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AirPower 03

The Journal of Air Combat Gaming's May 1989 issue discusses the financial stability of the journal and introduces a compilation of air-to-air missiles, including updated data cards. It also announces the cancellation of the 'Eagles of the Gulf' supplement and plans for a two-part feature in Battle Plan magazine. Additionally, the issue includes gameplay rules clarifications and a report on the ORIGINS Tournament featuring air combat scenarios.

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0% found this document useful (0 votes)
84 views16 pages

AirPower 03

The Journal of Air Combat Gaming's May 1989 issue discusses the financial stability of the journal and introduces a compilation of air-to-air missiles, including updated data cards. It also announces the cancellation of the 'Eagles of the Gulf' supplement and plans for a two-part feature in Battle Plan magazine. Additionally, the issue includes gameplay rules clarifications and a report on the ORIGINS Tournament featuring air combat scenarios.

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vespertin
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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3

The Journal of Air Combat Gaming


May 1989 Vol 1 #3

From the Cockpit Vectored In


-J. D. Webster Well, once again this issue is packed so I will
contain my natural urge to ramble and keep my col-
Greetings, it's my pleasure to report that our umn short.
journal is financially set for the year. Primarily This issue we are pleased to present a compila-
thanks to all of you who had the faith to subscribe in tion of the known air-to-air missiles in present, past,
advance. So not only are the next several issues sure or near-future use. The middle four pages of the is-
to hit the streets, but you probably noticed that issue sue constitute a removable "play-aid" listing all the
#2 was bigger (and hopefully better) than issue #1. world's missiles. In the continuing quest for
It's Tony's and my desire to give you guys as much accuracy, JD has re-evaluated and re-rated all the
"meat" as possible and we figured that we could af- missiles. There are significant changes to some mis-
ford the bigger size based on the positive responses siles as compared with earlier charts. The data here is
we are receiving. Did you like the new aircraft data the most up-to-date and these charts supercede any
cards? I think our art staff did a super job on them. previously published in the game system. Note the
The latest news ... many of you probably saw newer versions of existing Soviet missiles reflect the
some reference in the GDW ads for Desert Falcons 1980s and 1990s projected improvements to 1970s
about Eagles of the Gulf, the proposed Air Strike designs. Some of the notations on the new sheets
middle east supplement. Well you can forget about will doubtless intrigue you (such as references to
that as it was dropped by GDW. Their reasoning helmet-mounted sights and nuclear warheads). Rules
was that not enough Air Strike games have sold to which use these features will hopefully be available
justify it. What are we missing then? Eagles of the in their entirety soon. Hnot printed here, they will be
Gulf was to have additional aircraft, 20+ strike scen- found in other gaming magazines.
arios, two new maps, formation rules, more Air We would like to thank Bob Gross for contribut-
Strike errata and counters, of course. Those stupid ing an excellent scenario that allows you to use the
little flimsy cutouts in the back of Desert Falcons F-104G data card printed in AIR POWER #2. While
were not my idea. I haven't played it yet, it looks like a real furball.
So what to do with all that material? I could fill The Air Superiority Campaign printed here was
about 10 issues of the AIR POWER if I wanted but I originally to appear in Desert Falcons T» instead of
think I have managed a better deal. Battle Plan maga- "C-1". lt has been polished up recently and I am
zine, edited by Alan Emrich and published in Cali- happy to say that it is being playtested by my group.
fornia will print Eagles of the Gulf in two parts as We've had a lot of fun killing MiGs and tearing up
feature articles. Each issue, the first due out by Ori- dirt (we are also using G-16, an Air Strike campaign
gins 89, will contain 8 data cards, half the scenarios scenario, to provide a mixed-role mission for a squa-
and one of the game maps. Unfortunately, they can't dron of F-15Es) and we've all started to appreciate
do the counters but will provide a copyable black and how tough the job of an Operations Officer or Squa-
white master sheet. Look for it on the stands. I will dron Commander really is. Try it, but be forewarned
also try to secure about 100 issues to hold and sell to that it is addictive.
subscribers who don't have access to Battle Plan, so We intend to get the July issue out well before
if you want one let us know by postcard. We'll fig- Origins (which is at the end of June) so look for it in
ure out the price later. a few weeks. After that we should be on a normal
schedule for the rest of the year. Keep writing in and
That's it for now! making your suggestions.
Select: Zone 5 -I'm outta here
-JD -1V
AIR POWER May89

