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THE AGE OF ACES II

Aerial combats of WWI

The Age of Aces II is a tactical game featuring the • A two‐sided player aid card with a summary of aerial and naval combats of . It uses the the principal rules, the manoeuvres table, and the same system as the game in VaeVictis #117 and can list of the specific aircrafts with their be played independently or by combining characteristics. We recommend that you cover components of both games. with plastic this page found in the middle of the rulebook. • A map in A3 format that represents the game 1. INTRODUCTION surface, imprinted with the hexagons to regulate The Age of Aces II can be played with one or 2 or the movement of the aircrafts. The edges are cut more players. For the sake of simplicity, these rules into 8 zones used in the scenarios to mark the will use the example of a 2-player game. entry/exit zones for the aircrafts. The white dots represent the objectives; those with an anchor Design notes : the game system limits the markers represent a port. on the counters and does not require any • One six-sided die (1d6) per player (not preliminary writing of movement orders. It favours included). the energy produced by the “speed/altitude” • A small opaque container for drawing Damage coupling to take advantage of one’s adversary. You markers (ex: a cup, not included). will see that, given the cohabitation of different levels on the map, a certain visual distortion occurs according to the mission (ex: size of ships in relation 3. SCALE, STACKING, ETC. to coasts). This distortion is intentional and avoids Scale : A hexagon represents 100 metres and a turn the necessity of an additional map for these attacks. lasts about 1 minute. The aircrafts move on 5 altitude levels. A counter represents 1 aircraft, a Modifications or additions to the original rule are ship, a or a small fleet of ships. indicated by a ➔ for a complete chapter or are written in red. Stacking : There is no stacking limit for counters (aircrafts, markers...). However, if two aircrafts simultaneously share the same hexagon at the same 2. GAME COMPONENTS altitude, they could collide unless they are on the To play, you need the following elements: ground, over the water or on an . Two ships cannot share the same hexagon at the same • Aircraft, balloon, Zeppelin, ship and Anti- time. Aircraft (AA) counters. • “Ace” pilot counters. Vocabulary: The following list defines the • Various markers : speed (vitesse), altitude, vocabulary used in the rules: damage (dégâts), turn counter (compte-tours). • 1d6: roll a six-sided die • Two flight boards that can be photocopied for • 1d3: roll a 1d6 and read the following result: (1- play with more than two players. You can also 2) = 1, (3-4) = 2, (5-6) = 3. download these tables from the VaeVictis • Die roll modifier (DRM): value to add to the website. result obtained from the die roll.

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• Resource Points (RP) : resource points Very High altitude: the “cloud” symbol indicates represent the energy the aircraft has to that the aircraft can climb to altitude 5 (Very High). manoeuvre. • Manoeuvre: specific move that an aircraft Structure Points: number indicating the minimum makes for a cost given in RP. result necessary to cause substantial damage to an • Flight table: table on which are placed for each aircraft, taking into account the overall quality of its aircraft in flight, its speed marker (vitesse), its construction (materials, solidity...). A low number “Ace” pilot marker (pilote) and any damages indicates an aircraft that is easier to take down. (dégâts). The lines on the table are numbered 1 to 5, so that the information for 5 aircrafts can be Maximum speed: indicates on a dial the maximum displayed simultaneously. The so-called “slow” speed that the aircraft can attain without damaging speeds are noted in blue, and the “high” speeds the motor. are noted in red. Number of the aircraft: associates the aircraft counter with the line of the same number on the Flight Table so that speed, Ace pilot and any particular damage counters can be placed. The aircraft, balloon and counters have two sides: “able to fly” and “damaged” (bullet holes). • Manoeuvre table: table indicating for each Manoeuvrability Class (A, B, C) the cost in RP, the minimum or maximum speed required to carry out a manoeuvre, the effects on the speed, altitude and orientation of the aircraft after the manoeuvre. • In phase player: player whose phase it is for the manoeuvres with his aircrafts. • Adverse aircraft: aircraft that does not belong to the in-phase player. • Hex : hexagon. • MG :

• Hit : damage to a target as a result of bombing, torpedoing or a machine gun fire. ➔ The ship counters have one of two sides. They represent either a small fleet of ships or a single ship 3.1. The aircrafts depending on the scenario. An aircraft counter reads as follows: The list of the aircrafts indicates complementary Manoeuvrability class: letter indicating the overall information: the motor power factor, the “special” agility of an aircraft when it manoeuvres. A is the manoeuvres particular to the aircraft or those that are best class and C is the worst. prohibited, the DRM due to armament to calculate damages or their unique capabilities (ex : risk of a

nosedive for a 28). Hit value: number indicating the minimum result necessary to hit an aircraft, taking into account its Important : players who have The Age of Aces I wingspan and its agility. A low number indicates an ➔ aircraft that is easier to hit. can replace the counters of the SE 5A with those of Age of Aces II which cancel and replace them.

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3.2. The Ace Pilots The damage (“dégâts”) markers are drawn at random from an opaque container when an aircraft suffers substantial damages (see 8.1 Structure Test).

The turn counter (“tour”) marks the number of turns for a scenario. The side of the counter indicates which camp has the Certain scenarios offer the possibility of having initiative. aircrafts piloted by aces, seasoned pilots that boasted an impressive record. The special qualities of these pilots are defined by 4. GAME SEQUENCE two attributes, piloting and firing, in the form of a A game turn follows the sequence below: die roll modifier (generally +/- 1). The quality of the piloting, noted in white, reduces 1 - Determination of the initiative the cost of the special manoeuvres designated by a star on the manoeuvres table (ex: a barrel roll), if 2 - Manœuvres and Fire of the aircrafts of the the player so wishes and affects the control of the “in-phase” player aircraft in the case of difficulty. The quality of the fire, noted in red, increases the result of the fire test 2.1 - Manœuvres necessary to hit the target (ex: An Ace with a Fire +2 adds 2 to the fire test to hit.) 2.2 - Opportunity fire of the adverse aircrafts

An Ace is necessarily assigned to the post of Pilot. 2.3 - Fire of the aircrafts that have manoeuvred

3 - Manœuvres and Fire of enemy aircrafts ➔ The abbreviated notation is as follows: Ace -1/+1 (piloting and fire bonus), Ace -/+1 (fire bonus only) 3.1 - Manœuvres or Ace -1/- (piloting bonus only). 3.2 - Opportunity fire of the enemy aircrafts 3.3. Markers 3.3 - Fire of the aircrafts that have manoeuvred Altitude is represented by a recto-verso marker that is placed under the aircraft, on 4 - Recuperation and Pursuit which is noted the value of one of the 5 altitude levels: On the Ground (0), Very 5 - Verification of victory conditions Low (1), Low (2), Medium (3), High (4) and Very High (5). It is not necessary to place an altitude Generality: After determining which camp has the marker for Medium altitude (3) or On the Ground initiative, the “in-phase” player chooses one of his (0). aircrafts and manoeuvres by spending RP. The Important: only aircrafts with a “cloud” symbol next adverse player can react with opportunity fire on the to their Hit value can ascend to altitude 5 (Very aircraft of the in-phase player. High). At the end of his manoeuvres, the aircraft of the in- phase player can fire at a target. Finally, the player The speed markers allow players to note chooses a new aircraft to manoeuvre, to fire and so the speed of the aircrafts on the Flight on. When all the in-phase player's aircrafts have Table. manoeuvred, the adverse player does the same. The latter then becomes the new “in-phase” player.

3 Age of Aces II - v.20160724 5. DETERMINING THE INITIATIVE 6.1.2. Choose the manœuvres Each player rolls 1d6 and adds the Altitude level (1 The cost of a manoeuvre is indicated on the to 5) of the highest aircraft in his camp. The player Manoeuvres Table according to the aircraft's who obtains the higher total decides to take the Manoeuvrability Class (letter indicated on the initiative or to give it to his opponent. The player aircraft's counter). Each manoeuvre also indicates: that takes the initiative becomes the “in-phase” • the minimum or maximum speed required at the player. beginning of the turn (and not mid-manoeuvre. In the case of a tie, the player that had the initiative Not to be confused with RP), the previous turn chooses to keep it or to give it to • the possibility or not to change altitude at the end his opponent. Each scenario indicates who has the of the manoeuvre, initiative on the first turn. • its effect on speed, • the possibility or not to fire after the manoeuvre. 6. PILOTING 6.1. Manoeuvring Effect of an Ace on manoeuvres: an Ace can, if the 6.1.1. Generality player wishes, remove his piloting quality for the For each aircraft, calculate its resource points (RP), cost of a manoeuvre noted with a star. then manoeuvre. Example: It costs an Albatros D.III (class B) 3 RP Calculate the RP : each aircraft moves by carrying to perform a glissade. The same aircraft piloted by out manoeuvres for which he pays the cost with the an Ace RP-1 spends 4 RP for an inversion (5 RP - RP calculated at the beginning of the turn. 1 for the Ace's piloting quality).

