AirPower 03
AirPower 03
Debreifi.ngs
tion is desired, as in a critical emergency right after take-off
that requires a quick landing. The fuel dump systeu.s are high
capacity so the idea is that the crew could feed in little bursts
Dear Tony and J.D., of fuel to make fireballs is unlikely. I'm pretty sure the con-
According to one of my sources, Combat Aircraft of the cept is not practical nor is it taught or practiced doctrine and
World, there are several items of interest concerning the Haw- thus was not included in the game. Some F-111 crews may
ker Hunter that you may wish to include in future issues of keep the idea in mind as a last resort but I'm willing to bet that
AIR POWER. On page 393, I have a Hawker Hunter in Flyg- if they're in deep enough trouble to even consider doing it,
vapnet marking with Sidewinders on stations 1 and 4 and what then they're as good as shot down anyway.
look to be 800-850 liter drop tanks on stations 2 and 3. The As for the F-14s, they did orignally have IR sensors in
plane is aircraft B of F18 and aircraft M is parked behind it. that position, but these have since been replaced with VAS
According to the entry, Sweden obtained 120 Hunters. I have systems. No F-14s presently carry IR sensors.
no idea when they served in Flygvapnet, but it is obvious that
they were active around 1966 when Hunters were modified to Later!
use Sidewinders. Evidently, this conversion was carried out on -JD
most Hunters, except for those in service with the Iraqi Air
Force. Also it may be of interest to people that there were ful- My compliments on AIR POWER #2. I really enjoyed reading
ly armed recon versions of the Hunter known as the Hunter FR about the '88 Origins Tournament. The statistics were
Mk 10 with specs virtually identical to the normal fighter. thought-provoking and the tactics employed were interesting (I
fd also like to address the F-111. My uncle was and ECM liked the MiG-29 extension/pitchback maneuver!)
repairman on the F-lllA, and there are some interesting ques- -Mark Bovankovich
tions and comments on this unusual plane. On the top of the
tail, it had a tail-warning passive IR sensor. This thing worked I think AIR POWER is an excellent idea, and I have enjoyed
like the passive sensors described in your rules, except that it both issues a great deal.
covered the 90 or 60 degree arcs and behind. I do not know if -Joseph McCarthy
the F-1110 and F-lllF carry this sensor, but I think they do. I
also think the F-14 carries an IR tracking device and it's ... the January issue [is] like the answer to a dream
mounted under the nose of the aircraft (or is this the VAS?). If -Christopher R. Perleberg
you want, I can send you a photocopy of a detailed darwing of
the thing. All I can tell you is that it looks a lot like the IR Yes, but what is the question?
trackers on the Flanker and Fulcrum. Getting back to the F- -TV
111, the A model could spill raw fuel directly into the external
4
The Journal of Air Combat Gaming May89
consist of some elite players. Playtesters Rob Pru- what appeared to be an overshoot position. In sec-
den and Stora Harris as well as veteran tournament onds, two Atolls fired at point blank range from the
hand Roger Taylor and veteran player Tim Gibney F-4s blind spot blew it to smithereens. F-4 #2 had
all ended up together. The Phantom side (Sean Rob- also started to tum back to help the other two Phan-
erts, Chris Hansen, Hugh Tyre man and Justin toms, but instantly found that to be a mistake as
Blethwayt) consisted of one experienced player and MiG #1 closed in on him and MiG #2 followed up
three relative newcomers. This mismatch showed up on his victory attack with a vertical climbing roll that
real quick once play started. Like table "A", the put his nose on the Phantom and disadvantaged it.
Phantom team elected to cross sections to meet the The Phantom player vainly tried to reverse and break
opposite MiGs. They were much more disciplined left into MiG #1 but "dead-eye" Roger Taylor was
about it and stuck together well. Unfortunately, already in too close. A beautifully executed pair of
Phantoms #3 and #4 (Hugh and Justin) never hav- cannon attacks flamed the Phantom. This battle end-
ing played much in multi-bogey battles, got intimi- ed as a definite MiG win with three F-4s down (one
dated by having MiGs on both sides of them and each to Stora, Rob and Roger) and no MiG losses.
elected to dive through the middle and extend out of As I've often said, it's the pilots and not the ma-
the fight. This turned the battle into a fight between chines that win battles!