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

Questions & Answers


exhaust and create a flaming ball that could decoy IR missiles
evidently as effectively as a flare. My rules suggestion is that
for one point of fuel, the 111 can lay a fireball decoy behind it.
I am reasonably sure that the D and F carry this feature Rule 5.D. Does or can the use of speed brakes put
. ... •- - 1------ '··- --•-----'l
you ;LT-
111 cl IVWit;;l LUlU 1,;,:uc;!$VIY l HU1 yuur
··-··- ""··--
iur a
__ .,.
(..Uie;
_
0u-
-Bob Gross ry is based on your start speed which is not effected
by using speed brakes. Speed brakes use up un-
Dear Bob, wanted FPs and will add decel points which may ef-
The Swedish Hunters you mention would have been armed fect the following turn 's start speed.
with AIM-9B IRMs. An interesting scenario might be to use
the Hunters in place of SAAB-32s given in the "Incident on Rule 9.D. I don't understand what an angle-off arc
the High Frontier" scenario in issue #2. is. "Angle-off" is another term for deflection. It
Concerning the F-111 and fireballs, the aircraft's emergen- stands for "angle off the tail of the target", i.e. if
cy fuel dump nozzle is situated between the two engines. you are directly behind the target, you have O de-
When it dumps fuel, the large vapor trail can be torched by grees deflection hence the "O degree" line. Ifyou
lighting the afterburner. A fireball will initially result behind are nose to nose you are 180 degrees from the tail of
the aircraft as you say but will quickly disappear. Additionaly the target, hence the "180 "line". For simplicity, the
fuel streaming out will be consumed instantly in the jet ex- rules also define radar arcs and initiative positions
haust plumes enhancing its IR signature as long as A/B power by angle-off arcs and this has caused some people
continues. Considering that NB must be used to make the confusion.
fireball and this enhances the F-lll's IR signature, the use of a
fuel fireball as a defensive tactic is very dubious at best. Also, Rule 10.C. Is progressive damage rolled for on
the fuel dump required to make a big enough vapor trail to the turn the damage control is performed? No, if the
torch would equal A/B power use, thus the tactic is not fuel ef- requirements for damage control are met, it is con-
ficient either. The entire fuel load in most jets can be emergen- sidered completed at the end of the aircraft's move.
cy dumped within minutes when an immediate weight reduc-
2
The Journal of Air Combat Gaming May89
Progressive damage is checked during the Log Up-
date phase. ORIGINS Tournament
Rule 14. Do manuevers which cause facing Report Part II
changes count as facings for the purposes of the
sustained turns rule? No. Round Three
Rule 14.F. When a vertical roll is performed from Scenario: "Melee over the Suez!" 1970
a hex line, which hex does the jet end up in? The
player states whether the vertcial roll is done to the Background: During the Egyptian-Israeli War of
right or the left. The aircraft is placed in the hex on Attrition in 1970, air battles were quite common. In
the same side as the direction of the roll. Optional- this instance, Israeli F-4 Phantoms covering air
ly, if the roll is a 180 ° facing change, the jet may be strikes near the canal are set upon by Egyptian MiG-
placed back on the hexline with its facing reversed. 21s. While the Israelis considered the Phantoms to
be better as bombers than fighters, the F-4s proved
Rule 14.1. Does a SNAP TURN maneuver count quite capable of taking care of themselves when the
as a facing for the purposes of sustained turning need arose.
(rule 7.D)? Not as presently written. The second
edition rules will revise SNAP TURN procedures.
A B N
Rule 18. Can radars detect aircraft which are di-
rectly on the borderline that defines the radar arc or
does the target fall into the next arc as for air-to-air
(f)
gunnery? Yes, they may be detected, they do not
fall into the next arc.
Aircraft Map Hex Fae Alt Spd Conf Load
Rule 20. Is it possible to visually spot an aircraft
stacked directly underneath another at a lower alti- F-4E #1 A 1515 E a) 5.0 CL 8
tude? No. However, a previously spotted aircraft F-4E #2 A 1416 E a) 5.0 CL 8
does not become unspotted if it ends up there as the F-4E #3 A 1411 E 21 5.0 CL 8
spotting aircraft is presumed to roll slightly so the F-4E #4 A 1210 E 21 5.0 CL 8
pilot can maintain sight.