The player chooses the aircraft of his camp that he The cost of an Inversion for manoeuvrability wishes to move, then rolls 1d6. For a result of 4-5-6, class B is 4 (instead of 5 in The Age of Aces). the aircraft will have 1 additional RP at the beginning of the turn (his speed marker does not Important : change) : • Manoeuvres in red (Immelmann, Split-S, Spin, RP = Speed of the aircraft at the beginning of Chandelle) may only be performed once per the turn +1 (if 4-5-6 on 1d6) turn. Similarly, the performance of certain It is not possible to accumulate RP from one turn to manoeuvres requires a speed less than, greater another, nor to transfer them from one aircraft to than, or equal to 4. The Flight Table specifies another. An aircraft must spend all of its RP for the this to the right and left of speed 4. turn, including the often unwelcome risk... • There cannot be two consecutive “Side Slip”. Note: The risk (0 or +1 to Speed) corresponds to the aircraft's wind factor, the concentration of the pilot • An aircraft that exits the map, outside of its in flight, the relative irregularity of the motor's victory conditions, is considered eliminated. performance, the effect of thermal turbulence... In practice: before a move, you can leave the In practice: you can note the number of RP to spend Altitude marker in its initial position and manoeuvre by placing the d6 in the corresponding box of the with the aircraft counter, so that the player can more Flight Table. easily correct a move. Once the move is completed, replace the Altitude marker under the aircraft counter and rotate the speed marker 90° to signal that the aircraft has completed its movement.

4 Age of Aces II - v.20160724 Manoeuvres in formation: if two or more aircrafts are adjacent at the beginning of the turn at the same Example : the Breguet 14 that has 2 Power Factors speed and the same altitude, they can – if the player can decide to apply 1 or 2 in addition or subtraction chooses – follow the same exact manoeuvre. The at the end of all its manœuvres. player will only roll the risk die once and apply the result to the two or more aircrafts. The new speed of an aircraft is calculated at the end of its manoeuvre phase by adding up the successive 6.2. Changing altitude losses or gains in speed after the manoeuvres and An aircraft can only change altitude once per turn. A changes in altitude and possibly using the aircraft's change in altitude is either inherent to a manoeuvre Power Factor. (see the manoeuvres table, example: a nosedive causes a loss of an altitude level), or voluntarily at Example : a Roland D.VI (class A) at Medium the end of any manoeuvre that authorises it, noted by Altitude(3) has 4 RP at the beginning of the turn. It a green cross in the “Altitude?” column. strings together a “Side Slip” (-1), a “Tout droit!”(Straight Ahead) (0) then a “Turn” while Changing altitude impacts the speed of the aircraft: descending in altitude (-1 for the turn, +1 for the Speed +1 for a Dive, Speed -1 for a Climb. Dive). The effect on the speed at the end of the turn is -1 which the pilot can offset by increasing the gas Changing altitude does not cost additional RP (+1 motor factor). His altitude is now Low (2). The except: total cost of the manœuvres, without an Ace at the • to ascend to the Very High altitude (5), controls, is 4.

• to ascend to an altitude when the aircraft is Important : the number of RP can be greater than “loaded” (ex: aircraft armed with a ). the maximum speed (don't confuse RP with speed).

The cost of the manoeuvre is then +1 RP, 6.4. Stalling cumulative. An aircraft risks “stalling” if its speed is less than or The application of the new altitude is immediate and equal to 1 or greater than its maximum (noted on the the altitude marker is modified accordingly. list of the aircrafts).

An aircraft at Very Low altitude (1) that is forced to • Speed equal to 0 and not in the process of lower its altitude crashes - unless it is in the process landing = apply the effects of a Stall. of landing - and its counter is removed from the game as well as its pilot from the Flight Table. • Speed equal to 1 = Control Test. If the test is Any damage markers are returned to the container. successful, there is no effect. Otherwise, apply the effects of a Stall. 6.3. Changing speed Three factors affect the speed of an aircraft: • Speed greater than maximum speed = Definitive • The change in altitude chosen at the end of a loss of all its Motor Power Factors + Control Test. If manoeuvre that allows it (“Altitude?” column), the test is successful, there is no effect. Otherwise, • The direct effect of a manoeuvre (ex: a Nosedive apply all the effects of a Stall. Obligation to reduce necessarily causes a loss of 1 altitude), its speed on the next turn to no longer exceed its • The player's decision to apply part or all of the maximum or the aircraft is eliminated! motor's Power Factor (Facteur de Puissance) (most often 1). This motor factor is applied at the Control Test : the player rolls 1d6 and adds the end of its last manoeuvre in addition or absolute Piloting Quality value of his potential Ace subtraction to increase or let up on the gas, (ex: if RP-1, the value is 1). The Test is successful if allowing him to usually compensate for the the result is ≥ 5, the aircraft remains under control. manoeuvres performed this turn 5 Age of Aces II - v.20160724 Stall : the aircraft loses an altitude, remains in the hexagons on each side at the rear. The hexagon same hexagon in a random direction (1d6). immediately at the rear of the aircraft is a dead On the next turn, the aircraft cannot manoeuvre angle (no fire possible) if the target is below. normally and must take a Control Test with a DRM of +2 during the “Recuperation and Pursuit” phase • the mobile armament in the front is the same as (see 9.1). If this new test is successful, add +3 to the that of a rear gun-turret. aircraft’s Speed. If it is a failure, apply the effects of a Stall again. If the altitude falls to 0, the aircraft The range of all the crashes with its pilot. arms on board the aircrafts is 4 6.5. Colliding hexagons. Calculate Two aircrafts in the same hexagon and at the same the distance by altitude during or at the end of a movement run the counting the hexagon risk of colliding. Each player rolls 1d6 and decides of the target but not whether or not to subtract from it the Piloting that of the shooter. Quality of his Ace, if necessary. If both players get the same result (ex: 4, 4), they collide and the two A weapon can aim at aircrafts are destroyed in full flight. a target at most one altitude away (i.e. an aircraft at altitude 3 cannot target an aircraft at 7. COMBAT altitude 1 but can target altitude 2 or 4). Generalities: The principle is that of fire to hit (Fire Test) followed by a possible protection roll In practice: a “fire” calibre sheet to be printed on (Structure test) – that counts for the damage value – transparent paper is available in the Bonus section followed by the drawing of additional damage on the VaeVictis website. markers. 7.1. Fire Fire costs no RP and isn't obligatory. An aircraft is To hit, the player takes a Fire Test by rolling 1d6 in a situation to fire: and applying all the pertinent DRM according to the • for the “in-phase” player, at the end of his last following table (i.e. the modifiers are cumulative). If manoeuvre if it allows him to do so (green cross the result is greater than or equal to the Hit value in the “Fire?” column of the Manoeuvres Table) of the target, it is hit. There is always the risk of the • for the adverse player, during the movement of weapon jamming (see 7.1.2 Jamming a weapon). an adverse aircraft see 7.1.1 Opportunity Fire).

The player must first aim then take a Fire Test. An aircraft can only fire at one target per turn (particularly to avoid the management of munitions in the game).

