Table of Contents

Introduction...... 4 Game Basics...... 4 Quick Set Up...... 4 Deployment...... 4 Turn Structure...... 4 Game Length...... 4 Results...... 4 Speed and Altitude...... 5 Movement and Basic Maneuvers...... 5 The Mandatory Move...... 5 Maneuvers – Climbing and Diving...... 5 Maneuvers – Turning...... 6 Stalling, Crashing and Speed Stress...... 7 Combining Maneuvers and Killing the Throttle...... 7 Level Flight and Positive Climbs – How to gain speed...... 7 Attacking...... 7 Nose Aspect...... 7 Collisions...... 7 Defensive Fire...... 8 Attacking Head-On...... 8 Flying off the Table...... 8 Friendlies in the Way!...... 8 Pilots...... 9 Making Pilot Checks...... 9 Going Evasive...... 9 Attacks and Advanced Maneuvers...... 10 Weaponry...... 10 Attacks and Damage...... 10 Aircraft Damage Table...... 10 Aircraft Damage...... 10 Pilots Becoming Wounded...... 10 Structural Damage...... 10 Bombers – Wounding and Killing the Pilot...... 11 Tougher Tasks...... 11 Steep Climbs and Dives...... 11 Attacks...... 11 Fighter Maneuvers...... 11 Offensive Maneuvers...... 11 Defensive Maneuvers...... 11 Ground Targets...... 12 Ground Attack Maneuvers...... 12 Resolving Ground Attacks...... 12 Air Defense from the Ground...... 12 Ground Target Types...... 12 Naval Vessels...... 13 Torpedo Attacks...... 13 Damaging Naval Vessels...... 13 Naval Vessel Damage Table...... 13 Aircraft...... 14 Aircraft Types...... 14 Damage Points...... 14 Weapons and Firing Arcs...... 14 Field of Fire Examples...... 15 Aircraft Properties...... 17 Bombs and Torpedoes...... 17 Reconnaissance ...... 17 Gameplay...... 18 Choose Period...... 18 Choose Land or Sea Battle...... 18 Deployment...... 18 Choose Mission Type...... 18 Random Mission Type ...... 18 Random Ground Attack Targets...... 18 Missions in More Detail...... 18 Taking Off and Landing In-Game...... 19 Write Squadron Rosters...... 20 Clouds and Ambushes...... 20 Deploying and Starting the Game...... 20 Turn Structure...... 20 Game Length...... 21 Results...... 21 Sea Battles...... 21 Aircraft Lists...... 22 Luftwaffe – Early War...... 23 Luftwaffe – Mid War...... 24 Luftwaffe – Late War...... 24 British Air Services (RAF, FAA) – Early War...... 25 British Air Services (RAF, FAA) – Early War (continued)...... 26 British Air Services (RAF, FAA) – Mid War...... 27 British Air Services (RAF, FAA) – Late War...... 27 Soviet Air Forces – Early War...... 28 Soviet Air Forces – Mid War...... 29 Soviet Air Forces – Late War...... 29 United States Air Forces – Early War...... 30 United States Air Forces – Mid War...... 31 United States Air Forces – Late War...... 32 Imperial Japanese Air Services – Early War...... 33 Imperial Japanese Air Services – Mid War...... 34 Imperial Japanese Air Services – Late War...... 35 Regia Aeronautica (Royal Italian Air Force) – Early War...... 36 Regia Aeronautica (Royal Italian Air Force) – Mid War...... 37 Notes from the Designer...... 38 Aircraft Stats...... 39 Points System...... 40 Game Markers...... 40 Introduction Lacquered Coffins is a rule set for 2 or more players aimed at simplicity and the handling of WWII air engagements. The name comes from a nickname that Soviet pilots gave to the LaGG type fighters (mostly the LaGG-3). While LaGG really stands for names of the designers of the aircraft (Lavochkin, Gorbunov and Gudkov), some Soviet pilots implied it stood for "lakirovany garantirovany grob", which translates to "guaranteed, lacquered coffin", due to the wooden construction, mediocre handling and high loss rate of the aircraft. This game is aimed at 1/600 scale miniatures, although 1/144 scale would also work. Flat cards representing aircraft could also be used. The ideal base size is a 1½" X 1½" square, although any size could be used provided the bases are the same for both opposing sides, and can accommodate 2 dice on the base (representing speed and altitude). The author recommends 1/600 miniatures from the Tumbling Dice website, as they are cheap and robust, and have a wide range for most of the factions involved in WWII. For this rule set you will need a tape measure or ruler in inches, quite a few 6-sided dice (called "D6" in these rules), a protractor for aircraft turns (this should be 4" in diameter and circular or semi-circular), and a table roughly 6' X 4' in size. 4' X 4' would also work fine for smaller games. Some 8-sided dice ("D8") would be useful for indicating high speeds, although regular 6-sided dice can be substituted. Game Basics