Rule 21.B. Why is CHAFF allowed to decoy MiG-21MF #1 B � w 25 6.0 e CL 4


heat seeking missiles? All missiles have proximity MiG-21MF #2 B rm7 w 25 6.0 CL 4
fuses, even heat-seekers. The missile may be ex- MiG-21MF #3 B 0022 NN 18 6.0 CL 4
ploded prematurely if the missile fuse senses a false MiG-21MF #4 B 1CY20 NN 18 6.0 CL 4
target (the chaff).
Game Length: 8 turns
Rule 21.B.2 (clarification). Decoys which were
dispensed during movement and which were not Notes:
played against. attacking missiles are removed from 1. All aircraft begin spotted, the F-4s are camou-
play in the Log Update phase of the game turn. flaged and the MiGs are silver
Only the decoys dispensed by the target aircraft can 2. MiG loads: Stations 1,2,4,5 = one AA-2B Atoll
be played against. the attacking missile. IRMeach
3. F-4E loads: Stations 2 and 4 = two AIM-9P
IRMs each, stations 6,7,8,9 = one AIM-7F each.
Coming Up In AIR POWER #4 4. Neither side's aircraft has decoy dispensers. Ad-
July '89 - ORIGINS Issue ditionally, the Phantoms are very early model F-
4Es lacking the slatted wings and having no tech-
nology
• New Data Cards 5. The MiGs are allowed 5 turns of A!B power and
• Tomb-Cunningham Replay the F-4s 6 turns.
• A look at some 2nd Edition Rules 6. Air Strike rule 7.G (GLOC) is in effect.
• A wild new scenario
• Reader contributions Round Three Analysis
Amazingly, every finalist and the four alternates
and much, much morel showed up for Saturday's playing of round three. I
3
AIR POWER May89
had twenty players on hand, so I decided to let them toms fought as singles. [Ed Note. F-4 #2's unusual
all compete and set un two tables with eizht olavers (and contrarv to c-----,
, ---J
nlan) -------
--
initial move
----. - caused
---- - this reac-
--- ----
each and one with four. The table with four only tion. Paul and I decided to split, agreeing that Tom
used Phantoms #1 and #2 and MiGs #3 and #4. would join up with him and I would move to cover
Each player would control one aircraft and to choose #2]
up sides, each drew a paper out of a hat which listed
the aircraft he would fly and the table he would play The low MiGs (#3 and #4) climbed up after F-4 #1
at. while the high MiGs (#1 and #2) angled down into
the fray. Things heated up fast as MiGs #1 and #2
Without getting into too much detail, I will shortly dove past F-4s #1 and #3 who zoomed then did ver-
summarize how the battles at each table went. Notice tical climbing rolls to reposition behind them. The
that with this setup, each side faces unique prob- low MiGs (John and Charles) tried to go after the
lems. The Phantoms (except for the two-on-two climbing F-4s but an aggressive turn by F-4 #4
fight) are facing a high-low pincer attack. Their dan- (Tony) put him on their tails and they both broke
ger is that turning toward either pair of MiGs right, away from the battle, to shake him off. This
presents the opposite pair with a beautiful view of was the MiG side's key mistake as the two pairs
their tailpipes. The Phantoms do have the better now iost mutuai support and the low pair became
weaponry (RHM) but are almost too close to get a disadvantaged. Also, their weaponry pointed at no
Sparrow shot off before the MiGs pass by. Tne one so they lost any intimidation value (remember,
MiGs on the other hand have better initial positions cannons are useful at any angle). F-4 #2 continued
but have limited cannon ammo and rear aspect mis- . trying to stay on the periphery of the furball, but
siles oniy. They must initiate a maneuvering fight in MiG #1 came across at high speed to threaten him.
order to get behind the F-4s and the Phantoms are