Aim

The following diagram indicates the fire arc for:

• the stationary armament located at the front of the aircraft: in a straight line, only in the direction of the aircraft;

• the armament located at the rear: the two

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Fire test modifiers If the aircraft of the in-phase player is in the same hexagon as the adverse aircraft, the latter can fire +1 : if the target’s speed is Low (0-2) with his front stationary armament if the in-phase aircraft enters exactly facing him. He can fire with -1 : if the target’s speed is High (6+) the armament of his rear shooter if the in-phase aircraft enters by the fire arc of the rear armament. -1 : if there is a difference in altitude of 1 between the shooter and the target Important: the adverse aircraft applies, in addition to the habitual modifiers (DRM), the DRM of the +1 : If the two aircrafts are in the same hexagon manoeuvre of the targeted aircraft at the moment of -1 : If the fire takes place at long range (4 the opportunity fire. hexagons) Example: an aircraft of the in-phase player carries +1 : If the shooter is in the situation to pursue his out a Barrel Roll at the moment the adverse aircraft target (see 9.2) decides to fire. The DRM is -1 in disfavour of the opportunity fire and is added to any other DRMs. -1 :(option) target in situation of deflection (see Optional Rules) 7.1.2. Jamming a weapon - x : Subtract the defensive value of the If a natural 6 is obtained for the hit, re-roll 1d6. The manoeuvre performed by the target, for arm that fired is jammed on another natural 6 (the opportunity fire only aviator fired too many long bursts, a bullet got stuck…) and can be unblocked later (see 9.1). + x : Add the Fire Quality of the Ace Reminder: DRM are cumulative 8. SUFFERING DAMAGES 8.1. Structure test 7.1.1. Opportunity Fire The player whose aircraft was hit must take a The adverse aircrafts can react to the manoeuvres of Structure Test by rolling 1d6 and adding any an aircraft of the in-phase player by carrying out one modifiers to the damages of the attacking aircraft opportunity fire per weapon on board, non (noted on the Aircrafts Table in the Special column). obligatory, under the following conditions: This modifier is generally +1 for aircrafts equipped with 2 machine guns in the front, depicting increased • For the aircraft of the in-phase player: it must firepower. have performed at least one manoeuvre. Note: Successfully passing this test involves testing • For the adverse aircraft: The aircraft of the in- the aircraft's capacity for resistance and phase player must be within the adverse aircraft's distinguishes between superficial and substantial fire range for at least one of its armaments (front or damages. rear). In addition, it can only carry out one opportunity fire for this turn (only one target) per armament (an aircraft that passes within fire range 8.2. Application of damages of the two armaments of a two-seater is a target for The result of the Structure Test is kept and compared the front and rear shooters). to the Structure Points (SP) of the aircraft. • If the result is less than the SP, the aircraft Opportunity fire must be declared at the time, during successfully passes its structure roll, the damage the movement of the targeted aircraft. (There is no is minor and has no impact on the flight. “going back” on the movement). 7 Age of Aces II - v.20160724

• If the result is greater than or equal to the SP, Voilure (Wing) : All the manoeuvres the aircraft suffers significant damages. The cost +1 RP except “Tout droit/Straight player whose aircraft is hit draws at random a Ahead” (the wings or are hit). damages (dégâts) marker from the opaque container and immediately applies the effects. Voilure, majeur : All the manoeuvres cost +1 RP except “Tout droit”, the Then : “red” manoeuvres are prohibited • If the damaged aircraft is “able to fly” and the Motor : Definitive loss of all the final result (possibly modified by the effect of Motor Power Factors. the “Structure” damages marker) is less than double the SP, the counter is turned over to its “endommagé” (damaged) side. Weapon damaged : Machine gun damaged, the pilot can attempt to • If the final result is greater than or equal to repair it with an unjamming roll twice the aircraft’s SP, the aircraft is during the recuperation phase (a bullet immediately shot down. is lodged in the mechanism).

• If the aircraft is already on the Fuel tank : Roll 1d6, on a result of 5 “endommagé/damaged” side, it is destroyed and or + the aircraft explodes, otherwise its counter is removed from the game and its definitive loss of 1 Motor Power damage markers are returned to the opaque Factor. container. Weapon destroyed : machine gun Important : The “Structure” damage markers add destroyed. 1d3 to the result of the Structure Test, thereby augmenting the chances of destroying certain aircrafts with the first fire! Wounded aviator ! : the wounded party has a -1 DRM in fire. Moreover, In practice : the damage markers are placed on the if it's the pilot, all the manoeuvres cost line that corresponds to the concerned aircraft on the +1 RP except “Tout droit” Flight Table except for the “Structure” markers that are returned to the pile. Aviator killed ! : If it's the pilot and there are no double controls (see 9.1), The effects of the damages markers are cumulative the aircraft crashes. (there can be several markers for one aircraft). Structure : + 1d3 SP in damages to Certain markers specify if the effect applies to the be added to the d6 already rolled for forward position (1) or the rear position (2) (ex: the damages (fuselage or tailplane destroyed armament, wounded aviator). For a one- seriously damaged). This marker is seater aircraft, apply the effect regardless of the immediately returned to the container. mention 1 or 2 on the damages counter. ➔ Example of combat : a stationary Balloon (speed The following table gives the effects of the damages 0) in a state of flight (on its recto) at Altitude 2 is markers: attacked by a (2 MG at the front, so +1DRM in damages) flying at Altitude 3 (-1 DRM) in the same hex (+1 DRM). The attacker takes a Fire Test and gets a final result of 3 (2 on 1d6 -1 DRM altitude +1 DRM same hex +1 DRM slow speed).

8 Age of Aces II - v.20160724 The Balloon has a Hit Value of 2, it is therefore hit … an adverse aircraft not facing him (see illustration by the bullets of the Nieuport 28. The Structure Test below). An aircraft can only pursue one adverse for the Balloon gives: 1d6 + 1 DRM (the 2 MG of aircraft. the Nieuport) for a result of 5, greater than the SP of The pursuing player chooses on the next turn to the Balloon (3) but insufficient (by one point) to move immediately after the pursued aircraft, destroy it immediately. The Balloon counter is interrupting if necessary the activation order of his turned over. A damage marker is drawn at random: aircrafts, or else normally, thereby breaking off the “Structure +1d3” (this marker is returned to the pursuit situation. container). The attacker rolls 1d3 and gets 2. The total damages suffered by the target are 5 + 2 = 7 In the same hexagon, aircraft A pursues aircraft B (more than twice the SP of the Balloon). The only if A is at an altitude above B. Balloon dives toward the ground. Its counter is removed from the game. Pursuit of an aircraft provides a +1 DRM to the Fire Test.

9. TAKING BACK CONTROL As needed, mark the pursued aircraft with a pursuit This phase allows players to attempt to unjam his marker (ex: an unused speed marker) and remove weapon, take back control of his aircraft on one those that are no longer relevant. hand and verify the situations for pursuit on the other. In the example, aircraft A pursues B or C but not 9.1. Taking back control E (outside of its arc of Unjamming a weapon : A player can make one fire) or D (which is attempt per aircraft, per weapon and per turn to put facing A). The difference his weapon back into commission (ex: “damaged in altitude between A weapon” marker). Roll 1d6 and add the Piloting and B, C, D or E must be Quality of its Ace at the controls (where necessary). 1 at the most. The weapon is unjammed on a result of 4 or + (then remove the damage marker). 10. VICTORY CONDITIONS Example : an Ace -1/- attempts to unjam his Each scenario indicates the victory conditions to be weapon. The player gets 3 on his roll, adds the verified during this phase. If the maximum number quality of his pilot (1) for a final result of 4. The of turns specified in the scenario has not yet been pilot can fire again on the next turn. reached, advance the turn marker one space. Taking back control : a disengaging aircraft can attempt to regain control by taking a Control Test. 11. SPECIAL RULES 11.1. Observation balloons Similarly, the observer of an aircraft that has double Observation balloons are attached to the ground. controls (indicated in the “Special” column of the They can only rise or descend by one altitude every description of the aircrafts) can attempt to pilot his 3 turns. Their maximum altitude is Low (2). aircraft by a Control Test (ex: if his pilot is killed). They have only one MG (DRM 0 in the Structure 9.2. Pursuit Test) that can shoot 360° around the balloon with a A pursuit situation exists when an aircraft… range of 4.

• has in his forward line of fire, The balloons are considered to have a low speed (+1 • within range (4 hexagons), DRM in fire). • at a difference in altitude of 0 or 1,

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11.2. ➔ AA (Anti Aircraft) 1d6 Ship’s movement

A Anti-Aircraft (AA) unit is represented 1 Straight ahead + 60° Starboard by a counter or by a “gun sights” pictogram. This is typically a stationary 2 Straight Ahead + 60° Port gun or one mounted on a truck. Any enemy aircraft that enters the effect zone 3 Straight Ahead of the AA suffers Opportunity Fire for each hex it crosses (see 7.1.1). The AA 4 60° Starboard + Straight Ahead also fires during its turn if a target is within range. Its characteristics are : 5 60° Port + Straight Ahead

Maximum Fire Altitude: Average (3) 6 Choose 1 to 5

Effect zone (7 hex): the 6 hexagons around the AA counter and that which the AA counter occupies. When the number of hits is reached (red number on the right), turn the counter over if the ship has a +1 DRM in the Structure roll verso, otherwise remove it from the game. The ship is no longer operational. Important : the AA never jams (i.e. a natural 6 in the Fire test has no effect). Important : the aircraft carrier counter represents a an air and sea group with its escort. It does not 11.3. ➔ Ships indicate the number of hits because it is considered A surface vessel is a double sized counter with three sufficiently protected from direct attacks. The types of information: scenarios indicate whether or not the aircraft carrier can be attacked.