two separate pairs of contestants. ru describe the
action of Phantoms #3 and #4 and the low Mi Gs Table "C"
(Tim and Stora) first. This was a tw6-on-two fight and a lack of cohesive-
ness in the two MiG players' strategy saw them de-
· The F-4s' decision to run out was good in theory cisively defeated. The two F-4s moved first and split
but poor in execution. They tipped their move by be- up trying to affect a sandwich on the MiGs. F-4 #1
ing a bit obvious (verbal) about it and dove too soon (David Lurie) went into a climb while #2 (Mark
without making any effort to take away any of the Berkely) dove a little. Both MiGs, having remem-
lateral separation between them and the low MiGs. bered my tactics notes, chose to go after the high F-
Given both vertical and horizontal separation, it was 4. While I do say it is best to go for the high man if
a simple matter for the low MiGs to execute hard the enemy splits, this only works if there is a big al-
diving turns into the Phantoms tails as they went by. titude difference. In this case there wasn't and the
Even a Phantom can't outrun missiles and the F-4s low F-4 was quickly back in the fight. The MiG's
found themselves quickly under attack. The two initial moves did put the high Phantom on the defen-
MiGs expended all their missiles over the next few sive, but he did a good job of staying out of cannon
turns hitting one Phantom (Justin) three times for a range while turning tight enough to keep the Mi Gs
kill (credited to Stora). Only bad die rolling saved from getting a missile shot at his tail. As the low
the other F-4 as the MiG pair had 5 of 8 missiles fail Phantom curved back up into the fight, MiG #2
to launch properly. (Keywood Cheres) broke to the right across the F-
4's nose. A high angle cannon shot missed, but the
Meanwhile on the other side of the battle, Phantoms F-4 immediately turned to pursue, getting off two
#1 and #2 pulled up into the high MiGs. F-4 #1 AIM-9 missiles, the second of which exploded the
(Sean) was able to get a radar lock-on and fired two MiG. The other MiG (Dave Brown) continued his
Sparrow missiles at MiG #2 (Rob) but unfortunate- pursuit of the high Phantom which was now diving
ly, the MiG had slipped inside minimum range, hav- to escape. Bleeding off his speed in a tight diving
ing turned into the F-4s immediately and done an .tum, the MiG launched two Atolls at the F-4. A
unloaded dive at them. The missiles were lost. F-4 quick vertical dive and roll caused the missiles to
#2 (Chris) had failed to get a lock-on in time to miss so the MiG maneuvered for another shot while
shoot. MiG #1 (Roger) on the other hand went ignoring the second F-4. This turned out to be a ma-
straight ahead for a tum, then executed a barrel roll jor mistake as the kill-hungry Phantom had good po-
to the right, gaining angles on both F-4s. In the next sition and dove in, launching his last two AIM-9s at
two game turns the F-4s both committed fatal errors. the MiG. The now less-than-thrilled MiG pilot (sor-
Seeing that the other Phantom section had been put ry Dave, you should have seen your expression)
on the defensive and were in deep trouble, F-4 #1 tried a desperate defensive break tum which failed
suddenly pitched up and did a vertical roll to bring and he too was destroyed, thus ending the battle as a
his nose around to point at the low MiGs. A heroic Phantom team win.
move which became a futile sacrifice as he presented
his tail to MiG #2 which he had just fired the Spar- Observations
rows at. He knew he was out of danger from a can- I didn't play in this round as I was busy hopping
non attack, but didn't anticipate the veteran MiG pi- around between the table clarifying the rules and
lot's ability to pull up into missile parameters from helping out. Because of this I was able to watch the
5
AIR POWER May89
games develop, see the player's reactions and take FINALE
notes for this article. Before I QO on. I would like to And the end of Round Three, the three winners
commend all the players who participated in all were:
rounds for their sportsmanship. Despite the personal
"kill or be killed" nature of the game, I never saw 1st Place: Paul Procyk. 72 points, 3 kills
one lose his temper or get upset and even though 2nd Place: Roger Taylor. 56 points, 2 kills
play was quite aggressive, respect and courtesy 3rd Place: Stora Harris. 54 points, 2 kills
were top-notch. Only the dice were ever cursed at 4th Place: Rob Pruden. 53 points, 2 kills
[Ed Note. You said it!]. For those of you who have
never been at a major convention tournament, Weapons performance is summarized in the tables.
sportsmanship isn't always so evident. In closing I would like to congratulate the winners
on their fine performances. The point spreads wer-
In Round Three, the teams that won had several en't much for 2nd through 4th places and competi-
things in common, first aggressiveness and second a tion was keen. I would also like to thank the won-
semblance of teamwork. They kept their noses on derful and attractive Amanda (Chris Hansen's wife)
the enemy and maneuvered with offense in mind. who volunteered her time to help me compile scores.
