Canvas Eagles
Canvas Eagles
Canvas Eagles
Wo r l d Wa r O n e A i r C o m b a t
Not to be sold - Private Copy
3.6.2
TABLE of CONTENTS
1.00 Introduction
1.10 The Game
1.11 General Game Background
3.207 Turning
3.208 Move Written Markers
3.21 Maneuvers and Altitude
3.211 Flight Tolerances
3.2193 Anoxia
TABLE of CONTENTS
3.53 The Combat Values Table
3.531 Bursts Lengths
3.532 Stability
4.00 Secrecy
3.539 Deflection
5.01 Escape
5.02 Capture
5.03 Destroyed
ii
TABLE of CONTENTS
9.00 Dual Controls
9.01 Observers as Pilots
10.00 Wounds
11.00 Landing/Crashing
11.01 Landing and Crashing
13.10 Experience
13.101 Novice Pilots
The Appendices
Appendix A
Allied Aicraft Game Statistics
Appendix B
Central Aicraft Game Statistics
Appendix C
Landing Table
Crash Result Table
Bailing Out Table
Evade Table
Injuries Table
Appendix D
Experience Table
Appendix E
Missions Table & Missions
Combat Tables
Things to Know
iii
Facing Diagram
The front of the
aircraft must point
towards a hexagon
side
Correct
Facing
Incorrect
Facing
Maneuver Codes: These consist of the maneuver number, a direction letter (L for Left, S for
straight, R for right) and a speed number. Each
code describes in game terms the acceleration, and
the types of maneuvers that an aircraft can perform.
Altitude Change Code: The altitude change
code informs players as how much their aircraft
may dive, climb, whether it may fly level, or is
required to change altitude in the next maneuver
phase while performing that particular maneuver
this game turn.
1.502 Early & Later War Charts: Players should note
that aircraft are divided into early war and later war
maneuver schedules. Games representing battles
prior to January 1917, use the early war maneuver
schedule. Games representing battles from January
1917 onward, use the late war maneuver schedule.
Note: Early War and Late War maneuver schedules cannot be combined or used in the same game.
[1L0]
-/X/(Spin Check)
[1S0]
-/X/(Spin Check)
[1R0]
-/X/(Spin Check)
28L1
-/X/-
27S2
C1/-/D1
28R1
-/X/-
Tailing Diagram
C
B
Maneuver Diagram
Ending Position
and Facing
Starting Point
with Facing
Maneuver
Number
Maneuver
Code
Flight
Tolerances
20R3
C1/L/D
Direction
Letter
Maneuver
Speedand Fuel
Expenditure
Altitude Change
Code
Maneuver Name: #20-Right-Speed/Fuel 3
3.213 Diving: Aircraft may descend to a lower altitude level by diving. Diving consists of specifying
dive in the notes box for that turn on the Aircraft
Data Sheet. An aircraft which dives uses one less
fuel box than its speed number indicates. This may
mean that an aircraft will end up using 0 fuel for
some maneuvers; a maneuver may never yield a negative speed number. An aircraft that dives 1 altitude
level is said to have made a Shallow Dive; any dive
greater than 1 altitude level is called a Steep Dive.
Diving as a result of a spin does not reduce the fuel
consumption for this maneuver; this maneuver still
consumes 1 fuel box.
Example: An aircraft diving while performing a speed 2
maneuver will expend 1 fuel box after performing the
maneuver.
3.214 Steep Dives: Aircraft diving more than 1 altitude level will be moving 1 speed number faster on
the following turn. This means if an aircraft were
performing a speed 2 maneuver and dives 2 or more
altitude levels in a single maneuver phase, at the end
of the maneuver this aircraft will be moving at speed
3. An aircraft cannot exceed its maximum speed as
indicated on its Aircraft Maneuver Schedule. Such
aircraft are considered to be already at their maximum speed.
3.215 Over Diving: An aircraft may attempt to dive
more than its maximum dive rating. The maximum
dive rating is the aircrafts safe diving rate. For every
extra altitude level the aircraft dives beyond its maximum dive rate, one BLUE damage marker is drawn
at the end of the movement phase. All damage
results are placed onto the aircrafts wings regardless
of the section mentioned on the damage marker.
Ignore references to pilots, observers, rudders,
weapons and smoke, but do not ignore references to
fabric tears and strut damage. An aircraft may not
over dive using maneuvers with a maximum dive
rating of 1 (ie D1).
3.216 Climbing: Aircraft may ascend to a higher altitude level by climbing. Climbing consists of specifying climb in the notes box for that turn on the
Aircraft Data Sheet. At the END of the maneuver
phase, the aircraft will be at the higher altitude level.
An aircraft may gain altitude levels equal to or less
than its maximum climb rating. An aircraft that
ning).
3.2192 Burst Fire Types and Altitude: Firing a short
burst has no effect on the attackers maneuver for the
following maneuver phase. However, when firing a
medium or long burst with a rigid mounted weapon
(noted as Ror RR on Fire Arc templates) at an
aircraft at a lower altitude, the attacking aircraft must
dive next turn. When firing a medium or long burst
at an aircraft at a higher altitude with a rigid mounted weapon, the attacking aircraft must climb next
turn. If a higher altitude is unattainable the aircraft
must choose a stall maneuver the following maneuver selection phase and check for going into a spin
(see 3.81 Spinning).