Each “guns sights” pictogram indicates the presence of a AA; each AA functions exactly like a AA on the ground. A ship with two AA can therefore effect 2 The speed of the ship (white number on the left) Opportunity Fire per turn and 2 Fire during the turn allows it to move exclusively on sea hexes or on a of the in-phase player. port hex (indicated by an anchor). The movement takes place by the ship’s bow, advancing hex by hex, 11.4. Bombing, Torpedoing, Machine gunning then, by a choice of changing its facing 60° (one hex side to the left or right) or inversely (facing then 1.1.1. Bombing movement). The ship is always considered to move To bomb a position on land or sea, the aircraft must at Ground Altitude (0). The counter’s 2 hexes must fly over the targeted hexagon at a speed less than or always remain on the map and cannot straddle equal to 4 with a “Tout Droit!” (Straight Ahead) another ship counter. manœuvre. According to the scenario, the target may be identified by a white dot on the map, a ship The ship’s movement takes place during the turn of counter, a AA counter, etc. the in-phase player in the same way as an aircraft in flight.

If you wish to move a ship at random, use the following table and ignore the results that would lead the vessel to an unauthorised hex.

10 Age of Aces II - v.20160724 The player rolls 1d6 and consults the following table The time it takes for the torpedo to reach the to know if the target is hit: targeted hex registers during that turn and the result is immediate in terms of game play. Altitude Result to hit The damages inflicted by a torpedo are discovered 4 or + Ineffective bombing by rolling 1d6, as the reliability of the trajectory and trigger systems are unpredictable: 3 6 1 = 1 hit 2 5-6 2-5 = 2 hits 6 = 3 hits 1 4-5-6 11.5. ➔ Take off, Landing, Water landing, - The scenario indicates if the target must suffer one landing or more “hits” to be considered out of commission The following procedures allow an aircraft to be at and if the charging of bombs provokes 1 or more Ground Altitude (0) without being eliminated from “hits”. the game.

Reminder: the aircraft applies the cost RP+1 to 11.5.1. Take off ascend to Very High Altitude (5) until he has The number of aircrafts that can take off dropped his load. simultaneously during the same turn depends on the terrain: 11.4.1. ➔ Torpedoing An aircraft has a single torpedo. It is considered • on an aerodrome or on water : 3 aircrafts, loaded until it drops it. To launch a torpedo, the aircraft must respect the • on an aircraft carrier :1 aircraft. following conditions: • manœuvre « Tout Droit ! » at a Speed of 4 or The starting up of an aircraft is uncertain. The less and a Very Low Altitude (1), procedure is as follows: • take aim at only one of the sides of the target at

sea (the wide side of a ship counter), never the 1. end of the preparation and starting of the motor bow or stern. on a result of 2 to 6 (1d6) The player rolls 1d6 and consults the following table 2. if the motor has been started, choose a Speed of to know if the target is hit: 2 or 3, engage a “Tout Droit !” (straight) Distance to Result to hit manoeuvre then place an Altitude 1 marker the target under the aircraft. Otherwise, attempt again to start the motor on the following turn. 4-5 6 Important : Take off is automatic on the 3rd 3 5-6 attempt. The aircraft does not benefit from any RP bonus during take off. 2 4-5-6 In practice : Take off from an aircraft carrier 1 5-6 takes place by the bow (front). The first hex of the “Tout Droit !” manoeuvre of an aircraft that takes 0 Prohibited off from the deck is at the front of the ship. the torpedo doesn’t have time to arm itself

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11.5.2. ➔ Landing, Water Landing, Deck Landing • Structure Test : DRM +1 To touch down on land, water or an aircraft carrier, the aircraft must follow the procedure below: • Bombing : DRM +1. Each success corresponds to two (2) hits on the target. 1. be at an Altitude of 1 and a Speed of 1, • At Very High Altitude (5), the Zeppelin does 2. manœuvre « Tout Droit ! » in descent (-1 not pay the +1RP cost to ascend, even loaded. Altitude) then stop its movement. Its altitude is then Ground (0). • An Ace cannot be assigned to a Zeppelin.

Deck and Water Landing : the manœuvre remains • Explosion ! When the Zeppelin is about to be delicate on the water for a or on the deck of eliminated, its player rolls 1d6. On a 6, the an aircraft carrier : the pilot must pass a Control dirigeable explodes in a radius of 1 hex around Test with a +3 DRM before landing or making the counter (8 hexes total) causing all aircrafts in another attempt. If the Control Test is unsuccessful, the blast area to draw a damages marker. The the aircraft is automatically at a Very Low Altitude altitudes immediately inferior and superior are (1) and a Speed of 2 (he increased the gas). also impacted.

Landing on the deck of an aircraft carrier takes • Big engine ! do not take into account the damage place by the bow (front). Bear in mind that the ship markers “Weapon Damaged” and “Wounded can move before the landing to better position itself. pilot” if they are drawn (the number of firing posts is important on a Zeppelin). Return these Important : a decrease in altitude does not cause a markers to the container. For a “Weapon +1 in Speed. The approach before landing is the only destroyed” marker, draw 1d6. On a 1-3 : re-roll condition that enables an aircraft to have a Speed 1d6 to determine which weapons are hit: equal to or less than 1 without risk of stalling. 1-2 : on the back of the dirigeable 3-6 : under the dirigeable. In practice : to mark the aircraft on the Ground (0), The weapons are then inoperative and the place its Speed marker under the counter. Zeppelin loses its ability to fire without a blind spot (respectively above, below). 11.6. ➔ Zeppelins These dirigeables are operated in order to bomb and • For a “Pilot killed” marker, all the Turns now have their own close protection. They are cost +1RP. represented by double sized counters. Their specificities are as follows: 12. GAME EXAMPLE • The only authorised manoeuvres are “Tout A Roland D.VI engages a Breguet 14 approaching Droit!” (straight) and “Turn”. The counter the bombing of a . moves by its forward hex and the hexes of the

counter must always remain on the map (i.e. it is Initial situation prohibited for only part of the counter to be on • The destroyer is at sea the map). • The Roland is a class A aircraft. It is at Medium • Several weapons (MG) in the cupola, on the Altitude (3) – no need to place a marker – and a back, forward and rear : the 8 hex around the Speed of 5. It is piloted by an Ace -1/+1. This counter can be targeted by different shooters aircraft is equipped with 2 stationary machine with a range of 4 hexes from an altitude guns at the front (see the Special column on the immediately inferior or superior to the Aircrafts table). dirigeable. There are no blind spots. 12 Age of Aces II - v.20160724