Though mistakes were made, this usually gave them With her help, I had no problem getting information
initiative advantages and in some cases quick kills from the players who unhesitatingly dashed in to re-
which shifted the balance of play in their favor. in all port their scores to her after each round. The fact
cases, the side which lost let its aircraft get into the that she was dressed in a revealing two-piece chain-
middle of a furball, in effect becoming dangerously mail bikini for the D&D costume contest probably
surrounded by enemy aircraft. Real fighter pilots had nothing to do with it. Until next time, good
know better and seek to stay away from a crowded hunting!
sky, preferring to swoop in from the outside, take
shots, and break away from the "bogie cloud". Man- -J. D. Webster
fred von Richtofen lived by that theory in 1918 and
so do today's pilots. The losing sides also displayed TABLE 3 Weapons Performance Round
at times a defensive mentality, maneuvering to avoid Three
getting shot rather than maneuvering to shoot! In air
combat, you need to get in, take risks, and force the CANNONS
issue by attacking. I think the Phantoms have the Aircraft Sh Ms Dam Kill PK
tougher problem as they are being flanked at the F-4E 9 7 1 1 17%
start. It is hard to say what the best first move for MiG-21MF 8 4 2 2 38%
them would be, but it should be a MiG-threatening
one. I think crossing the sections would have
worked better had both pairs also climbed with the
MISSILES Att Fail Def Dam Kill Exe PK
F-4E AIM-9P 8 3 0 0 3 2 80%
------- -- ----·-o -- ---- ···o·· ··-· -- -··-··
intP.nt of t�ldno on thP. hioh Mir-..:: firc:.t
I F-4E AIM-7F 2 I 2 0 o I o I o 0%
As for weapons performance, the MiGs at table "A" I MiG-21 AA-2 12 I 5 0 1 I 2 I 2 50%
fought exclusively with cannons, taking six shots
and scoring one kill. The F-4s also used cannons a TABLE 4 Tournament Weapons
lot (8 shots for one kill and a cripple) but Paul, who Employment Summary
got both MiG kills, utilized all his IRM missiles too.
At table "B", the Phantoms never got on the offen-
sive and only two out-of-envelope AIM- 7 shots
!Aircraft
I
t-A-i8Win
I
I
38
I
Misl Hits!
ASR!Canl
iO ' 26%' 11
Hits
3
I ASR
27%
I
were tried. Table "B"'s MiG team liked missiles. FA-18 Lose 16 0 0% 4 0 0%
They got two of three kills with them and fired off MiG-29 14 3 21% 9 3 33%
ten of their sixteen missiles during the battle. Only F-16 17 6 35% 12 5 42%
Roger Taylor used cannons, firing twice to flame an MiG-21 12 5 42% 8 4 50%
F-4. Despite the poor launch performance of the ear- F-4E 10 5 50% 9 2 22%
ly missiles, those that guided were quite effective,
getting four kills and two damaging hits out of
twelve successful launches. Four of the missiles
Overall 107 2:) 27% 53 17 32%
flew through the fireballs of killed jets. This means
ASR: Attack Sucess Rate= Hits divided by Shots Attempted
only two of twelve missiles missed. You can see
what a difference the lack of decoys makes.
See Illustrations on Following Page
6
TheJoumatof Air Combat Gaming May89
....
F-4#3
MIG#3
Q =.;
MIG#4
....
F-4 #�
-----..,,r---:::::,......::::-:-
F�
3 #
F-4#2 F-4#4
MiG#2
<J�
<lMiG#3
� �F-4#1
KEY .w- Dive F-4 #2
'v".
----f Miss #V'- Climb
�Hit Special
.._Maneuver
....
F-4#1
....
F-4#2
�
'<:::::} MIG#4 -._
'v MiG#3 �F-4#2
TableC Final
Opening Moves Moves
....
F-4#1
......
F-4#2
' MiG#4
7
AIR POWER May89
B. The Campaign. For a period of five days, the a) the Squadron VP total is in the negative and at
Squadron will be assigned six missions per day, least 6 "up" aircraft will not be available for the fol-
each with a minimum sortie requirement, plus it lowing day.
must maintain two aircraft on "alert" at all times for
base defense. A total of 30 offensive missions plus b) The squadron VP total is positive but it failed to
possible enemy raids will be involved. Some of the fly 3 or more of the assigned missions and at least 6
missions might not be opposed. Each mission flown "up" aircraft will not be available for the following
occupies a "tum-around" cycle. Any number of "up" day.
aircraft may be assigned to a mission. Each aircraft
launched on a mission constitutes a "sortie". c) The Squadron VP total is positive, it met four or
morP.
----- - of itc:: .....
-- ·- mi�c::innc::
...- ...... - .. .-, h11t it r!'lnnnt
--- ... __ ....... _. nrrvl11rP
t' ..
!'It ..1,-!'lc,t
-· _ __,, ... LL
-.
C. Victory. Campaign Victory points are earned "up" aircraft for the following day.
by meeting mission sortie rates and winning scenari-
os. Combat Victory points are gained for damaging A Combat VP Ratio check is made at the end of the
or destroying enemy aircraft during scenario play, campaign or when the Squadron is withdrawn. The
regardless of which side wins the scenario. Overall VP Ratio is a comparison of the Squadron's earned
victory for the Squadron is based on Campaign VPs Combat VPs to the enemy's earned Combat VPs.
earned and the Combat VP ratio it achieves. Overall victory is determined as follows:
8
The Journal of Air Combat Gaming May89
fier. tude band with 80% of internal fuel.