Note: When firing medium or long bursts with flexible
mounted weapons, the aircraft does not have to dive or
climb the following movement phase.
An aircraft performing a level flight maneuver with
an X code for Flight Tolerance (example: -/X/D1)
MAY NOT attack an aircraft which is at a higher altitude level.
3.2193 Anoxia: This rule is used for Late War games
only. Aircraft operating at altitude levels 9 and 10
must test to see if crew members pass out from lack
of oxygen. During the Problem Phase Roll 1d6. At
altitude 9: The crew member passes out on a roll of 5
or 6. At altitude 10: The crew member passes out on
a roll of 3, 4, 5 or 6. If the pilot has passed out, and
their conscious crew members that can control the
aircraft, the aircraft automatically goes into a spin
(see 9.00 Dual Controls; see 16.02 Oxygen).
Note: Observers also have to test to see if they pass out;
however, if an observer passes out, the aircraft will not go
into a spin. Crew members who pass out may not fire,
reload, or unjam their weapons. The crew member automatically recovers at altitude level 8, but a spinning aircraft must still recover from the spin (use normal spin
recovery roll); (see "3.81 Spinning").
3.2194 Collisions (optional): If two or more aircraft
end the movement phase at the same altitude and in
the same hex, there is a chance of a collision. Players
roll 2d6, and if the sum of any of players roll are the
same, their aircraft have collided. For determining
damge, each player rolls 1d6 and take that many
Note: During the Movement Phase aircraft that are currently spinning must drop one altitude band (see, "3.81
Spinning).
3.401 Anti-Aircraft Fire: During the movement
phase, aircraft that flew fly into or through a hex containing an anti-aircraft marker may be fired upon.
Anti-aircraft fire is resolved as the last step of movement phase before continuing to the next phase.
3.512 Fire Arc Altitude Bands: The Fire Arc templates show all firing arc positions and all altitudes
within each arc for each weapon equipped on an aircraft. Firing directly up or down within the same
hex is prohibited as this was never done in World
War One air combat.
Low Altitude Band: The outer band on the Fire Arc
template shows Low positions. To be low a target
aircraft must ONE altitude level lower than the firing aircraft and in a different hex.
Same Altitude Band: The center band on the Fire
Arc template shows Same Altitude positions. The
target aircraft must occupy the same altitude as the
firing aircraft.
High Altitude Band: The inner band on the Fire Arc
template shows High positions. To be high, a target aircraft must ONE altitude level higher than the
firing aircraft and in a different hex.
3.513 Fire Arc: The clock position and relative altitude information is put together to form Fire Arcs
that define where weapons may fire. These arcs are
identified by combing the clock reference with the
altitude reference into terms such as 6 Oclock
Low, or 12 Oclock High, etc.
3.514 Weapon Mountings: There are two weapon
mounting classes (Rigid and Flexible) that affect
Combat Values, and one sub-class (Wing Mounted)
that does not affect Combat Values:
1. Rigid Mounted Weapons (R): These are
weapons that are fixed or immovable and generally operated by the pilot. To aim these weapons, the
pilot aims the whole aircraft. If the weapon is a
twin rigid weapon, the code will appear as (RR).
2. Flexible Weapons (F): These are weapons
mounted on a swivel mounting that allows the
weapon to swing through a horizontal arc. These
are generally operated by the observer. Although
they have a wider arc of fire, they are also less accurate than a rigid mounting system. If the weapon is
a twin flexible weapon, the code will appear as (FF).
3. Wing Mounted Weapons (W): These are
weapons which were placed on the tops of aircraft
wings allowing the weapon to be fired over the arc
of the propeller. Some weapons are a rigid mounted
system operated by the pilot. These will have this
All
All
All
All
All
All
H
Blind
Spot
All
All
All
All
All
All
H/S
H/S
H/S
H/S
All
All
All
All
H
H
All
H/Blind Spot Hex = May attack only High Targets in this hex/
Low and same Level Targets are prohibited.
H/S = May attack High, or same Level Targets in these hexes
All = May attack High, Low and Level Targets in these hexes
All
All
All
All= May attack High, Low and Level Targets in these hexes
H
H
H/S
H/S
H
H
H
H
ALL
ALL
ALL
Blind
Spot
ALL
ALL
Blind
Spot
ALL
ALL
ALL
ALL
ALL
ALL
H/S
H/S
ALL
H/Blind Spot Hex = May attack only High Targets in this hex/
Low and same Level Targets are prohibited.
H/S = May attack High, or same Level Targets in these hexes
All = May attack High, Low and Level Targets in these hexes
ALL
ALL
ALL
ALL
H/S
ALL
H/S
H/S
ALL
ALL
H/S
H/S
H/S
ALL
ALL
ALL
H
H
ALL
ALL
ALL
ALL
H/S
ALL
ALL
H
ALL
H
H
H/S
H/S
H/S
ALL
H
H
H/S
H/S
H
H
H/S
H/S
H/Blind Spot Hex = May attack only High Targets in this hex/
Low and same Level Targets are prohibited.