almost as maneuverable and have a better cannon. In the final turns of the fight, MiG #2 (Masashi)
The two sections are not in mutually supportive po- latched onto F-4 #4's tail forcing him to break off
sitions, either. Should all the Phantoms go for the his pursuit of the low MiGs. F-4 #3 however, dove
high pair, it would take at least two extra turns for down onto Masashi's tail and flamed him with a
the low MiGs to join the action. The accompanying cannon attack. (Ed Note. In fact, I did not break off pur-
diagrams and discussion illustrate the flow of the suit of the low MiGs. I was confident that Paul (F-4 #3}
battle at each table. What was fun about these fights would blow Masashi out of the sky as he was on his six,
was that few of the players had ever tried multi- low, with a pair of AIM-9s. Sadly, both missiles malfunc-
aircraft battles and the lack of all-angle missiles tioned at launch (nice time for a 00) and my two-shot
made things tough, so there were plenty of interest- cannon run on MiG #3 missed completely. So I died
ing (and fatal) mistakes made. quietly] Unfortunately, F-4 #4 didn't live much long-
er as his defensive break tum against MiG #2 had
Table "A" put him in front of MiG #4 (Charles) who turned in
ThP. A --&
- --- - -------•-• ---••• \ ..._ --.- -•.a.a.a••.a, - -- -·.----a•,
Phi:intom tP.i:im ITom �mith TnP rho,.nn 1>011!
and evened the score with a successful high angle
Procyk and Tony Valle) got together prior to play cannon attack. Meanwhile F�4 #2 (Joe) went up into
and decided it would be best to cross their F-4s a climbing vertical reversal whose move was ele-
against the opposite MiGs, meaning the right pair gantly matched by Ray Lament in MiG #1 who end-
would go for the high MiGs and the left for the low ed up on the Phantom's tail. Ray stayed glued to Joe
ones. It didn't work out that way, though. As for for the rest of the game, taking one unsuccessful
the MiG team (Ray Lament, Masashi Miwkawi, cannon shot. Tom Smith in F-4 #1, who was cheer-
John Lang and Charles Wendt), they didn't appear ing Paul in #3 on, semi-avenged F-4 #4's demise by
to make a deep effort to come up with a strategy oth- meeting the victorious MiG #4 as he broke across F-
er than to continue with the sandwich. For opening 4 #3's flight path. A head-on cannon exchange crip-
moves F-4 #1 angled himself deep into the middle of pled the MiG which immediately fled the battle.
the MiGs, while his wingman, #2, crossed his tail to Meanwhile F-4 #3 latched onto the other low MiG
the outside, putting all the MiGs to his left but giv- (#3) and sent four AIM-9 Sidewinders after it, two
ing up mutual support. F-4 #3 took a dip toward the of which connected giving him his second kill of the
low pair of MiGs but cut back toward the high pair fight. The game ended as a Phantom team victory
as they as they came diving down on him. His with F-4 #2 still screaming for help and the surviv-
wingman, F-4 #4 decided to put all the MiGs to his ing MiG still on his tail. Two MiGs and one F-4 had
left also and turned accordingly while abandoning gone down and one MiG was crippled.
his leader. Oddly (or ingeniously) F-4 #3 (Paul) and
F-4 #1 (Tom) ended up close together and opted to Table "B"
become each other's wingmen. The other two Phan- Luck of the draw caused table "B"'s MiG team to

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

Table A Final Kills


Opening Moves
First
Kills
MiG#4
....
F-4#4

....
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

Table B Low Fight


Opening Moves <] MIG#2
<] MIG #1 High
Fight
F�4-----�-
..._
F-4#3

....
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

General Scenario G-15


available = -10 (base defense is critical).