A WIN results if Campaign VPs. are positive and the 2) Recon/Strike aircraft to be escorted in G-8 scena-
Combat VP Ratio is greater than or equal to 3 times rios are from other squadrons but VPs for losing
the VP modifier for the Squadron's aircraft. them and their crews count for the enemy Combat
VP total. Kills or damage done to the enemy by
D. Turn-Around Cycles. A turn-around cycle is these aircraft do not earn any VPs for the Squadron
the time block in which maintenance and missions but do contribute towards winning scenarios.
occur. The are six 3-hour mission cycles during the
day and two 3-hour maintenance-only cycles each F. Mission Resolution. Aircraft assigned to a
night. Aircraft must get routine maintenance after mission will take off unless cancelled. If cancelled,
two missions. Routine maintenance takes one cycle, they may be used in a cycle later in the day. After
as does a mission. Pilots must brief prior to and de- take-off, determine if the mission is opposed. Roll
brief after each mission. A debrief of one mission one die - on a 6 or less the mission is opposed and
and a brief for the next can be done in one cycle. Re- the enemy force structure is determined (see Scena-
pairs of damaged aircraft require various times in cy- rio Setting) and the scenario is played out. If unop-
cles as determined below. posed, the aircraft are considered to complete the
mission (a milk run) and return normally. They win
E. Mission Determination. To determine a cy- the scenario, but no VPs are awarded for winning.
cle's mission type, roll a die and cross reference the
matrix below. At the beginning of each day, the first G. The Flight Schedule. Use the format given
three mission cycles are rolled for before any are below for scheduling aircraft, pilots; and mainte-
played and they are then scheduled. Next the first nance during each day. Aircraft and pilots may be
cycle's game scenario is played. When completed, assigned as desired as long as the following limits
the fourth cycle's mission is-determined and sched- are not exceeded:
uled and the second cycle is played. This pattern
continues to the end of the day. Schedules may be 1) Aircraft. Four missions per day, no more than
changed or modified to account for attrition and two in a row.
losses. The matrix indicates the general scenario to
be played and in parentheses the minimum number 2) Pilots. Three missions per day. They may only
of aircraft to be assigned (minimum sorties). fly every other cycle due to planning, briefing and
debriefing requirements.
Daily Mission Matrix
3) Division Leaders. Every mission involving three
1,2 = G-5 Local Combat Air Patrol (2) or more aircraft requires the CO, XO or a Division
3 = G- 7 Interception (2) Leader to be assigned to it.
4 = G- 7 Interception (4)
5 = G-8 Escort Mission (2) 4) Section Leaders. Every mission involving two or
6 = G-8 Escort Mission (4) more aircraft requires the CO, XO, a Division Lead-
7 = G-9 Area Patrol (2) er or a Section Leader to be assigned to it.
8 = G-9 Area Patrol ( 4)
9 = G-10 Fighter Sweep (4) H. Attrition of Aircraft and Pilots. Aircraft
10 = G-10 Fighter Sweep (6) shot down are lost from the campaign. Aircraft and
pilots that bingo to an emergency field due to low
In addition to the daily mission requirements, two fuel must spend one cycle flying back to home base
aircraft and crew must be kept on "alert". These air- before going on another combat mission. "L" dam-
craft are manned, fueled and armed and may be aged aircraft may be scheduled but must fly at that
scrambled in response to a "RAID" or to help a local damage level until repaired. In addition, damaged
CAP or a POINT Defense intercept mission. aircraft which take off must make a one-time Pro-
gressive Damage roll. If the damage level increases,
The following special notes apply: the aircraft aborts and that sortie is cancelled. "H" or
"C" damaged aircraft may not be used until repaired.
1) Alert aircraft scrambled (launched) to assist air- MIA or POW pilots are out of play. Rescued pilots
craft on opposed Local CAP and Point Defense in- may return to play as per Rule 47. The XO replaces
tercept scenarios, or to meet a "RAID", enter play the CO if he is lost. A Regular or better line pilot re-
from the friendly side on tum 5 plus the roll of one places vacated Division Leader positions if required.
die, at any allowed altitude and speed in the LO alti-
9
AIR POWER May89
I. Repairing Aircraft. Maintenance Crews are
used to repair and do routine maintenance work on L. Enemy Raids. During each mission cycle, af-
aircraft. In each cycle a maintenance crew may either ter aircraft have taken off, determine if an enemy
complete one cycle of repair on a single aircraft, or raid occurs. A 2 or less on a roll of one die results in
do routine maintenance on up to three aircraft. The a raid which is played as a Point Defense Intercept
Squadron has eight Maintenance Crews. Each Main- (G- 7) scenario with the enemy force consisting of
tenance Crew may be used only four times per day. strike aircraft. The defense consists of the "alert" air-
They may be used during any cycle. More than one craft only (if any). Each raider which exits the game
crew may simultaneously work an aircraft. Remov- map makes an attack on the airfield. Roll the die
ing damage requires the following times in cycles: once for each attack on the table below:
J. Replacement Aircraft and Pilots. The Wing 6, 7 = two aircraft (determine randomly) are dam-
to which the Squadron is assigned has three replace- aged. Increase the current damage level by one.