Quick Set Up

•Deployment Roll a D6 to determine deployment type: 1-3 Long Edges, 4-6 Short Edges. In a long edges deployment, each player will deploy up to 6" from one of the long edges of the table. In a short edges deployment, each player will deploy up to 15" from one of the short edges of the table. (There should always be about 36" / 3' between the opposing sides)

•Turn Structure The player with the first turn carries out all their mandatory movements and then maneuvers, then the second player does the same. Once both players have done this, 1 game turn has passed. Note the current game turn on a dice. Gameplay continues this way, with the players alternating turns until the end of the game. The player who takes the first turn will always take the first turn each game turn. Movement and mandatory moves are covered on the next page.

•Game Length The game lasts 6 game turns, after which you will roll a D6 each turn to determine if the game ends. Consult the table below. Continue to roll a D6 after every game turn until the game is over. If one side loses all their aircraft, the game automatically ends and victory points are calculated.

Game Length (Roll a D6) After turn... 6 7 8 9+ Game continues on a 3+ 4+ 5+ 6+

•Results At the end of the game, add up the points value of the aircraft, pilots and ordnance you still have on the table. Add any bonus points for ground attacks (depending on the ground attack target type) or reconnaissance photos (10 points for each photo, provided the aircraft survives the battle). 4 This combined total is your "Victory Points". Any damaged aircraft must succeed a pilot check in order to land after the game and count towards this total. The player with the most victory points at the end of the game wins. If the victory points are within 10 points of each other, the game is a draw.

Specific missions and more detailed guidelines on writing up squadron rosters and selecting periods are provided under Gameplay on page 18.

Speed and Altitude

•Altitude To represent a 3D area on a flat tabletop, Lacquered Coffins uses a single D6 on the base of each aircraft to show their altitude. In this way there are 6 altitude bands, with 1 being the lowest and 6 being the highest. Aircraft cannot climb beyond altitude 6, and if they go below altitude 1, they crash into the ground. Some aircraft have flight stands that let you track speed and altitude, while others will need a dice or to be tracked on a roster. Another way to track speed and altitude might be to acquire some "stitch counters" for knitting, which are small cylindrical plastic devices that can track two numbers from 0 – 9. These can be found at craft stores for a low price, and attached to aircraft bases with glue or blu-tac / sticky putty.

•Speed Speed is also represented with a D6 on the base of each aircraft. There are also 6 speed bands, with 1 being the lowest – close to a stall – and 6 being the highest. Aircraft that drop below 1 speed immediately go into a stall, and aircraft that exceed speed 6 take damage due to the stress on their airframe. With speed and altitude represented on the base of each aircraft, it allows you to see at a glance what altitude enemy aircraft are at, or what speed they are moving.

Movement and Basic Maneuvers

•The Mandatory Move At the start of each turn all aircraft must make a Mandatory Move. As aircraft cannot stay still (they will fall out of the sky), all aircraft will constantly be in motion. The mandatory move for each aircraft is 2 times their speed dice in inches. For example: A P-51 Mustang with a speed dice indicating 3 must move 6" during the mandatory move.