5) Winning/losing an opposed mission scenario (us-


Air Superiority ing the scenario's victory point rules)= +20 for
winning, -30 for losing.
Campaigns 6) Crew Quality (Optional): +20 points for each pilot
Background (Hypothetical) or crewman advancing in quality or becoming a
A short and bitter border war erupts between two Combat Hero.
countries. A fighter squadron assigned to the air su-
periority mission at a forward air base becomes em- CombatVPs
broiled in a contest of endurance as repeated enemy
raids are met and battled. Only the skill of its pilots 1) Damage and destruction of enemy aircraft and
and crews will determine whether the Squadron sur- crews = normal base VP values of enemy aircraft
vives and triumphs or whether it will be withdrawn damaged or destroyed and crews not rescued. Do
by the high command for taking too many losses not consider any other types of additional VPs
and not meeting its mission requirements.
2) Loss of aircraft and crews: The enemy side gets
A. The Squadron. The Squadron consists of 18 base value of your aircraft lost or damaged during a
pilots/crews generated from the tables and 12 ready mission and the KINMIA value ofcrews not res-
("up") aircraft. Assign one Veteran or Regular pilot cued.
as the CO and another as the XO. Assign 4 Regulars
or better to the positions of Division Leaders. The The running total of Campaign VPs is checked at the
other 12 are line pilots of which 4 may be designated end of each day. Withdrawal by high command will
Section Leaders if of Regular or better quality. occur at the end of the day if:

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:

Campaign VPs: The Squadron LOSES if it was withdrawn prior to


the last day and its Combat VP Ratio is less than 5
1) Each mission flown with assigned sortie rate met times the VP modifier of its aircraft type, or total
= 10 points per aircraft launched. Campaign VPs are negative and the Combat VP Ra-
tio is not at least 3 times the VP modifier of its air-
2) Each mission flown without meeting assigned craft.
sortie rate = 5 points per aircraft launched.
A DRAW results if the Squadron was withdrawn
3) Each mission cancelled == -20 plus an additional - early but has a Combat VP Ratio greater than or
10 per sortie that should have flown. equal to 5 times the VP modifier of its aircraft, or
Campaign VPs are negative but the Combat VP Ra-
4) Each cycle in which two "alert" aircraft are not tio was greater than or equal to 3 times the VP modi-

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:

"L" hit = two cycles Raid Results


"H" hit = three + a die roll cycles
"C" hit = ten + a die roll cycles 1-4 = No Effect
Example: It would take the Maintenance Crews to 5 = one of the aircraft on the base (resolve ran-
repair an "L" damaged aircraft and complete the rou- domly) is destroyed. Award the enemy Combat VPs
tine maintenance on it in a single cycle. for the destroyed aircraft

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.

Gun Pods: Must be requested per mission as per Available Forces:


Rule 4.D and returned after the mission.
1,2,3,4 = Scenario Minimum
Decoy bundles for DDS: 400 x chaff, 250 x flare. 5,6 = Scenario Maximum
7 = Four aircraft
ECM Pods: Must be requested and returned per mis- 8 = Six aircraft
sion as for gun pods. If received they are considered 9 = Eight aircraft
filled with decoys supplied from within the Squa- 10 = Twelve aircraft (maximum effort!)
dron's supply source.

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.