ment aircraft in the hangar under repair. Roll one die Award Combat VPs to the enemy.
for each prior to the campaign. The result is the
number of cycles required to bring them to "up" stat- 8 = a Maintenance Crew is wiped out
us. The aircraft become available for scheduling as
soon as the Squadron maintenance crews complete 9,10 = Enemy raider is shot down by ground de-
the work. There are four Novice pilots available in fenses. Award the Squadron Combat VPs for the
the replacement pool. Roll for Attributes and Char- downed raider.
acteristics if these are being used and subtract 20
Campaign VPs for each one taken. M. Scenario Settings and
Enemy Force Structure.
K. Weapons Depot. The Squadron is limited to When creating the campaign scenario, a suitable time
the following weapons and accessories for use dur- frame is chosen and appropriate aircraft types as de-
ing the entire campaign: rived from any historical source or from the availa-
bility tables are chosen. For the Squadron player, a
Fuel Tanks: 24 + two die rolls single fighter type is chosen and a list of similar time
frame strike and recon aircraft is made from which
Air-to-air Missiles: At start: 48 + four die rolls. Only those needed for scenario G-8 are determined ran-
1/4 of the missiles may be AHMs. No more than domly. For the enemy, two or three fighter/
half can be A or RHM missiles. The rest must be I interceptor types and two or three strike types
or M types. A resupply of missiles occurs at the start should be listed.
of day 3 and day 5. On day 3, 24 missiles + 2 die
rolls are provided in the proportions listed above. When an opposed scenario or raid is set up for
On day 5, 12 + two die are received, again in the play,the player controlling the enemy rolls the die to
above proportions. determine the aiiowed number of aircraft he may
play. He then randomly determines the type from the
Cannon Ammo: Unlimited. enemy aircraft list.
10
The Journal of Air Combat Gaming May89
If several players wish to run a Squadron, it is sug-
gested that they set up Squadrons of fighters from New F-104 Scenario
the same side and alternate resolving opposed mis-
sions with each player running the enemy against his -Bob Gross & J. D. Webster
opponent's Squadron. The winner is the Squadron
which does best overall during the campaign. Scenario BG-2: Chinese Fireworks
January 1967
N. Sample Settings. Here are five possible cam-
paign setups. If you own Air Strike with its addi- Background: The animosity between the Commu-
tional aircraft data cards, more variety and detail in nist and Nationalist Chinese governments has erupt-
aircraft lists is possible. ed into armed conflict on various occasions. One in-
stance of this occurred during the infamous
1) Arab-Israel 1967. Squadron= Mirage IIIC or "Cultural Revolution" which resulted in much revo-
SMB.2, friendly strike/recon = Mystere IV, Valour, lutionary fervor, some of which was carried across
Ouragon. Enemy fighter= MiG-17F, MiG-19F, the Straits of Formosa when a squadron of commu-
MiG-21F; enemy strike= MiG-17 Hunter. nist Chinese MiG-19s intruded into Taiwanese air-
space. A quartet of Nationalist Chinese F-104G
2) USAF Vietnam 1972. Squadron= F-4E Phan- Starfighters intervened, shooting down two MiGs
toms, friendly strike/recon = F-4E, RF-4E. Enemy and chasing the rest back to the mainland. The quali-
fighter= MiG-17F, MiG-19F, MiG-21F, MiG- ty of the communist pilots proved to be below par
21MF. No raids. and they found out the hard way that revolutionary
spirit and fervor are no match for for good, solid
3) Bekka Valley 1982. Squadron= F-15A or F- training.
16A, friendly strike/recon = Kfir C-2, A-4H, F/RF-
4E. Enemy fighter= MiG-21MF, MiG-21bis, MiG- A B N
<D
23MS, MiG-23MF, MiG-25; enemy strike = SU-
l 7 /22.
formation is attacked by guns or missiles, are all registered trademarks of Game Designer's Workshop.
MiGs in that trio allowed to maneuver unrestrict-
ed and begin visually searching and attacking. AIR POWER is published bimonthly. All rights on the
contents of the journal are reserved. No part of the jour-
3. Aircraft loads. F-104s: stations 1,4,6,9 = AIM- nal may be reproduced, in whole or in part, without prior
9B IRM. MiGs: stations 1,4 = 600L Ff.
5. SMALLER GAME. Delete MiGs #7 through #12 • SUBSCRIPTION rates are listed on the form below.
and F-104s #3 and #4 Please add $2 for Canadian subscriptions. The sub-
scription form below may be reproduced freely.