• The Breguet is a class B aircraft. It is at Low straight ahead 1 hex (1 RP). There is 1 RP left to Altitude (2) and Speed 3. This two-seater has a spend but the destroyer’s AA decides on machine gun at the rear (see Special column). Opportunity Fire (-1 DRM difference in altitude + 1 DRM for the same hex), interrupting the Turn12 - E 1X EMPLE DE JEU movement forpés a de moment. 2 mitrailleuses The à l’avant, traduisant une Les effets des marqueurs de dégâts sont cumu- • Un RolandThe Breguet D.VI engage unhas Breguet the initiative.14 en approche fire result is insufficientpuissance de feu toaccrue. hit the latifs (il peut y avoir plusieurs marqueurs pour de bombardement d’un destroyer. Breguet. TheN destroyerote : Réussir ce has Test a revient à tester la capa- un avion). SituationHe determinesinitiale : his RP for this cité d’encaissement de l’appareil et faire la dif- Certains marqueurs précisent si l’effet est second AA that also fires, this • Leturn destroyer (Speed est en mer+ 1d6, he draws a férence entre des dégâts superficiels et subs- à appliquer à la position avant (1) ou arrière • Le2). Roland His est RP un avion are de 3 classe (his A.speed Il est à une Al- time at -1 DRMtantiels. (altitude only). (2) (par exemple : armement détruit, aviateur titudeonly). Moyenne He (3) does– inutile a de glissade mettre un marqueur to the The fire is ineffective again on blessé). Pour un avion monoplace, appliquez – etleft une Vitesseat a cost de 5. Ilof est his piloté 3 parRP un (B As -1/+1. the fighter-bomber8.2 - APPLI thatC ATIcontinuesON DES DÉGÂTS l’effet quelle que soit la mention 1 ou 2 sur le Cet columnavion est équipé of thede 2 mitrailleusesmanoeuvre fixes table).à l’avant on its path straightLe résultat ahead du Test for de Structure1 est conservé et pion dégât. (voir colonne Spécial sur le tableau des avions). comparé aux Points de Structure (PS) de l’appa- He wants to change altitude but hex (spending his last RP) but • Le Breguet est un avion de classe B. Il est à une Al- cannot drop hisreil. bombs because Le tableau qui suit donne les effets de mar- titudethe Basse manoeuvre (2) et une Vitesse prohibits de 3. Ce biplace it and à un – Si le résultat est inférieur aux PS, l’avion a queurs de dégâts : mitrailleurcauses à l’arrière him (voirto lose colonne 1 Spécial).Speed point his Speed is greaterréussi son thanjet de 4.structure, If the les dégâts sont mi- – Voilure : toutes les manœuvres Tourwhich 1 he compensates for with pilot had anticipatedneurs et n’ont and pas reduced d’influence sur le vol. coûtent +1 PR sauf « Tout droit » (les • Leone Breguet of ahis l’initiative. 2 Motor Il détermine Power ses PRpoints. pour his speed on –turn Si le 1, résultat he could est supérieur ou égal aux PS, ailes ou ailerons sont touchés). ce tourThe (Vitesse pilot + 1d6,uses il tire the un remaining2). Ses PR sont de 3 have bombed:l’avion roll subit 1d6 des and dégâts read suffisamment impor- – Voilure, majeur : toutes les ma- (sa vitessemotor seulement). point to Il faitincrease une glissade the à gauchegas. the result on tantsthe pourbombing l’endommager. table Le joueur dont l’avion nœuvres coûtent +1 PR sauf « Tout qui lui coûte ses 3 PR (colonne B du tableau des ma- for altitude 1est with touché a hittire d’abordon 4-5 au-6 hasard un marqueur droit », les manœuvres « rouges » nœuvres).His Speed Il souhaite on changer the d’altitudenext turn mais isla ma 4.- de dégâts dans un bol opaque et applique im- sont interdites. • nœuvreThe l’interdit destroyer et lui fait perdredoesn’t 1 point move. de Vitesse (n.b.: 2 hits aremédiatement required son to effet. turn – Moteur : perte définitive de tous les • qu’ilIt’s compense the turn avec l’unof dethe ses Central 2 points de puis- over the destroyer counter). Facteurs de Puissance Moteur. sancePowers. moteur. Le The pilote Rolandutilise le point determines moteur res- Puis : – Armement endommagé : mitrail- tanthis pour RP mettre and les gaz.gets Sa Vitesse6 (5 forau prochain Speed tour + • Si l’avion endommagé est « en état de vol » et leuse endommagée, le pilote peut est de 4. que le résultat final (éventuellement modifié par tenter de réparer avec un jet de dé- 1 for a roll of 5 on the d6). He • It’s the Central Powers’ turn. • Le destroyer ne bouge pas. The Roland l’effetdetermines du marqueur his de RP, dégâts « Structure ») est senrayage en phase de récupéra- • C’estgoes au tour straight des Puissances ahead Centrales. for 3 Lehex Roland inférieur à 2 fois les PS, le pion est retourné sur tion (un éclat s’est logé dans le mé- détermine(total ses cost PR et3 en RP) obtient by 6 nosediving(5 pour la Vitesse ( - 1 Altitude,la Vitesse). Il va +1 tout droit (1 PR), faitgets un virage2 on à droitethe d6 for a total ofsa 5 face RP. « endommagé His tactic ». is canisme). + 1 pourSpeed) un jet andde 5 au makes d6). Il va touta tight droit pendant turn to 3 the(3 right PR) et (costpoursuit 3 tout droit 1 hexsimple (1 PR). :Il nosedivereste 1 to the Breguet• Si le above résultat thefinal est supérieur ou égal à 2 – Réservoir d’essence : lancer 1d6, hex RP).(coût total He 3 isPR) now en piquant at Low (- 1 Altitude, Altitude +1 Vi- (2) PRand à dépenser Speed mais 5 le DCA du destroyerdestroyer. décide d’unHe flies straight aheadfois les 3PS hex de l’avion, (3 RP). ce dernier est immédiate- sur un résultat de 5 ou + l’avion ex- tesse)(+1, et fait - 2,un virage+1 for serré the sur motorla droite (coût compensation). 3 PR). Tir d’Opportunité (-1 MD différenceThe d’altitude Breguet + 1 MD attempts Opportunityment abattu. Fire with his plose, sinon perte définitive de 1 Fac- Il est maintenant à une Altitude Basse (2) et une Vi- car même hex), interrompant un moment le mouve- • Si l’avion est déjà sur sa face « endommagé », teur de Puissance Moteur. • The Breguet opens Opportunity Fire with his rear weapon on the Roland (-1 DRM for the tesse de 5 (+1, -2, +1 pour la compensation moteur). ment. Le résultat du tir est insuffisantdifference pour toucher in Altitude) but missesil est abattu his etmark son pion est retiré du jeu et ses – Armement détruit : mitrailleuse • Lerear Breguet machine fait un Tir d’Opportunitégun on the avec Roland son mi- abovele Breguet. him Le(- destroyer1 dispose d’une seconde DCA marqueurs de dégâts sont remis dans le réci- détruite. again. The Roland continues his trailleurDRM) arrière coming sur le Roland out au-dessus of his tightde lui (-1 qui tir également, cette fois à -1 MD (altitude seule- pient opaque. – Aviateur blessé ! : le blessé a un -1 Un armement peut viser une cible au plus dis- • Pour l’avion adverse : il doit être à portée de tir • C’est au tour des Puissances Centrales. Le Roland MD) en sortie de son virage serré (-1 MD). Le résul- ment). Le tir est à nouveau ineffectif sur le chasseur- movement, Importantnosedives : Les while marqueurs de dégâts « Struc- MD au tir. De plus, s’il s’agit du pilote, tante d’une altitude (i.e. un avion à l’altitude 3 ne de l’avion du joueur en phase avec au moins un détermineturn ( ses-1 PR,DRM). obtient 2 The au d6 pourresult un total of dethe 5 tat du Test de Tir est 3 (5 au d6 -2 MD), le Roland n’est bombardier qui poursuit sa route 1 hex tout droit (il turning rightture (2 » RP,ajoute +1 1d3 nosedive au résultat du Test de Struc- toutes les manœuvres coûtent +1 PR peut cibler un avion à l’altitude 1 mais peut ci- de ses armements (avant ou arrière). De plus, PR.Fire Sa tactique Test est is simple, 3 (5 piquer on the sur le d6 Breguet -2 au- pas touché. dépense son dernier PR) mais ne peut lâcher ses speed, -1 turnture, speed). augmentant The ainsi turn les chances d’abattre sauf « Tout droit ». bler à l’altitude 2 ou 4). il ne peut effectuer qu’un seul tir d’opportunité dessusDRM); du destroyer. the RolandIl va tout droit is 3not hex (3hit. PR). Le Tour 2 bombes car sa Vitesse est supérieure à 4. Si le pilote certains appareils au premier tir ! – Aviateur tué ! : s’il s’agit du pilote Note : un gabarit de « tir » à imprimer sur feuille pour ce tour (une seule cible) par armement (un Breguet tente un Tir d’Opportunité avec son arme- allows for a change in altitude • Les joueurs déterminent l’initiative : le Roland ob- avait anticipé et réduit sa vitesse au tour 1, il aurait En pratique : les marqueurs de dégâts sont et qu’il n’y a pas de doubles com- transparente est disponible dans la section Bo- avion qui passe à portée de tir des deux arme- ment arrière sur le Roland (-1 MD pour la différence and fire. The Roland’s pilot Ttienturn 4 2(2 au d6 + 2 Altitude) et le Breguet obtient 5 pu bombarder : tire 1d6 et lire le résultat sur la table posés sur la ligne qui correspond à l’appareil mandes (voir 9.1), l’avion s’écrase. nus sur le site de VaeVictis. ments d’un biplace est une cible pour les tireurs d’Altitude) mais rate à nouveau sa cible. Le Roland engages the bomber and gets a • (4 auThe d6 +1 players Altitude). Le determine Breguet décide the de jouer en de bombardement pour l’altitude 1 avec une touche concerné sur le Tableau de Vol à l’exception des – Structure : + 1d3 PS de dégâts, à avant et arrière). continue son mouvement, pique en faisant un virage premier. sur 4-5-6 (nota : il faut 2 touches pour retourner le 5 on the Firemarqueurs Test (3 « onStructure the d6 » qui sont remis dans la ajouter au d6 déjà tiré pour les dégâts 7.1 - TIRER Le tir d’opportunité doit être déclaré sur le mo- à droiteinitiative: (2 PR, +1 vitessethe Roland du piqué, -1gets vitesse 4 du(2 vi - • Leon Breguet the disposed6 + de2 6Altitude) PR : il tire 5 au and d6 + 5the pour pion destroyer). +1 DRM forpioche. the same hex +1 (fuselage ou empennage gravement Pour toucher, le joueur fait un Test de Tir en lan- ment, au cours du déplacement de l’avion ciblé rage). Le virage autorise le changement d’altitude et DRM for the Fire Quality of the çant 1d6 et y en appliquant tous les MD perti- (il n’y a pas de « retour en arrière » sur le dépla- le tir.Breguet Le pilote du gets Roland 5 (4engage on lethe bombardier d6 +1 et Suite page 9 16/ VAEVICTIS - N° 129 - SEPTEMBRE/OCTOBRE 2016 Ace). The Breguet is hit. The /17 nents selon la table qui suit (attention, les mo- cement). Si l’avion du joueur en phase se trouve obtientAltitude). un 5 au Test The de Tir Breguet(3 au d6 +1 MD decides car même dificateurs sont cumulatifs). Si le résultat est dans le même hexagone que l’avion adverse, ce hexto +1 MDplay pour first. la Qualité de Tir de l’As). Le Breguet Structure Test is taken supérieur ou égal est touché. Le Test de Structure est fait et est réussi successfully with a result of 5 à la Valeur de Touché de dernier peut tirer avec son armement fixe avant • The Breguet has 6 RP : he rolls la cible, celle-ci est atteinte. Il y a toujours un si l’avion en phase entre exactement face à lui. Il avec résultat de 5 (4 du d6 + 1 MD pour l’armement (4 on the d6 + 1 DRM for the 5 on the d6 + 5 for Speed). He risque d’enrayer l’armement que l’on utilise peut tirer avec l’armement de son tireur arrière > valeur pour toucher du Bréguet qui est de 3). Un weapon > the Breguet’s hit goes straight ahead (1 RP), turns (voir 7.1.2 Enrayer une arme). si l’avion en phase entre par l’arc de tir de l’ar- marqueur Dégâts est tiré dans le bol. Le joueur tire value of 3). A Damage marker Modificateurs au Test de Tir mement arrière. un to« Structure the right +1d3 »(3 et RP)obtient and un 1 pursuespour un total * +1 : si la vitesse de la cible est Basse (0-2) Important : l’avion adverse applique, en plus de dégâts de 6 (5+1), insuffisant pour détruire im- de Tir. On constate la position relative du tireur par -1 : si la vitesse de la cible est Haute (6+) des modificateurs (MD) habituels, le MD de la médiatement le bombardier. Le pion du Breguet est rapport à sa cible au13 moment du tir (opportunité ou -1 : s’il y a une différence d’altitude de 1 entre le manœuvre de l’avion ciblé au moment du tir simplement retourné. non). tireur et la cible d’opportunité. • A noter que nous sommes toujours dans le tour +1 : si les deux avions sont dans le même hexa- Exemple : un avion du joueur en phase effec- des Puissances Centrales et que le destroyer peut 14.3 - MANŒUVRER EN ALTERNANCE gone tue un Tonneau au moment où l’avion adverse maintenant faire feu avec ses 2 DCA sur le Breguet… Cette variante offre une grande interaction entre -1 : si le tir à lieu à longue portée (4 hexagones) décide de tirer. Le MD est de -1 en défaveur du lui laissant sans doute peu de chance de retourner les joueurs et donne une dynamique nouvelle au +1 : si le tireur est en situation de poursuivre sa tir d’opportunité et en cumul avec d’autres MD au bercail. rythme de jeu. Il s’agit d’alterner l’activation des avi- cible (voir 9.2) éventuels. ons, un à un, pour chaque camp. Ainsi le joueur qui -1 : (option) cible en situation de déflection (voir 14 - REGLES OPTIONNELLES a gagné l’initiative déplace un avion, se fait éven- Règles Optionnelles) 7.1.2 - Enrayement d’une arme 14.1 - INITIATIVE AVION PAR AVION tuellement tirer dessus (tirs d’opportunité), puis tir - x : soustraire la valeur défensive de la ma- Si un 6 naturel est obtenu au touché, relancez L’initiative est calculée non plus globale- ment pour à son tour. L’autre joueur choisit maintenant un de nœuvre qu’effectue la cible, pour un tir d’oppor- 1d6. L’armement ayant tiré est enrayé sur un un camp mais avion par avion (quel que soit le ses appareils et suit la même séquence (manœuvre tunité seulement nouveau 6 naturel (l’aviateur a tiré trop de lon- camp). L’ordre d’Initiative devient : Vitesse de l’avi- – tir d’opportunité adverse – tir). Le joueur en phase + x : ajouter la Qualité de Tir de l’As gues rafales, une balle traçante reste coincée…) on + Niveau d’Altitude (1 à 5). En cas d’égalité, on choisit un nouvel avion et ainsi de suite. Rappel : les MD sont cumulatifs. et pourra être désenrayé plus tard (voir 9.1). les départage par classe de manœuvrabilité (A > B Pour ne pas alourdir inutilement le jeu, nous dé- > C) sinon par ordre décroissant de résultats du jet commandons d’utiliser la règle optionnelle d’initia- 7.1.1 - Tir d’opportunité 8 - SUBIR DES DÉGATS de 1d6. tive avion par avion avec cette variante. u Les avions adverses peuvent réagir aux ma- 8.1 - TEST DE STRUCTURE Cette gestion de l’initiative au niveau de chaque avion nœuvres d’un avion du joueur en phase en ef- Le joueur dont un avion a été touché doit faire tend à ralentir quelque peu le jeu mais apporte en fi- fectuant un tir d’opportunité par armement à un Test de Structure en lançant 1d6 et en y ajou- nesse de réaction et de tactique. bord, non obligatoire, sous les conditions sui- tant les modificateurs éventuels aux dégâts de vantes : l’avion attaquant (noté sur le Tableau des Avions 14.2 - DÉFLEXION • Pour l’avion du joueur en phase : il doit avoir dans la colonne « Spécial »). Ce modificateur Un tir sur une cible orientée de trois-quarts avant effectué au moins une manœuvre. est généralement de +1 pour les appareils équi- par rapport au tireur a une pénalité de -1 au Test

