees by the ultimate
US bombing raid. The Second World War was over, leaving a legacy of aerial engagements that tell an important chapter in the
story of aerial combat, and which provides a great many gaming options over and above the simple dogfight.
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AIRCRAFT DATA TABLES
KEY
MAN rating underlined denotes improved rate of roll
* Against ALT or MAN = counts as better when compared with an aircraft with the same basic factor
* Against the ROB rating = increased chance of catching fire when hit.
AMMO LIMIT
FRONT
RIGHT
REAR
MAN
LEFT
ROB
ROC
SPD
ALT
MAIN
SIZ
NAME USER NOTES AND SPECIFIC RULES
RIGHT
REAR
MAN
LEFT
ROB
ROC
SPD
ALT
MAIN
SIZ
NAME USER NOTES AND SPECIFIC RULES
Brewster B-339 E BUFFALO UK 6 5 6 2 1 1 6 0 0 0 12 Lightened version
RIGHT
REAR
MAN
LEFT
ROB
ROC
SPD
ALT
MAIN
SIZ
NAME USER NOTES AND SPECIFIC RULES
Douglas TBD-1 DEVASTATOR USA 4 3 5 1 1 2 1 0 0 1 12
Fairey BARRACUDA MkII GB 4 3 5 1 3 3 0 0 0 1 n/a
Fairey BATTLE GB 4 2 5 1 3* 3 0 0 0 1 n/a
Fairey FIREFLY Mk I GB 6 4 5 2 3 2 10 0 0 0 12
Fairey FULMAR Mk I GB 5 4* 5 1 2 2 8 0 0 1 14
Fairey SWORDFISH GB 2 3 4 2 4 2 1 0 0 1 12
Fiat BR20 Italy 5 3 5 1 3 3 1 0 0 2 12
Fiat CR32 CHIRRI Italy 4 5 5 2 2 1 4 0 0 0 10
Fiat CR42 FALCON Italy 6 4 5 1 2 1 4 0 0 0 10
Fiat G50 FRECCIA Italy 5 5 6 2 1 1 5 0 0 0 12
Fiat G55 CENTAURO Italy 8 6 6 2 2 1 9 0 0 0 12 MAN counts as 6* at ALT 5 and
above. May carry torpedo.
Fiesler STORCH Germany 2 2 4 1 1* 1 0 0 0 1 N/A
Focke Wulf FW190A -1 Germany 8 6* 6 2 1 1 7 0 0 0 14 MAN drops to 6 at ALT3 and below
Focke Wulf FW190A -2 and A3 Germany 8 6* 6 2 1 1 12 0 0 0 12 MAN drops to 6 at ALT3 and below
RIGHT
REAR
MAN
LEFT
ROB
ROC
SPD
ALT
MAIN
SIZ
NAME USER NOTES AND SPECIFIC RULES
Hawker TEMPEST V GB 8 6 6 2 3 1 10 0 0 0 11 Tailing a/c get -1 to stay on tail in
any manoeuvre that involves a gain
in altitude.
Hawker TEMPEST VI GB 9 6 6 2 3 1 10 0 0 0 11 Tailing a/c get -1 to stay on tail in
any manoeuvre that involves a gain
in altitude.
Hawker TYPHOON 1B GB 8 5* 6 2 2 1 10 0 0 0 12 SPD can increase to 9 at ALT3 and
below. MAN also increased to 6 at
ALT 3 and below.
Heinkel He111 Germany 5 1 6 1 5 5 1 1 1 3 N/A
Heinkel He162 (early) Germany 10 3 6* 1 3 1 5 0 0 0 9
Heinkel He162 (late) Germany 10 3 6* 1 3 1 7 0 0 0 8
Heinkel He51 Germany 4 4 5 2 2 3 2 0 0 0 10
Heinkel He59 Germany 3 1 4 1 4 6 1 1 0 0 N/A
Henschel Hs123A Germany 4 4 5 2 2 1 2 0 0 0 10
Henschel Hs129 Germany 5 3 5 1 2 2 10 0 0 0 8 30mm cannon
RIGHT
REAR
MAN
LEFT
ROB
ROC
SPD
ALT
MAIN
SIZ
NAME USER NOTES AND SPECIFIC RULES
Lavochkin LA-7 Russia 8 5 6 2 2 1 7 0 0 0 12
Lavochkin LaGG-3 Russia 6 5 6 2 1 1 5 0 0 0 12 SPD = 7 at ALT3 and below.