4) USN Persian Gulf Crisis 1990+?. Squadron=


FA-18A or F-14NA+/D, friendly strike/recon = FA-
18A. Enemy fighters (Iran)= F-4E export, F-14A, Aircraft Map Hex Fae Alt Spd Conf load
MiG-19F, MiG-21F (Chinese); enemy strike= F- F-104G #1 B 1516 SN a; 6.0 Cl 4
4E. Note: add three to raid result die rolls (fleet de- F-104G #2 B 1716. SN a; 6.0 CL 4
fense) but triple damage to Squadron if it occurs F-104G #3 B 1313 SN a; 60 CL 4
(crowded carrier decks). F-104G #4 B 1513 SN a; 6.0 CL 4
5) NATO Northern Flank 1990+?. Squadron= F-16 MiG-19 #1 B �6 N ro 5.5 1/2 6
export or JA-37 Viggins, friendly strike/recon = MiG-19#2 B 0117 N ro 5.5 1/2 6
Mirage IIIE/IIIR, F-35 Drakens, Viggins (AJ/SF MiG-19 #3 B 0317 N ro 5.5 1/2 6
models). Enemy fighters= SU-15F, SU-27, MiG- MiG-19 #4 B 0417 N ro 5.5 1/2 6
21bis, MiG-23MF, MiG-29, MiG-31; enemy strike
= MiG-21bis, SU-17. MiG-19#5 B 0318 N ro 5.5 1/2 6
MiG-19#6 B 0518 N ro 5.5 1/2 6
ro
Errata MiG-19#7
MiG-19#8
B
B
0321
0221
N
N ro
5.5
5.5
1/2
1/2
6
6
MiG-19#9 B 0421 N ro 5.5 1/2 6
In issue #2 the Entendard data card has "Fiat G- MiG-19 #10 B 0224 N ro 5.5 1/2 6
91 Y" listed on the reverse side. This should read MiG-19 #11 B 0125 N ro 5.5 1/2 6
"Entendard", of course MiG-19 #12 B 0325 N ro 5.5 1/2 6
The Designer's Solutions of T-1 and T-2 also had Game Length: 15 turns
some errors in the printed log sheets. For T-1, the
"0.5 FP Carry" row should read: -,-,.5,-,.5,.5, Notes:
-,.5 and the "Speed Change" row should be:
+.5,0,-l,-.5,+.5,+l,O. The T-2 solution "0.5 FP 1. All aircraft are silver, the MiGs begin spotted.
Carry" row should be: -,-,-,.5,-,.5,-,.5. We The MiGs must fly straight and level without
would like to thank David Gogatz for pointing out changing speed until any F-104 is detected by
the errors in the Designer's Solutions.
11
AIR POWER May89
any means I AIR POWER Vol. 1 #3 May 1989
2. Communist pilot coordination: Due to the poor
quality of training, each MiG trio is treated as a PUBLISHER J. D. Webster
separate entity for spotting and only MiG pilot EDITOR Tony Valle
i,4,7 and 10 (the formation leaders) may initially
visually search. Once the F-104s are detected or CONTRIBUTORS Scott Genung
spotted, all MiG formations are allowed TI tum Joel Williams
rate, slide maneuvers and steep dives and zoom Bob Gross
climbs only. Only after an F-104 is spotted by a
specific formation leader, or an aircraft in that Air Superiority TM, Air Strike and Desert Falcons TM are
Tl(

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.

4. Taiwanese pilots are NATO quality and commu-


I consent of the publisher. Portions of the journal may be
explicity released from these restrictions. Use of a prod-
uct name without reference to trademark does not con-
nist pilots are 3rd World stitue a challenge to its trademark status.

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
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0 -..J -..J 0) 0) 0) (0 (0 (0
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I\) U1 O)_ 0) 0) I\) I\) ...... I\) I\) I\)
0
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00 OOCJ1CJ1CJ1080808
000000 0 0 8 8 � Weight
...... ...... .................
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> � - m � m � Seeker
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PJ I Launch G

Launch Roil

tx> �
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Turn Ability

0) .......... N> N> ...... N> N N Flight Time


...... ...... ...........
0 0) 0) tO tO O O 0(0 tO <O tO (0(0 -..J -..J -..J -..J -..J -...i Visibility

I I I I I I I -< I I I 11-<1-<-<1-<-<11 1 , 1 1 1 , Home on jam


.....
I I I I I I I N I I I I I I I I I I I I I I , 1 1 , , 1 Active Range

I I I I I I I N N I I I I l'I.) I l'I.) _. I I I I I I I I I I I ECCM


......
"' Chaff
I\) I\)
"' N> "' u, N u,
CJ1 I CJ1 CJ1 u, o, I U1 U1 U1I IU1I IU1I IU1I !UlO>IO>I Flare
..... ......
... >
(X)
...... 0) 0) 0) ...... ..... (0 (0 "' "'
� zONz�9Z9'fZ 9 9
.....
1'1.)00
..... >.!.9)> ..... )> .......... )> .... s: c:
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