Suite page 17 8/ VAEVICTIS - N° 129 - SEPTEMBRE/OCTOBRE 2016 /9 Age of Aces II - v.20160724 is drawn from the container. The player draws a 13.2. Variation on Operation F.6, 19 July 1918 “Structure +1d3” and gets 1 for a damage total of [solo] 6 (5+1), insufficient to immediately destroy the The raid on Tonder, Denmark is the first bomber. The Breguet’s counter is simply turned bombardment (Zeppelin shelter) dropped from an over. aircraft carrier. Trained on for this • Note that it is still the Central Powers’ turn and mission named “Operation F.6.”, the pilots of the the destroyer can now fire at the Breguet with RNAS finally take off from the HMS Furious aboard its 2 AA … leaving it little chance to return to 7 Camel 2F (a wave of 4 then one of 3). The raid the fold. destroys 2 Zeppelins out of the 3 sheltered on the base.

13. SCENARIOS • Number of turns : 12 13.1. Preparation After having chosen a scenario : • Entente : positions itself first, has the initiative

1 - each player sets aside the types of aircrafts 1 x Aircraft-Carrier (HMS Furious), the HMS necessary for the scenario and selects the specified Furious is positioned freely on the edge of C3, in the numbers of aircrafts (for example : 3 x E.III direction of 5 or 6. [n° 1, 2, 3] signifies : take the Fokker E.III counters 4 x Sopwith Pup [n° 1 to 4], Altitude on the Ground numbers 1, 2 and 3). (0), Speed 0, 1 x Ace -1/+1, the aircrafts are on the 2 - each player places on his Flight Table the speed deck of the Furious. markers that correspond to the initial speed of his For owners of The Age of Aces (VV 117), use the aircrafts, as indicated in the scenario. If necessary, Camel counters. each player places the “Ace” counters on the line that corresponds to the number of the aircraft that • Central Powers : the Aces pilot. 3 x AA, positioned between the city in A2 and the 3 - place the damages markers in an opaque aerodrome in A3 (at the edge of zones A2 and B2). container near the map. The AA represent the installations to bomb and also act like AA. 4 - place the Turn-Counter marker on the first square of the turn counter, on the side of the player with the 3 x Balloons, to be positioned freely on the coast in initiative in turn 1. zones B2 and B3.