6. Optionals. Weather is clear, contrail at 31. Fuel:
F-104: start= 180, bingo= 60. MiGs: start= Any previously unpublished material is welcomed.
110, bingo= 50. Pilot Quality: F-104s = Please write for a copy of our submission guidelines.
R,R,R,R. MiGs (in order) = R,N,N, R,N,G, Send letters, comments, questions, suggestions, etc.,
R,G,G, R,R,N. All attributes are average and no to the address listed on the subscription form.
characteristics apply.
Bob Gross comments. Using the fighter pilot's ver- AIR POWER Subscription Form
n�cl!la�, thi� situation is a classic "few vs. many" (please print)
dissimilar aircraft battle. The Starfighter is an energy
fighter and will function most efficiently when used Name:
in the vertical. The Mi Gs are superior angles fighters Address:
(meaning they tum weii) and will do better to oper-
ate in the horizontal. The MiGs should seek to stay
close to the F-104s to offset their missile advantage City _ State _ Zip _
while the Starfighters should avoid a "furball" which
would be playing right into the hands of the MiGs O One Year $12 O Two Years $20
and their heavy cannons as they outnumber the F- (six issues) (twelve issues)
l 04s three to one.
O Current
Have You Noticed? Issue $2.50
The Air Force TM I Dauntless TM aircraft cards con- Send check or money order
tain some interesting anomalies. (no cash, please) to
For instance, a Zero gains a speed for each 300
feet it dives, but only loses 1 for each 400 feet going
up. That means a Zero can dive 300 then climb 300 Air Power Publications
and end up at the same altitude and gain a speed. We P. 0. Box2582
refered to this as the "floating Zero" effect. LaGrange GA 30241
Also, most aircraft loop in one turn while climb-
ing or diving their "max". For a plane to do a climb-
ing !oop in 500 ft (a typical max) at 300 knots, it's The form above may be reproduced freely
pulling about 32 g. Tricky, huh?
12
MISSILE LAUNCH PREREQUISITES TRACKING REQUIREMENTS
IR MISSILES
1. Tgt sighted visually or IRSTS by firer IR MISSILES
2. Tgt in seeker's FOV (Limited arc normally, 180+ if End each prop. closer to tgt with tgt in missile 180 arc
Uncaged, 150+ for Helmet Mounted Sights)
3. Missile in seeker angle-off envelopes: BR MISSILES
E = 30- (tgt not in NB power) End each prop. closer to tgt, within firer's Limited arc,
E = 60- (tgt in NB power) with tgt in missile 180 arc. Firer must maintain lock-on
I = 60-; M = 90-; A = any arc and illumination on tgt
BR/RH/AH MISSILES
1. Tgt in firer's Limited arc for BR shot RH MISSILES
2. Tgt in firer's radar arc (and 150+ arc) for RH/AH shot End each prop. closer to tgt with tgt in missile 150+
3. Firer has tgt locked (Exception: snap-firing) arcs. Firer must maintain lock and illumination on tgt
4. Tgt in firer's Boresight arc for snap-firing
LAUNCH RESTRICTIONS AH MISSILES
No missile launch permitted if firing NC: End each prop. closer to tgt with tgt in missile 150+
1. Defensively engaged a missile arcs. Firer must maintain lock on tgt until missile goes
2. Ended flight with a roll or unloaded dive active. Illumination NOT required
3. Fired cannons at end of flight
4. Fired, launched or guided air-to-ground weapons
5. Used ET rate (unless wings level for 1/2 move since)
MISSILE ATTACK MODIFIERS
Attacks occur when missile and target occupy the same hex/
6. Does not have tgt in appropriate radar vertical limits
hexside at the same altitude, or the missile passes through ei-
ther hex juncture defining the hexside occupied by the tgt, or
the tgt passes through the hex juncture in front of the nose of
MISSILE LAUNCH MODIFIERS the missile on a hexside
1. Launch G: +2 per tum rate over listed maximum
2. IR Ground Clutter: +2 firing from ML or LO at lower tgt
· 3. IR Cloud Clutter: +3 firing at lower tgt above highest
IR SPECIFIC ATTACK MODIFIERS
1. Tgt in NB power: -3
cloud layer
2. Tgt in MIL power: -1
4. IR Sun Clutter: +3 firing at tgt in Sun arc
3. Tgt in IDLE power: +1
5. No Firing Solution: +2 to snap-fire BR/RH/AH missiles
4. Ground Clutter: +2 if missile dives 2 or more levels in
NOTE: Snap-fired missiles removed from play if firer
prop. move to attack tgt in LO band
does not lock tgt in immediately following Radar phase
5. Tgt at "T" level: + 1
6. Launch Out of Envelope: +3 to launch outside listed env.
7. Pilot Quality: Green +l, Veteran -1, Combat Hero -1,
BR/RH/AH SPECIFIC ATTACK MODIFIERS
Tactics Master-1
DEFENSIVE ELECTRONICS
1. 1 - missile ECCM if tgt has DJM-A
MISSILE MOVEMENT 2. 2- missile ECCM if tgt has DJM-B
BASIC FP COSTS 3. 3 - missile ECCM if tgt has DJM-C/D
1. 1 to move forward one hex/hexside 4. + 1 if tgt using AJM NB
2. 0 to descend 1 level in each hex/hexside 5. +2 if tgt using AJM-C
3. 1 to climb 1 or 2 levels 6. +3 if tgt using AJM-D
4. 1 to dive 2 or 3 levels Note: For #4,#5 and #6 change sign if missile has HOJ.