H/S = May attack High, or same Level Targets in these hexes
All = May attack High, Low and Level Targets in these hexes
10
All
All
All
All
All
All
All
All
All
11
Deflection Diagram
3.536 Restricted/Spin Maneuver: If the attacking aircraft performed a restricted maneuver this turn, or
recovered from a spin the previous turn, apply this
modifier.
3.5396 Firer has a Serious Wound: If firer has a serious wound, apply this modifier.
12
13
14
3.81 Spinning:
The spin maneuver is shown on the Aircraft Maneuver
Schedule (the box labeled, Spin). Select this maneuver if the aircraft is spinning. Aircraft pilots may voluntarily choose a spin maneuver providing the pilot
has the experience ability (see Appendix D). Spins
may be a result of a stall, RED damage marker in the
tail or wing, or may be chosen by the pilot if he has
the skill (see Appendix D, The Special Abilities
Table).
3.811 Testing for Spins: Only one spin roll is made
during the Problem Phase, regardless of the number
of reasons to check. Roll 2d6 to test if an aircraft
goes into a spin:
The aircraft spins on a roll of 2, 3, 4 or 5.
Modifiers to die roll: Stability A +1; Stability B +0;
Stability C -1; Novice Pilots/Observers -1
Note: A novice is a pilot with less than 50 experience
points (see 13.101 Novice Pilots).
All spinning aircraft drop down one altitude level
during the Movement Phase. On the Aircraft Data
Sheet, spinning aircraft mark their turns maneuver
as 0S1, and the aircraft model is placed into a nose
down position. Aircraft automatically spin if its
pilot is killed or passes out (see 3.2193 Anoxia).
3.812 Effects of a Spin: Pilots and observers may not
fire their weapons while their aircraft is spinning.
15
4.00 Secrecy
Players are required to keep several things secret from
other players - including players from their own side.
Players should NOT tell ahead of time the
maneuver their aircraft is to perform. The direction of the maneuver and changes in altitude is
disclosed only to those players who are tailing.
Players should NOT tell ahead of time what target they intend to shoot at, or what type of burst
will be fired. It must, however, be written down
on the Aircraft Data Sheet. This is then declared
out loud before the Combat Die roll is made.
Players should NOT tell when their pilot or
observer has been killed, even if the resulting
death puts their aircraft into a spin.
Players should NOT tell the degree or type of
damage their aircraft has taken, except the following: smoke, fire, spins, or the destruction of an
aircraft. These are announced when they happen
because they would be obvious to an enemy
pilot/observer.
Players should NOT tell when their weapons
have jammed, or when ammunition is depleted.
Players should NOT tell that their aircraft is
gliding.
Players may NOT jointly plan their maneuvers,
as aircraft did not have radios. Once in the air,
pilots are on their own.
Weapon Types
Weapon
Drums
Ammo
Carbine/Rifle
Unlimited
x4
x4
x8
x6
x2
10
Vickers MG/Spandau MG
Unlimited
37mm/47mm Cannon
16
6.02 The Lewis Gun: The Lewis Gun was the standard light MG used by most allies two-seater aircraft,
and many of the early war single seater fighters.
This weapon used a drum magazine that must be
changed frequently in combat. Consequently, players
who use the Lewis Gun, must keep track of their
ammunition expenditure. The Lewis Gun normally
comes with five boxes of ammunition. Mark off 1
box for a short burst, 2 boxes for a medium burst,
and 3 boxes for a long burst.
Optional: Players may want to use the historical
ammunition capacity for the Lewis Gun. There
were two types of Lewis Gun ammunition drums
manufactured during First World War. The original drum magazine held 47 rounds of ammunition, while the later model (introduced late June
1916) held 97 rounds of ammunition. Therefore,
before July 1916, the Lewis Gun drum magazine
contains only 3 boxes of ammunition, while after
this date, the Lewis Gun drum magazine contains
5 boxes of ammunition.
6.03 Combined Lewis & Vickers MGs: Aircraft
mounting both a Lewis Gun and a Vickers Machine
gun (the Nieuport 17 and the SE5a, among others),
both weapons must be fired at the same time and fire
the same burst type, but are checked for jamming
and unjamming separately. If one gun is jammed, the
other may still fire. If the Lewis Gun has only a short
or medium burst remaining, it may be combined with
a long burst from the Vickers MG and counts as a
medium burst from dual weapons.
6.04 Central Forces Light MGs: The Central Forces
used a variety of light MGs during the First World
War (including a large number of captured Lewis
Guns). For game purposes these have been merged
into one basic weapon type. This weapon uses a
drum magazine that must be changed frequently in
combat. Consequently, players who use this weapon,
must keep track of their ammunition expenditure.
The drum magazine for this weapon holds 200
rounds of ammunition, that translates into 10 ammunition boxes. Each weapon comes with 2 drum magazines. Mark off 1 box for a short burst, 2 boxes for a
medium burst, and 3 boxes for a long burst.
6.05 The Hotchkiss Machine gun: The Hotchkiss
MG was used by both the French and British forces in
small numbers up to mid-1916. At first the weapon
employed a 25-round strip magazine that did not
give the gunner the benefit of a long burst of fire.
Late in 1915, a 50-round drum magazine was issued.