RIGHT
REAR
MAN
LEFT
ROB
ROC
SPD
ALT
MAIN
SIZ
NAME USER NOTES AND SPECIFIC RULES
Mitsubishi A6M5a ZERO Japan 7 6* 6 2 1 1 8 0 0 0 14 Tailing a/c get -1 to stay on tail in
Break Turn
Mitsubishi A6M5b ZERO Japan 7 6* 6 2 1 1 9 0 0 0 14 Tailing a/c get -1 to stay on tail in
Break Turn
Mitsubishi A6M5c ZERO Japan 7 6* 6 2 1 1 12 0 0 0 16 Tailing a/c get -1 to stay on tail in
Break Turn
Mitsubishi C5M BABS Japan 6 3 6 1 1 1 0 0 0 1 N/A
Mitsubishi F1M2 PETE Japan 5 6 5 2 1* 2 2 0 0 1 12
Mitsubishi G3M1 NELL Japan 4 2 5 1 2* 5 0 0 0 2 N/A
Mitsubishi G3M3 NELL Japan 5 2 6 1 2 5 0 1 1 2 N/A
Mitsubishi G4M2 BETTY Japan 5 1 5 1 4* 5 4 3 3 4 N/A
Mitsubishi J2M3 JACK Japan 8 5 6 2 1 1 8 0 0 1 14
Mitsubishi Ki-21-Ia SALLY Japan 5 2 5 1 2 5 1 0 0 2 N/A
Mitsubishi Ki-21-Ib SALLY Japan 5 2 5 1 3* 5 1 0 0 3 N/A
Mitsubishi Ki-21-Ic SALLY Japan 5 2 5 1 3* 5 1 1 1 3 N/A
Mitsubishi Ki-21-IIa SALLY Japan 6 2 6 1 3* 5 1 1 1 3 N/A
Mitsubishi Ki-21-IIb SALLY Japan 6 2 6 1 3* 5 1 1 1 2 N/A
Mitsubishi Ki-46-III DINAH Japan 7 3 6 2 2 2 0 0 0 1 N/A
Mitsubishi Ki-51 SONIA (early) Japan 5 4 5 1 2 1 2 0 0 1 8
Mitsubishi Ki-51 SONIA (late) Japan 5 4 5 1 2 1 4 0 0 1 N/A
Moraine-Saulnier MS 406 France 6 5 6 2 1 1 5 0 0 0 12
Nakajima A6M2-N RUFE Japan 5 5 6 2 1 1 6 0 0 0 12
Nakajima B5N1 KATE Japan 4 3 5 1 1 3 0 0 0 1 N/A Some equipped with 2 x 7.7mm MG
in wings so could have front FF of 2
with ammo limit of 10
Nakajima B5N2 KATE Japan 5 3 5 1 1 3 0 0 0 1 N/A Some equipped with 2 x 7.7mm MG
in wings so could have front FF of 2
with ammo limit of 10
Nakajima Ki-27 NATE Japan 6 6 6 2 1 1 2 0 0 0 10
Nakajima Ki-43-Ia OSCAR Japan 6 6 6 2 1 1 2 0 0 0 12
Nakajima Ki-43-Ib OSCAR Japan 6 6 6 2 1 1 3 0 0 0 12
Nakajima Ki-43-Ic OSCAR Japan 6 6 6 2 1 1 4 0 0 0 12
Nakajima Ki-43-II OSCAR Japan 7 6 6* 2 2* 1 4 0 0 0 12
Nakajima Ki-43-IIIa OSCAR Japan 7 6 6* 2 2 1 4 0 0 0 12
Nakajima Ki-43-IIIb OSCAR Japan 7 6 6* 2 2 1 6 0 0 0 12
Nakajima Ki-84-Ia FRANK Japan 8 5 6 2 1 1 12 0 0 0 15 -1 when testing for engine failure
RIGHT
REAR
MAN
LEFT
ROB
ROC
SPD
ALT
MAIN
SIZ
NAME USER NOTES AND SPECIFIC RULES
Petlyakov PE-2 Russia 6 4 5 2 3 3 2 0 0 2 12
Petlyakov PE-8(ANT-42) Russia 4 1 5 1 6 6 1 1 1 4 12
Piper L-4 GRASSHOPPER USA 2 2 2 1 1* 1 0 0 0 0 N/A
Polikarpov I-15 Russia 5 6 5 2 1 1 4 0 0 0 12
Polikarpov I-153 CHAIKA Russia 5 6 5 2 2 1 4 0 0 0 12
Polikarpov I-16 RATA Russia 6 5 5 2 1 1 4 0 0 0 12 MAN = 6 at ALT2 and below
RIGHT
REAR
MAN
LEFT
ROB
ROC
SPD
ALT
MAIN
SIZ
NAME USER NOTES AND SPECIFIC RULES
Vought VINDICATOR SB2U-3 USA 5 2 5 1 2 2 2 0 0 2 10