5 – each player places his aircrafts on the map, with • Victory conditions : their Altitude markers, their starting zones indicated in the scenario (A-C/1-4, positioned as specified in 1 Entente : Destroy at least 2 of the 3 installations and to 6 found in zone C1). succeed in landing at least 2 Pup.

In practice : be sure to consult the “special” column Central Powers : Prevent the Entente’s victory. for your vessels on the aircrafts list. You’ll find the special capabilities or crucial restrictions to fly them • Special rules : better! Light load : the Pup are equipped with 2 bombs of 25 Kg each: they can make two passes per aircraft New scenarios will be offered in your magazine and are not considered “loaded”. or on the VaeVictis website.

14 Age of Aces II - v.20160724 13.3. Variation on the Gulf of Saros, August 1917 Central Powers : Prevent the Entente’s victory. The HMS Ben-my-Chree transports 4 sea planes during the Dardanelles campaign. On 17 August • Special rules : 1915, Flight Commander becomes Exit : the destroyer leaves the port in B2 starting in the first pilot to sink a ship with a torpedo (370 kg) Turn 2. aboard his in the Gulf of Saros. What would happen two years later with improved 13.4. Zeppelins I, 5 August 1918 resistance? Final raid in the direction of the Midlands, the sun is setting, a Zeppelin and its brawny escort • Number of turns : 7 approach the coasts. A ship will take some time to detect the raid and alert the interception. • Entente : has the initiative • Number of turns : 12 2 x Short Type 184 [n° 4, 5], Medium Altitude (3), Speed 4, 1 x Ace -/+1. They are armed with a • Entente : positions itself first torpedo of 370 Kg each. Type 184 arrive by the edge of zones B4 or C4; they are adjacent. 3 x Nieuport 28 [n° 1, 2, 3], Medium Altitude (3), Speed 6, 1 x Ace -1/+1, 1 x Ace -2/+1, enter by an 1 x Bristol F2 [n° 3], Medium Altitude (3), Speed 4, edge of A4 (see special rules). 1 x Ace -1/-. The Bristol is the only cover for the 2 sea planes and positions itself 3 hex from them at the (Historical Variation) replace the Nieuport 28 by 3 x most. DH.4 available in The Age of Aces from VV117.

• Central Powers : positions itself first 1 x Destroyer, positioned freely in B2. Reminder : the Destroyer is armed with 2 AA… 1 x Merchant ship (on the back of the aircraft carrier), positioned freely in B1, 4 hexes from the 1 x Merchant ship, positioned freely in C4 coasts, facing direction 1. 2 x AA, positioned freely at least 1 hex from the port 1 x Destroyer, in the port in B2, facing direction 2. town in B4.

3 x AA, positioned at will along the coasts at least 3 • Central Powers : has the initiative hexes apart from each other. 1 x Albatros D.V [n° 1], Very High Altitude (5), 1 x Balloon, positioned at will in a hex adjacent to Speed 3, 1 x Ace -1/- the port in B2 or in a hex of a coastal town, Altitude 1. 1 x Zeppelin [n° 2], Very High Altitude (5), Speed 3. 1 x Pflaz D.III [n°1], Altitude on the Ground (0) on the aerodrome in A3 (objective point), Speed 0, 2 x Roland D.VI [n° 3, 4], High Altitude (4), Speed facing at will. 4

1 x HB W.12 [n°5], Altitude on the Ground (0) in 1 x Fokker D.VII [n° 5], High Altitude (4), Speed the port in B2, Speed 0, facing at will toward the 4, 1 x Ace -/+1 sea. All the aircrafts enter by C1 and C2, at a depth of 2 • Victory conditions : hex, facing 6.

Entente : Sink the merchant ship or damage the • Victory conditions : Destroyer. Entente : Prevent the victory of the Central Powers 15 Age of Aces II - v.20160724 and damage or destroy the Zeppelin. Entente : Prevent the victory of the Central Powers.

Central Powers : Hit the port installations in B4 (4 Central Powers : destroy the assigned objective hits to destroy, 2 to damage) and leave by the edge (see special rules) C1-2-3-4. If the installations are only damaged, it is a tie. • Special rules :

• Special rules : Target for today : The objective of the Zeppelins is Detection at sea : As soon as a raid vessel is 2 hex or only known by the Central Powers’ player. Before fewer from a ship (regardless of its altitude), roll turn 1, he notes the targeted zone and keeps it secret 1d6 : on 2-6, the alert is given and the Nieuport 28 until the first bombing. The target cannot be changed enter the game. Otherwise, attempt detection again during the game. The number of hits required to when the conditions are right. destroy a target, aiming at one or more of its hexes, is: Double load : The Zeppelin can make 2 passes - the port in B2 (1 hex objective) : 2 hits above its target. Each successful bombing inflicts 2 - the city in A1 (4 hex objective) : 3 hits hits on the target. - the city in A4 (3 hex objective) : 4 hits

13.5. Zeppelins II, May 1917 Big damage : Roll 1d6 to find out how many hits the The 39th Home Defence Squadron, near London, is loading of the bombs of a Zeppelin causes: on alert while a Zeppelin raid was just signaled near the coast. 1-4 : 2 hits 5 : 3 hits • Number of turns : 10 6 : 4 hits

• Entente : positions itself first 13.6. The English Channel, 19 June 1917 A flight of the Seaplane Defence Flight escorts a 1 x SE 5a F2 [n° 1], High Altitude (4), Speed 4, 1 x Short 184 returning from a mission (its partner was Ace -1/-, freely position the patrol SE 5a in B3, destroyed) northeast of Nieuport () when 3 facing at will. unidentified German aircrafts, including a seaplane, take them by surprise. 3 x Bristol F2 [n° 3, 4, 5], Altitude on the Ground (0), Speed 0, 1 x Ace -1/+1 ; the F2 are on the • Number of turns : 8 ground in A3 (objective point). • Entente : positions itself first. 3 x AA positioned at will along the coast and/or on the bombing targets (to know what they are, see 2 x [n° 1, 2], one at High Altitude (4) below “special rules”). and the other at Medium Altitude (3), Speed 4, on the edge of zone A3, direction 3, 1 x Ace -/+1, 1 x • Central Powers : has the initiative Ace -1/-.

2 x Zeppelins [n° 1, 2], High Altitude (4), Speed 3, 1 x Short Type 184 [n° 1, 2], Medium Altitude (3), facing direction 4. They arrive by the C4 edge. Speed 0, 1 x Ace -1/-. The seaplane has no more munitions to fire, the pilot 2 x Roland D.VI [n° 3, 4], High Altitude (4) and/or is wounded at the beginning of the game but there is Very High Altitude (5), Speed 3, 1 x Ace -1/+2, 1 x no impact on the flight. Ace -1/-. The Roland escort is facing direction 4 and is at most 2 hex from the Zeppelins in B4 and/or C4. 2 x AA placed in the coastal hex of zones B2 and B3 at least 3 hex apart. • Victory conditions :

16 Age of Aces II - v.20160724 • Central Powers : has the initiative. (Historical variation, 23 March 1918) replace the Albatros D.V by 3 x Pflaz D.III, High Altitude (4), 3 x Fokker E. III [n° 1, 2, 3], Low Altitude (2), Speed 5. Speed 3, 1 x Ace -1/+1. • Victory conditions : 1 x HB W.12 [n° 5], Low Altitude (2), Speed 4, 1 x Ace -1/-. Entente : cause more losses than the Central Powers, otherwise there is no winner. The 4 vessels position themselves freely in B4, direction 3. Central Powers : cause more losses than the Entente. • Victory conditions : • Special rules : Entente : get the seaplane and the Nieuport 11 out Return to the Pub: starting with Turn 9, roll 1d6. by the edges of C3 and/or C4. The combat continues on 4-5-6. The stop is automatic on Turn 12. Central Powers : Prevent the victory of the Entente. 13.8. , August 1917 • Special rules : En route toward , the HMS Furious is Wound : starting with Turn 9, roll 1d6. On a 5-6, the surprised by a German reconnaissance flight. wound of the pilot of Type 184 worsens and the seaplane must do everything to land as quickly as • Number of turns : 12 possible on land or sea (except a city hex with an objective point). If the seaplane lands on land, it is • Entente : positions itself first considered captured. 1 x Aircraft-Carrier (HMS Furious), freely in C2, 13.7. Scout Power, 11 March 1918 facing 1. Lt James Anderson Slater is assigned to the 64th squadron of the Royal Flying Corp. There he obtains 1 x Destroyer, freely in C2, facing 1. the majority of his victories, 24, including 20 in his SE 5a (Scout Experimental) between March and 4 x Sopwith Pup [n° 1 to 4], Altitude on the Ground May 1918 ! (0), Speed 0, 1 x Ace -1/+1, on the deck of the HMS.