The drum magazine seems to have only been used by
observers rather than pilots as it may have been difficult for the pilot to fly the aircraft and reload the
drum magazine at the same time. In the game, the
25-round strip magazine has only 2 ammunition
boxes. Each machine gun comes with eight, 25-round
strip magazines); if the 50-round drum magazine is
used, the weapon receives 4 drum magazines, with 3
ammunition boxes each.
6.06 Belt-Fed Machine guns:
The Vickers Machine gun: This is the standard
belt-fed machine gun for virtually all Allied aircraft, although other weapons were also used.
The Spandau Machine gun: This is the standard
belt-fed machine gun used by almost all Central
aircraft.
Ammunition Limit (optional): The game does
not require players to keep track of ammunition
expenditure for belt-fed, rigid mounted, machine
guns. However, players may use a limit of 20
ammunition boxes for all belt-fed machine guns.
17
0
-6
HIT TYPE:
B
+0
R/B-R 2R/B-2R
+1
+2
3R+
+3
18
None
x1 light anti-aircraft marker
x1 light and x1 heavy anti-aircraft marker
x1 light and x2 heavy anti-aircraft markers
Modifier:
+1 to die roll for Late War games
Note: Due to the defensive ground armaments, Observation Balloons markers are also light anti-aircraft markers.
7.03 Anti-Aircraft Placement: Anti-aircraft markers
may not be placed on mission marker hexes, trenchline hexes, or in the same hex as other anti-aircraft
markers. Anti-aircraft markers may be placed up to
8 . 0 0 F l i g h t L e a d e r s (Optional)
Players may wish to elect squadron leaders as an
option. At the beginning of the game (if both sides
agree), one pilot on each side may be designated a
squadron leader. The only benefit of having squadron
leaders is so that other players may fly in formation
with the leader.
8.01 Formation Flying: Despite the secrecy rule, aircraft on the same side may fly in formation while in
the air. In any maneuver selection phase, any pilots
in the same hex as the squadron leader and facing in
19
10.00 Wounds
10.01 Wounding Pilots/Observers: During the
course of a game a pilot or observer may be wounded. When a fuselage marker is pulled indicating a
Crew Wound?", roll 1d6 for the pilot and for the
observer. When a fuselage marker pulled indicating
Pilot Wound?, or Observer Wound?, roll 1d6 only
for the pilot or the observer: a roll of a 4 or 5 means
a Light Wound has resulted (cross off one
pilot/observer box); a roll of a 6 means a Serious
Wound has resulted (cross off two pilot/observer
boxes). When three wound boxes have been crossed
off, the pilot/observer are killed.
10.02 Light Wound Effects: A pilot with a light
wound may not perform restricted maneuvers and
receives a -1 on the Combat Chart. Observers with a
light wound receives -1 modifier on the Combat
Chart. Pilots with light wounds receive a -1 penalty
when landing their aircraft on the game board.
Pilots/observers inflicted with a light wound receive
a -1 penalty when attempting to evade capture after
landing on the game board.
10.03 Serious Wound Effects: A pilot with a serious
wound may not perform restricted maneuvers and
may only turn left or right using maneuvers #8, 14 or
20 (left or right). A pilot with a serious wound
receives a -3 modifier on the Combat Chart, may not
attack targets at long range, and may not reload
weapons. Pilots with serious wounds receive a -3
modifier when attempting to land their aircraft on
the game board. Observers with a serious wound
receive a -3 modifier on the Combat Chart, may not
attack targets at long range, may not perform observation, strafing or bombing missions and may not
reload weapons. Pilots/observers with a serious
wound receive a -3 penalty when attempting to
evade capture after landing on the game board.
20
Damage Boxes
7/3
8/4
10/4
Example:
7/3 = 7 Normal Damage Boxes
+3 Critical Damage Triangles
After the engine section has taken 50% damage, the
aircraft must drop its bomb load (essentially, abort
the mission). When there are only 2 damage boxes
remaining, the aircraft must lose one altitude level
every other turn.
12.02 Maneuvering Multi-Engine Aircraft: Before a
multi-engine aircraft can perform left or a right
maneuvers, it must first perform a simple straight
maneuver (maneuver #2 or 3).
12.03 Multi-Engine Aircraft Crew: If a damage
marker requires an observer to be wounded or killed,
this will refer to a gunner; a die roll may be
required to determine which gunner has been hit.
Similarly, if a pilot and co-pilot are both present and
a damage marker requires a pilot to be wounded or
killed, a die roll may be required to determine which
pilot has been hit. If the pilot is killed or wounded,
the co-pilot may take over flying, providing the aircraft has a living co-pilot. If a pilot or gunner is
killed, they cannot be hit again on a subsequent turn
by another damage marker; damage markers indicating a crew member hit, only applies to living crew
members.
21
Dicta Bloke
1. Always try to secure an advantageous position before
attacking. Climb before and during the approach in
order to surprise the enemy from above, and dive on
him swiftly from the rear when the moment to attack is
at hand.
2. Try to place yourself between the sun and the enemy.
This puts the glare of the sun in the enemys eyes and
makes it difficult to see you and impossible for him to
shoot with any accuracy.
3. Do not fire the machine guns until the enemy is
within range and you have him squarely within your
sights.