Vultee VENGEANCE A-31 MkII Australia 5 3 5 1 3 2 4 0 0 1 10
Westland LYSANDER III GB 4 2 5 1 1 2 2 0 0 0 8
Westland WHIRLWIND I GB 7 3 5 2 3 2 10 0 0 0 12 Counts as MAN4 at Altitude 2 and
below.
Yakolev YAK-1 Russia 7 5 6 2 1 1 7 0 0 0 12 Counts as MAN6 at Altitude 2 and
below. SPD -1 at ALT4 and above
ALLIED FLIGHT
Allied Section One:
Position Pilot Type
Allied Section Leader Top Ace
DETERMINING START ALTITUDE Section Pilot (no. 2) Regular
At the start of this scenario each player rolls 1d6 to Section Pilot (no. 3) Veteran
determine the starting altitude of his flight*: Section Pilot (no. 4) Sprog
Note on formations: it is assumed both sides are able to operate as pairs.
D6 score AXIS ALLIED
1 ALT 3 ALT 1 BLINDS
Each player begins with one bogey marker for each aircraft in
2 or 3 ALT 4 ALT 2
his force (i.e. 4). There are no dummy blinds in this scenario.
4 or 5 ALT 5 ALT 3
6 ALT 6 ALT 4
*aircraft may not start at an ALT band that exceeds the
CARDS
This scenario will use the following cards (cards marked * are in
aircraft’s own max ALT rating on the aircraft data tables.
the pack from the beginning, others will be added as units are
spotted)
VICTORY CONDITIONS
Axis Bogeys* Allied Bogeys*
Axis Section 1 Move Axis Section 1 Fire
AXIS FLIGHT
Allied Section 1 Move Allied Section 1 Fire
1 point for each of its own aircraft
Axis Section Leader Allied Section Leader
that exits the top table edge.
Allied Top Ace Bonus Altitude Bonus*
Allied Formation Bonus Axis Formation Bonus
ALLIED FLIGHT Bail Out* The Blank Card*
1 point for each of its own aircraft
aloft at the end of the game.
PDF versions of the cards for this
scenario are available for
BOTH FREE DOWNLOAD
1 point for each enemy aircraft confirmed www.toofatlardies.co.uk
“I was flying as Kudos Red 3 on Elbe bridgehead patrol when ground control reported
Huns approaching the bridges...I saw an FW190 slightly above at 12 o’clock, coming
towards me. I pulled up and around on to his tail as he passed and gave him a short burst;
he immediately caught on fire and crashed in flames...I claim one FW190”
S/Ldr Shepherd, 41 Squadron, 30th April 1945
includes
Historically Accurate Unit Types, Manoeuvres & Formations, rules for Ground
Attack, Air to Air Rockets, Strafing, Bombing, Torpedo Attacks, Clouds
and
Bag The Hun takes its name from a 1943 Air Ministry booklet issued to RAF fighter pilots. It included a series of exercises
and tests to help improve deflection firing. Today Bag The Hun is an indispensable aid to a new type of fighter pilot – you!
Second Edition
© TOOFATLardies 2010