5. 1 to prep for an allowed maneuver Modifers only apply if missile in jamming arc
6. 1 to change facing in tum
MANEUVER LIMITS GROUND CLUTTER
1. Snap tum: once per flight after arming and before any 6 - Tgt level above terrain ("T"=l) - missile ECCM
other turn or maneuver
2. Slides: as for aircraft ANGLE-OFF MODIFIERS
3. Lag/Disp Roll: once per flight if BT/2, ET/2 or ET/3 Angle-Off Seeker Type
4. Vertical Roll: once per flight or once in prop. move E I M A BR RH AH
after tgt rolls and only if 2 FP used climbing/diving Oline -1 -1 -1 -2 -1 -1 -2
in same hex 30arc 0 0 0 0 0 0 0
5. Mixing Climbs/Dives: may not mix in same prop. 60arc +1 0 0 0 +1 0 0
move. If missile not BT/2, ET/2 or ET/3, it must 90arc +3 +2 +1 0 +3 +1 0
spend one prop. move in level flight to switch be- 120/150 arc +4 +3 +2 +1 +5 +1 +1
tween climbing and diving 180 arc +5 +4 +3 0 +5 0 0
.P
:JJ
o �
>
,:, �
:::c: :::c: 0
m
0
(JJ a r-
r-
:D ........
II II
............
�:c
e- c:
>::,
... c,
3�
(I)
..... ...........
..................
(.) CJ1
�gg
0 -..J -..J 0) 0) 0) (0 (0 (0
g8g
I\) U1 O)_ 0) 0) I\) I\) ...... I\) I\) I\)
0
0 g I\) I\)
00 OOCJ1CJ1CJ1080808
000000 0 0 8 8 � Weight
...... ...... .................
..... ..... ............................ Load
> � - m � m � Seeker
:::j :!:j :::j :::j :::j
....,. """ """ """ "" o,
PJ I Launch G
Launch Roil
tx> �
-I riS iiS
:S tx>-I tx>-I -I:::c: •
Turn Ability
......
...... ...... 0) ,,, (.a) I 1 ....
XO
t:::c:
::,-· m
i\)
z
...... (0
U1 9
......
I\) •
I\) I\) I\) :JJ <
U1 m m
::, r-
.....
q:>
...... ............
U1 I\)
O> � o
..... � ............
' ' 9 ,:,
m
·- __
0) 0
I
....................................
O O :'-� :'-� 0 0 .
......,
,v
......
.... , ...... ......
_, ....,,
...... ......
00 ... ... ... . ............
...... � '"' N t� 0 0 0
..... ..........
O t� 0 Oi a, Ci 5 s:
...... ...... ...... ....................................................... s: en
O> I\) I\)
O> O> O> O> O> "' "' "' r- �
"'"""'
I\) I\) I\)
..... ..... ..... r-
o, CD
...... ............
Ol O> O> A A
..... s: m
Cl) (X) 0 0 0 0) 0) "'
:::c: (JJ
..... ..... ..... ..... I\) ...... ...... ........... l\)f\)r'\:)....a. ............................ ,:,
m
O> O> CD (X) 0 O> O> 00 CD A A A (X) (X) (X) A A A � m
..... ..... ..... ..... ..... I\) I\) I\) I\) I\) I\) ..... ..... ..... < 0
O> 0) 0) CD CD CD CD CD O O 00> O> 0) :::c: (JJ
+
O> 0) U1 Dir. :JJ
<0-.J(l) I (l)"-J CD (0 co Prox.
:::c:
;::;:
£.
--
0
..... ................
O> U1 0) -..J U1 ()1 0 U1 U1 (0(0000(0(0(0(0(0(0
Dir. � �
:::: Ill
O> Prox. 1.5 �
Cl)
'1)
:c
0 "Tl Ci)
0 � �m
(') z �
m
z ze o- 0
x m
:c
zm z
..................... Load
:c :::c: I
:::c: :c
:C :C :C :C :C CD 3: � � 3: - rn � Seeker
:::c::::c::c:c:::c::c
::j ::j ::j ::j ::j :H!J Launch G
<O CIO CIO CIO (X) CIO CIO CIO <O <O CIO CIO ...... ...... ...... O> ...... ....., ....., ....., ....., ....., ....., ...... Launch Roll
I\)�
.........