4. Attack when the enemy least expects it or when he is
preoccupied with other duties such as observation, photography or bombing.
5. Never turn your back and try to run away from an
enemy fighter. If you are surprised by an attack on
your tail, turn and face the enemy with your guns.
6. Keep your eye on the enemy and do not let him
deceive you with tricks. If your opponent appears damaged, follow him down until he crashes to be sure he is
not faking.
7. Foolish acts of bravery only bring death. The Jasta
must fight as a unit with close teamwork between all
pilots. The signal of its leaders must be obeyed.
13.10 Experience
As pilots fly, they gain experience that may be used to
acquire abilities. A pilot with less than 50 experience
points is a Novice.
13.101 Novice Pilots: A novice may not tail enemy
aircraft, but may tail friendly aircraft. Novices may
not perform restricted maneuvers. Pilots who accumulate 50 points or more are considered experienced
pilots and are not subject to novice restrictions.
13.102 Experience Points/Special Abilities: Pilots
and observers receive special abilities as they accumulate experience points. One ability is received
whenever the pilot or observer reaches 100, 250, 500,
750, 1000, 1250, 1500 points, etc. A pilot or observer
may also receive one ability for every five enemy aircraft they personally destroyed; these are Ace Abilities
(see Appendix D, Special Abilities Table: Ace Abilities). Pilots can have pilot or gunnery abilities, while
observers can have gunnery or observer abilities.
Consult the Experience Table, and the Special
Abilities Table (Appendix D).
13.103 Kill Experience Points: If two pilots are
shooting at the same aircraft when it becomes
destroyed the experience for the kill is shared= both
pilots receive 12 experience points. Two-seater pilots
do not receive experience points for their observers
kill, only for their own. Likewise, observers do not
22
23
W illiam Barker
"On the morning of the 27 October 1918, this officer
observed an enemy two-seater over the Foret de Mormal. He attacked this machine and after a short burst
it broke up in the air. At the same time a Fokker
biplane attacked him, and he was wounded in the right
thigh, but managed, despite this, to shoot down the
enemy aeroplane in flames. He then found himself in
the middle of a large formation of Fokkers who
attacked him from all directions, and was again
severely wounded in the left thigh, but succeeded in
driving down two of the enemy in a spin. He lost consciousness after that, and his machine fell out of control. On recovery, he found himself being again
attacked heavily by a large formation, and singling out
one machine he deliberately charged and drove it down
in flames. During this fight his left elbow was shattered and he again fainted, and on regaining consciousness he found himself still being attacked, but
notwithstanding that he was now severely wounded in
both legs and his left arm shattered, he dived on the
nearest machine and shot it down in flames. Being
greatly exhausted, he dived out of the fight to regain
our lines, but was met by another formation, which
attacked and endeavored to cut him off, but after a
hard fight he succeeded in breaking up this formation
and reached our lines, where he crashed on landing.
This combat, in which Major Barker destroyed four
enemy machines (three of them in flames), brought his
total successes to fifty enemy machines destroyed, and
is a notable example of the exceptional bravery and
disregard of danger which this very gallant officer has
always displayed throughout his distinguished career.
VC citation, London Gazette, 30 November 1918
24
ALLIED AIRCRAFT
Early
Late
Starting
STABILITY ENGINE WINGS FUSELAGE TAIL FUEL ARMAMENT DIVE CLIMB DC Altitude Altitude SERVICE
Ansaldo SVA5
24
20
52
2R
Feb18
32
28
60
1FO
Jun14
Airco DH-2
25
25
45
1FP or 1R
Feb16
Airco DH-4
40
28
67
1R/1FO*1
8+
Apr17
Airco DH-5
23
22
45
1R
May17
Feb18
Airco DH-9
40
30
67
1R/FO*1
Bristol F2b
40
28
67
1R/1FO*1
Jul17
Bristol Scout D
20
21
45
1F or 1R
Mar16
Hanriot D-1
20
19
60
1R or 2R
9 (8+)
8 (7+)
Aug'16
Morane-Sauliner L
20
23
45
1FO or 1R
5+
Apr15
Morane-Sauliner N
18
20
45
1R
6 +(7)
6+
Oct15
Nieuport 11
14
19
45
1RW
Jan16
Nov15
May16
Nieuport 12
24
23
45
Nieuport 17
16
20
45
1OF/1FWO
1R*2
Nieuport 24/27
16
20
45
1R*2
Jan17
Nieuport 28
17
20
45
2R
Apr18
RAF BE2c/BE2e
40
27
52
-*5
6+
5+
Sep14
RAF FE2b/d
40
32
45
2OF
6+
5+
Jan16
RAF FE8
25
23
60
1R
Jul16
RAF SE5
26
21
52
1R/1RW
Apr17
RAF SE5a
24
21
52
1R/1RW
Jun17
RAF RE8
40
27
52
1R/1FO
8+
Feb17
Sopwith Camel
24
18
55
2R
Jul17
22
18
55
1R/1RW
Jul17
24
18
55
2R
Sep'17
Sopwith Dolphin
28
22
45
2R (+2RW)
Feb'18
28
25
60
1R/1FO
9+
Apr16*4
2OF/1RW*3 1/2
Sopwith Pup
25
19
50
1R
Dec16
Sopwith Snipe
27
19
67
2R
Sep18
Sopwith Triplane
23
18
52
1R
Apr17
SPAD A2
27
26
45
1F0
Sep'15
SPAD VII
22
20
52
1R
Sep16
SPAD XIII
24
20
52
2R
May17
Voison 3
38
28
60
1FO
6+
Jun14
36
27
60
1FO
5+
Jul15
*1 Some had twin Lewis Guns - in a game, only one aircraft may be such equipped
*2 Some also had wing mounted Lewis Gun
*3 Armament varied from aircraft to aircraft; some had up to four Lewis Guns
*4 The single seat version introduced the month following; single seat version only has x1 Vickers MG (1R).
