Rules - Aircraft & AA

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Anti-Aircraft & Aircraft

Anti-Aircraft

a. AA fire is first; Effects are immediate.

b. One AA unit may fire at only one plane.

c. Moving AA guns may not be fired.

d. Use the AA table: If the plane is strafing, use the "Low" column. If the plane is bombing or dive-bombing, use the "Med" column.

e. Cross-reference the AA gun type with the proper column to determine if there is a hit.

f. If a hit is registered, roll 2 dice. For a flak gun, such as an 88, consult it's Damage Caused table. For MG's, see the AAMG Damage Caused Table (p. 32). A "KIA" result destroys the plane. A "Compartment Hit" causes it to abort, and an "N" result is no effect. NOTE: For the IL-2 Sturmovik, add 5% to the numbers in the table (e.g., the MMG No Damage roll becomes 01-40 instead of 01-35).

Bombing by Dive Bomber or Fighter Bomber

a. Pick a desired, specific target or spot.

b. Determine the bomb load (provided by the judge).

c. Determine % to-hit from the Table of Aircraft.

d. For bombs over 500# in size, check for effect twice for each bomb.

e. Refer to the Defense/Firepower table using the HE Firepower of the bomb load vs. the CA defense of the target to determine if damage is done. All appropriate modifiers apply. "K" is a kill, "S" is suppression of troops or immobilization for vehicles. Above that is no effect.

f. If the bomb misses the primary target, check all other targets within a 4" radius at 1/2 the original to-hit percentage. As soon as a target is hit (if any), stop.

Strafing Attack

MG's: Aircraft may strafe infantry, guns, buildings, soft vehicles and open-topped AFV's by declaring a flight path and strafing line. Use the MG firepower column on the Table of Aircraft.

a. The aircraft's designated entrance point must be in the order plot phase.

b. The flight path must be straight and either cross the board or extend 140 inches, whichever is less.

c. The strafing line must be along the flight path, cross over within 12" (:" in 1/285) of either side of the center of the primary target and the target area can be no longer than 30 inches (in any scale) in length along the flight line. A judge shall settle any dispute.

d. Resolve damage using the Defense/Firepower Table. Use a CA defense of 2 for wooden buildings and 3 for stone buildings. If a building containing infantry is hit and damaged by aircraft MG fire, apply the MG firepower against the infantry as well.

Cannons and Rockets:

a. Determine if the target is hit. Refer to the % to-hit columns in the Table of Aircraft.

b. Cross-reference the airplane's cannon or rocket firepower with the attacked unit's defense factor if it is other than an AFV. If the target is an AFV, check for hit location.

c. Resolve as any other fire. All modifiers apply, including height disadvantage.

d. Strafing is not considered plummeting fire.

e. Flight line and target area length are the same as for MG strafing. However, only 50% of the targets in the target area (every other one) may be attacked by any one aircraft due to speed of the aircraft compared to the rate of fire of rockets and cannon.

Tank Buster Aircraft

a. The rules for strafing aircraft apply with the following additions or changes:

b. Resolve fire as other direct AP fire, using all applicable modifiers except Firer Moving.

1. Use the Number of Hits table if applicable.

2. A deck hit is obtained if the asterisked category is rolled on the Hit Location table.

3. Use armor thickness numbers to the right of the slash, unless the to-hit dice roll ends in a 0 (the reverse of normal practice).

c. If the primary target is missed, use the procedure detailed in section 2 (part f.), but use only a 3" radius.

d. Flight path and target area are the same as for strafing.

NOTE: 1. For tank-buster and strafing aircraft only - if when following the flight path of the aircraft the plane is able to come within 12" (any scale) of the intended target before an anti-aircraft gun comes within 30" of the plane, the attacker may fire before AA fire is taken. If the attack involves multiple targets and the plane comes within 30" of an AA gun farther down its flight path, AA fire comes into immediate effect at that point. If no effect, the attack continues.

2. When firing cannon, rockets, or using tank-buster aircraft, MG strafing must be done separately on another turn with any particular aircraft. You cannot fire rockets and cannons and MG's from the same aircraft in the same turn. One function may be performed per aircraft per turn.


Use of the Table of Aircraft:

Columns 1 & 2: Country of Origin and Aircraft Name.

Column 3: Number and size of machine gun armament firing forward.

Column 4: Firepower of the forward-firing machine gun armament.

Column 5: Number of Cannons and their size, in millimeters.

Column 6: To-hit percentages for Vehicles or Infantry in the order: MG's/Cannons/Bombs/Rockets.

Column 7: Millimeters of armor penetration for MG's/Cannon/Rockets when firing at AFV's.

Column 8: To-hit percentages for Bunker hits in the order: Cannons/Bombs/Rockets.

Column 9: To-hit percentages for Building hits in the order: MG's/Cannons/Bombs/Rockets.

Column 10: Listing of the allowable bomb load and rocket load (if any) for each aircraft. The judge must designate the load prior to the start of the game.

Column 11: Pertinent notes and dates of service.


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