• Number of turns : 9 (12 maximum) 1 x Sopwith Pup [n° 5], Low Altitude (2), Speed 3, 1 x Ace -/+1, freely in C2, free direction. • Entente : has the initiative • Central Powers : has the initiative 5 x SE 5a [n° 1 to 4], High Altitude (4), Speed 3, 1 x Ace -2/+1 (Slater), 1 x Ace -/+1. The aircrafts are 3 x Pflaz D.III [n° 1, 2, 3], Medium Altitude (3) or positioned in a V, at will in C3, facing direction 6. High (4), Speed 5, 1 x Ace -1/+1, on the edge of A4, direction 2. • Central Powers : positions itself first 2 x Halberstadt CL-II [n° 4, 5], High Altitude (4), 3 x Albatros D.V [n° 1, 2, 3], Very High Altitude Speed 5, 1 x Ace -1/+1, freely in A4, direction 2. (5), Speed 5, 1 x Ace -1/+1, on the edge of A2, The Halberstadt are equipped with cameras. They facing direction 2, in a diagonal at a depth of 3 hex. can take as many photos as they wish. The photographers can also fire from their posts at the 2 x Halberstadt CL-II [n° 4, 5], High Altitude (4), rear of the aircraft. Speed 4, 1 x Ace -1/-, freely in A2, direction 2

17 Age of Aces II - v.20160724 • Victory conditions : 2 x Nieuport 11 “bebe” (n°1, 2), High Altitude (4), Speed 3, 1 x Ace -1/+1 (Roobaert). The two-seater Entente : prevent the victory of the Central Powers. enters by the B1 edge in direction 1.

Central Powers : take 2 photos and leave by the • Central Powers : positions itself first edge of the map A1, A2, A3 or A4. 1 x Fokker E.III (n°1), Medium Altitude (3), Speed • Special rules : 3, 1 x Ace -2/+1, enters by A4 in direction 3. Photos : in order to have useable photos of the Entente fleet, an aircraft must pass above its target at 3 x Balloons (n°3 to 5), altitudes at choice of Very a speed less than 4 and a Medium Altitude (3) or a Low (1) or Low (2). 1 balloon on the aerodrome in speed less than 3 and a Low Altitude (2). A3, 1 balloon 3 hex at the most from the aerodrome, 1 balloon on the tip of the coast in B3. 13.9. The beginnings of Lafayette, The squadron of American volunteers celebrates • Victory conditions : 100 years in 2016. Its pilots just took delivery of their “babies”. Still fresh, they will quickly face off Entente : destroy at least 2 balloons and leave by against the “” that nevertheless is in the edge of the map at A1, B1 or C1. its final days Central Powers : Prevent the victory of the Entente. • Number of turns : 10 • Special rules : • Entente : Le Prieur Rockets : the Nieuport 11 are not 4 x Nieuport 11 “bebe” (n°1 to 4), Medium considered loaded even though they are armed with Altitude (3), Speed 4, 1 x Ace -1/-, positioned in a rockets. The firing of rockets occurs after a “Straight “diamond”, all adjacent, freely in B2, facing 2. Ahead!” only 1 hex from the target (adjacent to the balloon) by applying -1 DRM due to the • Central Powers : imprecision. If a balloon is hit, it is shot down. Remember that the Nieuport 11 can also use their 5 x Fokker E.III (n°1 to 5), 3 at High Altitude (4), 2 frontal weapons. at Medium Altitude (3), Speed 4, 1 x Ace -1/ +1, 1 x Ace -/ +1, all adjacent, positioned freely in A1, 13.11. Overcast night, May 1918 facing 2. The Nieuport 28 of the American Expeditionary Force (AEF) assist in the bombing of a ship by a • Victory conditions : Breguet. Quentin Roosevelt (son of the President) is part of the flight. He would be shot down 2 months Entente : prevent the victory of the Central Powers. later, 14 July, over Coulonges-Cohan (Aisnes). This confrontation is fictional but plausible. Central Powers : destroy at least 2 Nieuport 11 and do not suffer more than one loss. • Number of turns : 10

13.10. Franco-Belgian rockets, 16 May 1916 • Entente : positions itself first, has the initiative One of the rare Belgian pilots to have used the Prieur rockets (French origin) was the Adjudant 3 x Nieuport 28 [n° 1, 2, 3], High Altitude (4) st Egide Roobaert (1 Hunting Squadron). “Fox-Trot” and/or Very High (5), Speed 4, 1 x Ace -1/+1, was the name of his aircraft. positioned in a V on the edge of A1, facing 3.

• Number of turns : 10 1 x Breguet 14 [n°5], High Altitude (4), Speed 4, 1 x Ace -1/-, placed freely in A1, facing 3. • Entente : has the initiative

18 Age of Aces II - v.20160724 • Central Powers : > C) or by descending order of results of 1d6 roll.

1 x Merchant ship, positioned freely in C2, facing Managing the initiative per aircraft tends to slow 1, it is heading toward the port in A4. down the game but provides a subtlety in reaction and tactics. 1 x Roland D.VI (n°1), High Altitude (4), Speed 4, 1 x Ace -1/+1, positioned freely in C2. 14.2. Deflection Fire on a target facing 3/4 front compared to the 1 x Fokker D.VII (n°5), Medium Altitude (3), shooter has a penalty of -1 in the Fire Test. The Speed 4, 1 x Ace -1/+2, enters on Turn 2 by an edge position relative to the shooter is based on his target of choice: C1 or B1. at the moment of fire (opportunity or not).

• Victory conditions : 14.3. Alternating manœuvres This variation offers great interaction between Entente : Neutralise the merchant ship. players and gives a new dynamic to the rhythm of the game. Alternate the activation of aircrafts, one Central Powers : Prevent the victory of the Entente. by one, for each camp. The player who won the initiative moves an aircraft, possibly is fired at • Special rules : (opportunity fire), then fires himself. The other Cloudy night : at the beginning of turns 1, 4, and 7, player then chooses one of his aircrafts and follows roll 1d6 : the same sequence (manoeuvre, adverse opportunity fire, fire). The in-phase player chooses a new aircraft 1-4 : visibility is reduced to 4 hex (i.e. fire range), and so on. 5-6 : the cloud cover is getting lighter, visibility 8 hex To avoid weighing down the game unnecessarily, we advise against using the optional rule of initiative The visibility limit in altitude requires an aircraft to aircraft by aircraft with this variation. manoeuvre in an area - respectively - of 4 or 8 hex, including with a change in altitude. The pilot must 14.4. List of the aircrafts of the Age of Aces I take account of this at the beginning of his Entente: Hanriot HD 1, Airco DH.4, RAF SE5a, movement. If he still has RP to spend (ex: going F1, Sopwith Triplane, Spad VII, from a turn of 4 hex visibility to 8 hex), ignore them. Spad XIII; Central Powers: Fokker D.VII, Fokker DR-1, Albatros D.III, AEG C.IV, Gotha G.IV, Night fire : apply a DRM -2 to the Fire Test unless Roland C-2. the target is in an adjacent hex. Credits Double load : The Breguet 14 can make 2 passes over its target with a -1 DRM regardless of Game Design: Patrick Ruestchmann visibility. Each successful bombing inflicts 1 hit on the target. Counters and map : Pascal Da Silva Game Aids : Patrick Ruestchmann and Pascal Da Silva PTIONAL ULES 14. O R Layout : Nicolas Stratigos 14.1. Initiative aircraft by aircraft The initiative is no longer calculated globally for a Translation: Elisa Doughty camp, but aircraft by aircraft (regardless of the Tests and proofreading: Jean-Louis Badin, Pascal camp). The order of Initiative becomes : Speed of Bons, Ludovic Carrique, Terry Mays, Lawrence the aircraft + Altitude Level (1 to 5). In the case of Hung, Sandrine Ruestchmann, Léonard a tie, separate them by manoeuvrability class (A > B Ruestchmann, Sébastien Thuillier, Stéphane Welnin.

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