*5 BE2d has duel controls, although this late version aircraft was rarely used in combat
Start in Service: Introduction dates of specific aircraft can vary depending on the nationality and/or the front the aircraft was used.
DC= Dual Controls; if aircraft is equipped with dual controls, a Y will appear in column.
26
CENTRAL AIRCRAFT
Early
Late
Starting
STABILITY ENGINE WINGS FUSELAGE TAIL FUEL ARMAMENT DIVE CLIMB DC Altitude Altitude SERVICE
AGO CIII
38
28
60
6+
Mar16
Albatros C-I
36
25
45 1FO/1FWO*
1FO
May15
Albatros C-III
32
26
50
1R/1FO
Jan'16
Albatros C-X/C-XII
40
28
67
1R/1FO
7+
Mar'17
Albatros D-I/D-II
22
22
49
2R
8+
Sep16
Albatros D-III
22
24
45
2R
Jan17
Albatros D-V
22
24
45
2R
Jun17
Albatros D-Va
22
24
45
2R
Oct17
Fokker D-II
19
20
45
1R
Jul16
Fokker D-III
21
20
45
2R
Aug16
Fokker Dr1
18
19
37
2R
8+
Oct17
Fokker DVI
21
20
37
2R
Apr18
Fokker DVII
20
20
37
2R
8+
May 18
Fokker DVIIf
20
20
37
2R
8+
May 18
Fokker DVIII
18
19
37
2R
9+
Aug18
Fokker E-III
17
23
45
1R
5+
Oct15
Halberstadt D-II
25
24
45
1R
Jun16
Halberstadt CL-II/IIIa
28
23
67
1R/FO
Aug17
Hannover CL-IIIa
28
24
67
1R/FO
May 18
Junker D-I
26
23
37
2R
8+
Oct18
Pfalz A-1
20
23
45
1FO or 1R
5+
Apr15
Pfalz E-III
17
21
45
1F
5+
Jan16
Pfalz E-V
17
21
45
1F
5+
Jun16
Pfalz D-III
18
26
45
2R
Aug17
Pfalz D-XII
23
20
55
2R
9+
Jul18
30
25
45
1R/1FO
May16
25
22
45
2R
Jan17
24
21
45
2R
Apr18
Siemens-Schuckert D-I
16
20
45
1R
Jan17
Siemens-Schuckert D-III
20
18
45
2R
10+
Apr18
Siemens-Schuckert D-IV
20
18
45
2R
10+
Sep18
27
Appendix C
Landing Table
Roll 2d6 and add all applicable modifiers. A die roll result,
after modifiers, of less than then required number indicates that the aircraft has crashed.
Airfield ---------------------------------------------- 2
Clear ------------------------------------------------ 3
River/Railway/Marsh ------------------------------ 5
Woods ---------------------------------------------- 6
Trench Line ----------------------------------------- 7
Shell Holes ----------------------------------------- 8
Village --------------------------------------------- 9
Road ------------------------- as other terrain at +1
If more than one terrain type is located in a hex, then take the
type that offers the least chance of a successful landing.
Modifiers:
-1 if pilot has a minor wound
-3 if pilot has a serious wound
-1 if aircraft is flown by novice
-2 Observer is flying aircraft (dual controlled aircraft)
-0 Co-Pilot is flying aircraft (multiple engined aircraft)
-1 aircraft is smoking
-2 aircraft is on fire
-1 aircraft is gliding
-1 aircraft has suffered critical damage
Unharmed ------------------------------------------ 8
Minor Injury -------------------------------------7
Serious Injury -----------------------------------6
Killed ----------------------------------------5 or less
Modifiers:
-1 crashing a pusher aircraft
-1 aircraft was on fire
-1 crashed in woods/trench line
-2 crashed in shell holes
-3 crashed in village
-2 aircraft was shot down at altitude 1 - 3
-3 aircraft was shot down at altitude 4 - 5
-4 aircraft was shot down at altitude 6+
Note: Plane exploded and pilot/observer slain are all automatic deaths.
Evade Table
Roll 2d6 and add all applicable modifiers. If final result is
7 or more, then the pilot managed to evade capture.
Evaded --------------------------------------Captured ------------------------------------Killed evading capture ----------------------
7+
6
2
Modifiers:
-1* minor injury
-3* serious injury
+1 landed/crashed 0-3 hexes from friendly trenchlines
+0 landed/crashed 4-5 hexes from friendly trenchlines
-1 landed/crashed 6+ hexes from friendly trenchlines
-1 minor enemy attack in progress
-3 major enemy attack in progress
+1 minor friendly attack in progress
+3 major friendly attack in progress
+7 crashed/landed on own side of trenchlines
-5 crashed/landed on enemys side of trenchlines
* Use modifiers only if evading from enemy territory or noman's land.