U10 0 0 CIO CIO <O
"' "' N ... ... ... ...
Visibility
I-< I-<-<-< I I I I I I I I I I I I I I I I I I I I I I I I I I I Home on jam
I\) � � �
I � I u, u, u, I I I I I I I I I I I I I I I I I I I I I I I I I I I Active Range
N _. I I I I I I I I I I I I I I I I I I I ... I I I I I ECCM
I\) I\) ... I\) I\) I\) I\) I\) I\) ()1 I\) � I I N � � N N N u, Chaff
_. I N I I I I I I I I I u, u, N u, u, u, u, u, u, I O> I I I u, 1 1 u, u, 0> 1 Flare .
������
I\) I\) I\) I\) I\) I\)
coco��oo
................... _.. ....................... _..
O> a, O> O> (I) c, O> O> O> O> �
<
::I:
0
(/)
+
�zz :c
-
Dir.
<O CIO <O <O (X) CIO O)CIO<O<OCIO I I -.JI -.J-.J
cc
. ..
CIO (') (') Prox. ;:;: -
::I: !2.
0
u, ()1 ...... ...... ()1 ...... ...... ()1 ...... ()1 ()1
O> zz
cc
� o. .o.
()1 O> 0, 0, 0, 0, 0,
Dir. � !
Prox. � �
81
r.n
--
r.n g;I ,,... �I
-
0
>N ""= � a � � :- ::.
s:: s::
l"'
s::
........ 5s
� � )> )> ��
�
r- �
e- �
z
Ci) Ci) �
.... � .... . '
0() � ��
.....
<< =-
.... �
e
"Tl
.,, .... ,. N
(J)
c:.., c:.., :::c
(J) ,. (J) :0 II II II
� "'ti
�:om •• s:: r- 5" -
:;,::: :;,::: ('}
s:: s:: en ....
I\)
)>�
ooj
(J)
cc )>
:::c "Tim� 3ocn:D
�
z
:::c
�
s:: �
:0
:;,::: :;,:::
;;Q ;;Q > a (J)
"'ti
"Tl
;Eo
:0 z
s;: 0 :JJ
b� )> )> • •
Ul Ul
��
PP
����
oo----
� �
-· -- c
->::,
=030Cl
)> ....
I
0 tr) � m
I o
I\) (.) :::c,,:;,:::
(J)
tr) ::r> I\)
Ul Ul
00 "TIO tD )> tD )> (1)
(I)
....
(C
ct>
.... ... I\) ........., _......, u, I\) (.) .,..
goo
(.,) (.,) I\) I\) .... I\) I\) Ul Ul .,.. .,.. .,.. .,..
8 88
-- ......
co 01 0 00 u, (J1 0 Ul Ul 010100 Weight
0
...
0
....
0
_.
00
.... _. ....
00
.......
00
...........
000
... ....... _. ... ....0, ....u,
00 0000
............
u, u, u, ()! Load
s:: - s:: s:: :JJ s:: :0 :c s:: :c
I
)> :::c -)> � )>- )> )> )>
:::c )> :::c :::c :::c m CJ
:c Seeker
. !!! !!! m.
-, m.
-, m.
� �� !!! !:! � ��� � !!l !!l !!l ���CJ Tum Abiiity
r3 � r3 ww I\) r:Jw r3r3r3 c3c3r3 (3(3 r3r3 !\) r3 -t
... .... c., ....... .,.. ..... .,.. .,.. Flight Time
... ....
.... I\) .,.. I\) .... (.,) (.,) I\) ... I\) I\) ........
....., ....., ....., ....., ....., co -...J CD co co co ....., ....., Ul 0) 0) 00 O:,CD--.J-...J Visibility
-
I I I I I I I I I I I I I I I I I -< I I I I Home onja m
I I I I I I I I I I I I I\) I I I I I I I I I Active Rang e
::,-·== m:::cz
u, c,,
9":)$ 9
.... I\)
co Cl)
ZO>
... � (0 I\)
":) ":) 0
a, .,..'
I\) u, U1 I\) I\)
� � s: N
I
ee )> I\) 0:, .,.. I\) I\) I\) a, ch )> :C<
. ...�.....
I\) (0 (0 (0
Ill m
...Cf ....Cf ...N ....
0
.... .... .... .... ::, r-
�o
...... 9� ... .... 9 q:> Cf .... ... 99
(0 0:, ....... 0) 0) ...... N ........... 0)
.... ....
(0 CD .,._ II,) II,)
.... CD 01 <{' <fl
.,.. .,:..
I\) 0) Cl) I\) 0
I\) o "'ti
b
-.... ....- --
I I I
m
I I I I
I\) � I\) I\) (,) .,:.. 0) I\) (.)
Dir.
i�
u, 01 01 0) 0) ex, 0) ....., Cl) ....., O> 0) 0) 01 0) 0) Cl) CD CD CD 01 c,,