If captured there is one chance of either being exchanged
as a PoW or escaping: roll a 2 on a roll 2d6, and the person
has escaped. Roll 1d100 for number of weeks person is out of
the war. Failure to escape: For you, the war is over.
INJURIES:
Minor: roll 1d6(-1) = weeks out of service (min. of 1 week out)
Serious: roll 3d6 = weeks out of service; if a triple number (all
three dice roll the same number) is rolled, crew member is sent
home for the duration of the war.
For injuries, see section: 10.00 Wounds.
28
Appendix D
Experience Table
Pilot Experience Points:
1
24
5
2
per
per
per
per
per
per
per
per
mission
successful mission
kill
each Red hit**
Gunnery Abilities:
Die
Roll
1
2
3
4
5
6
Die Roll Add: The attacker adds +1 to the die Combat die roll.
Unjamming: The attacker s weapon may be unjammed on a
3, 4, 5 or 6.
Deflection: The attacker ignores deflection when shooting.
Observer Abilities:
Observing: May observe from altitude level 5, or lower, or from
a hex adjacent to the target if at altitude level 4 or less.
Bombardier: May add +1 to all bombing rolls.
29
Appendix E
1-3: Observation
Aircraft must be at altitude level 4 or less to observe
and must fly directly over the target hex. The observing aircraft may only observe the specified target.
Observation aircraft must return to their airfield and
land safely to receive points for the mission.
Observe Enemy HQ/Airfield: For a successful
mission, observers receive 20 points; pilots receive
10 points.
Observe Troop Concentrations: The player who
flies the mission secretly designates four hexes in
a row of enemy trenchline as troop concentrations
to be observed. Pilots receive 3 points and
observers receive 6 points for each hex observed.
For a successful mission, at least 2 of the 4 hexes
must be observed.
4-5: Bombing
Bombing is done at altitude level 4 or less. The
observer conducts the bombing as the last item in the
combat phase. Observers may not fire their weapons
while bombing. Hits scored on the target will destroy
the target; destroyed targets may not be bombed again
for additional points. The mission is a success if the
7: Trench Strafing
Any aircraft type may trench strafe. Trenches can only
be strafed from altitude level 1 and only medium or
long bursts may be fired. For each trenchline hex
fired upon, both pilot and observer receive 4 points,
up to a maximum of 20 points each. If 3 or more
trenchline hexes are strafed, the mission is a success.
8: Balloon Busting
Observation balloons are always at altitude level 1, are
considered to be stalled, and are only destroyed if hit
by two or more RED damage chits results in a single
turn from a single attacker (exception, see: 6.08 Le
Prieur Anti-Balloon Rockets). Aircraft armed with
incendiary rounds (all aircraft after July 1917) add +1
to their combat die rolls when shooting at observation
balloons. Due to the concentration of defensive
ground armaments, treat observation balloon markers
as light anti-aircraft markers (see section 7.02).
9: Fighter Sweep
Pilots assigned to fighter sweeps receive 2 points for
each RED damage chit inflicted upon enemy aircraft.
If the enemy loses more aircraft than your side, the
mission is successful.
10: Scramble
Same as a Fighter Sweep, but all aircraft start on the
ground at their airfield. This mission is successful if
the enemy loses more aircraft than your side.
30
C O M B AT
TA B L E S
COMBAT VALUES
+0
+1
+2
+0
+0
-1
-3
+2
+0
P
-2
-3
P
-1
+0
+1
+0
-2
+2
-1
P
+0
+1
+2
+1
+0
+0
-2
+2
+0
-6
-1
-2
-7
-1
+1
+1
+1
-1
+2
-1
-3
+0
+2
+3
+2
+1
+0
-1
+2
+0
-6
-1
-1
-6
-1
+1
+2
+1
-1
+3
-1
-3
+0
+2
+4
+3
+2
+1
+0
+2
+0
-6
+0
-1
+2
+2
+1
-1
-1
-3
B
B
B
B
2B
R
BR
BR
BR
2R
3R
B3R
4R
B
B
B
B
2B
R
BR
BR
BR
2R
3R
B3R
4R
5R
B
B
B
B
2B
R
R
BR
2R
B2R
3R
B3R
4R
5R
6R
B
B
B
B
2B
R
R
BR
2R
3R
3R
B3R
4R
5R
6R
7R
Roll 1d6
B
B
B
B
2B
R
R
BR
2R
3R
B3R
B3R
4R
5R
6R
7R
8R
B
B
B
2B
R
R
2R
2R
3R
B3R
4R
B4R
5R
6R
7R
8R
9R
1. Tailing Phase
2. Maneuver Selection Phase
3. Fuel Expenditure Phase
4. Movement Phase
5. Combat Phase
6. Damage Phase
7. Recovery Phase
8. Problem Phase
9. Fire Damage Phase
10. Fire/Smoke Extinguishing Phase
CREW WOUNDS
v5.6
Roll 1d6
1, 2 or 3 : No Effect
4 or 5 : Light Wound - cross off one wound box ()
6:
Serious Wound - cross off two wound boxes ( )
Note: Crew member is killed when three wound boxes have been crossed off.
UNJAMMING/RELOADING
Roll 1d6
CRITICAL DAMAGE
SEQUENCE OF PLAY
Roll 1d6
Once all damage boxes () are crossed off, and at least 1 damage triangle () is
also crossed off, "Critical Damage" has occurred. Critically damaged aircraft
making restricted maneuvers (steep climbs and restricted maneuvers for a critically damaged engine) can break apart (these aircraft are destroyed).
DIE ROLL
1, 2, 3 or 4 :
5 or 6 :
ENGINE
No Effect
Engine Seizes
OTHER SECTIONS
No Effect
Aircraft is destroyed
Roll 2d6
BATTLE DAMAGE
Basic Battle Damage: When an aircraft suffers damage, cross off one
damage box () for each hit received. Once all damage boxes ()and
damage triangles () have been crossed off an entire section, the aircraft is
destroyed.
v5.6
Critical Battle Damage: Once all damage boxes () are crossed off,
and at least 1 damage triangle () is also crossed off, "Critical Damage" has
occurred. Aircraft with critically damaged Wing, Fuselage or Tail
sections may be destroyed if a restricted maneuver is performed. Aircraft
with a critically damaged Engine may have their engine seize if a steep
climb, dive or a restricted maneuver is performed.
DIE ROLL
Effects of Smoke: Pilot may not tail. Smoke goes out on a roll of a 5
or 6, but turns to fire on a roll of a 1.
Effects of Fire: Pilot may not tail, shoot or perform restricted maneuvers. Observers may fire while their aircraft is on fire One blue chit is
drawn, per turn, for fire damage (Fire Damage Phase).
1, 2, 3 or 4:
5 or 6:
ENGINE
No Effect
Engine Seizes
Engine Seizure: Test for engine fire, roll 1d6= 6: Engine on Fire; 5:
Engine Smoking; 1, 2, 3 or 4: No Fire/Smoke. Aircraft with seized engines
must glide for remainder of game.
WOUND EFFECTS
Light Wounds:
Pilots: May not perform restricted maneuvers; -1 on the Combat Table; -1
when attempting to land aircraft; -1 when attempting to evade capture on
game board.
Observers: -1 on the Combat Table; -1 when attempting to land aircraft
(when pilot is killed and providing aircraft is equipped with dual controls); -1 when attempting to evade capture on game board.
Serious Wounds:
Pilots: May not perform restricted maneuvers; -3 on the Combat Table;
long range fire is prohibited; may only turn left or right using maneuvers
#8, 14 or 20; may not reload weapons; receives -3 when attempting to
land aircraft; -3 when attempting to evade capture on game board.
Observers: -3 on the Combat Table; long range fire is prohibited; may not
perform observation, strafing or bombing missions; may not reload
weapons; receives -3 when attempting to land aircraft (when pilot is
killed and providing aircraft is equipped with dual controls); -3 when
attempting to evade capture on game board.
Anoxia: Used for Late War games only. Aircraft operating at altitude
levels 9 and 10 must test to see if crew members pass out from lack of oxygen. During the Problem Phase Roll 1d6. If the pilot has passed out, the
aircraft automatically goes into a spin.
Reloading Weapons:
Pilots: must perform a simple straight maneuver #2, 3, or 4, and may not
climb or dive, or not attempt to unjam the weapon at the same time.
Observers: may only reload weapons providing the aircraft performed an
unrestricted straight maneuver, or simple left or right maneuvers (maneuver #8, 14, or 20), and not attempt to unjam the weapon at the same time.
Reloading may take place while aircraft is performing a "shallow" climb
or dive; observers may not reload while aircraft is performing a steep
climb or dive.
Note: Weapon may not be fired the turn it is being reloaded or unjammed.
Steep Climbs: A climb which is greater than 1 altitude level is considered a Steep Climb. The aircraft will lose one speed when a steep climb is
executed regardless of the number of altitude levels climbed.
Roll 1d6:
Altitude 9: The crew member passes out on a roll of 5 or 6
Altitude 10: The crew member passes out on a roll of 3, 4, 5 or 6
Note: Observers must also to test to see if they pass out; however, if an
observer passes out, the aircraft will not go into a spin. Crew members
who pass out may not fire, reload, or unjam their weapons. The crew
member automatically recovers at altitude level 8, but a spinning aircraft
must still recover from the spin (use normal spin recovery roll).
Aircraft
Hex
25
26
SUN POSITION
Rules -3 off firing
Same level or above - lower targets are not affected.
Must be up sun, same altitude or higher and providing there is not a cloud between the target and the
sun.
CLOUDS
Clouds - check for spins; cannot shoot through or into
a cloud. Clouds occupy two altitude levels.
Cowardly Behaviour:
Pilot wound (light or Serious)
Any section Damaged 50% or more
Guns destroyed/observer gunner dead/observers
only gun destroyed
Out of Ammunition
Low Fuel - 25% or less
Mission Completed
PILOT ID CARDS
Must hand in ID cards
Players Name
Aircraft Type Flown
Nationality
Pilot Name
Experience
Kills
Skills: Combat / Maneuvering Skills