•Maneuvers – Climbing and Diving After the mandatory move, each aircraft can make a single maneuver. This is known as the Maneuver Phase. Climbing and diving are simple: To climb, increase altitude by 1 and reduce speed by 1. To dive, decrease altitude by 1 and increase speed by 1. These types of climbs and dives are called "shallow climbs" and "shallow dives". Steeper climbs and dives can be made, but they require more skill from the pilot and are covered below under Tougher Tasks.

5 •Maneuvers – Turning Another basic maneuver is the turn. To execute a turn, place the circular protractor beside the aircraft's base, on the side you wish to turn to. The 0 degree mark on the protractor should be in contact with the left or right side of the aircraft's base – directly in the center of that side of the base. This is known as the Point of Contact, and will be used as a reference for how far the aircraft has turned. Once the protractor has been placed, you simply move the aircraft's base around the edge of the protractor. This will make a nice curved turn (as the protractor is circular or semi-circular with a 4" diameter), and you will be able to see how far the aircraft has turned. This is important for noting speed loss during a turn. Most aircraft will lose 1 speed for every full 90 degrees they turn. If the Point of Contact between the aircraft's base and the protractor passes 90 degrees, the aircraft will lose 1 speed from its speed dice. If the Point of Contact passes 180 degrees, the aircraft will lose 2 speed from the turn, and so on. A full 360 degree turn will lose an aircraft 4 speed. Some aircraft have poorer turning ability, and some have better turning ability, and this is covered under Aircraft below. For example most bombers will lose 1 speed for every 45 degrees of turn they make.

Turning Example: In this example, the aircraft is a fighter, and is not powerful. It will lose 1 speed for every 90 degrees turned

Setting up for a turn This aircraft has made a turn, but will not lose any speed, as it hasn't passed 90 degrees

This aircraft has made a turn and passed the 90 degree mark, and so will lose 1 speed

6 •Stalling, Crashing and Speed Stress If an aircraft ever gets to 0 speed, it goes into a stall. It will lose 2 altitude per turn, and no longer makes a mandatory move. It is completely out of control and no maneuvers may be made. The pilot of the stalled aircraft can attempt to recover from the stall by making a successful pilot check during the maneuver phase (see Pilots below). If the pilot successfully recovers from the stall, the aircraft will only lose 1 altitude that turn, and gains 1 speed – taking it to a speed of 1. Stalled aircraft are +1 to damage – see Attacks and Advanced Maneuvers below. Aircraft that move faster than speed 6 must roll on the aircraft damage table below. Aircraft that drop below altitude 1 are destroyed immediately and removed from play, unless they are landing (see Taking Off and Landing In-Game on page 13)

•Combining Maneuvers and Killing the Throttle Aircraft can combine maneuvers like turns and shallow dives with no problem, but they must apply any and all speed and altitude changes. For example: A pilot decides to do a shallow climb, as well as a left hand turn – passing 90 degrees. The aircraft will gain 1 altitude, and will lose 2 speed. 1 for the climb, and 1 for passing 90 degrees during the turn. Pilots can choose to kill the throttle during a maneuver. This can be combined with any other maneuvers and is a simple thing to do. Pilots are used to making throttle changes while climbing, diving or turning, or all at the same time. When a pilot Kills the Throttle, the aircraft loses 1 speed, in addition to any other speed changes during a maneuver. Pilots can kill the throttle as many times as they like over the course of the game, continuing to lose 1 speed turn after turn, but they can only Kill the Throttle once per turn.

•Level Flight and Positive Climbs – How to gain speed In order to gain speed without diving, an aircraft must make a level flight. This cannot be combined with other maneuvers, as the aircraft must remain on the same heading and cannot dive or climb. During a level flight, the aircraft gains 1 speed. Some aircraft are more powerful, and can gain more speed during level flights. This is noted under Aircraft Properties below. In order to gain speed and altitude at the same time, an aircraft can make a Positive Climb maneuver. Positive climbs cannot be combined with other maneuvers either. During a positive climb, an aircraft gains 1 speed and 1 altitude.

•Attacking Each weapon on an aircraft has a field of fire. Some weapons are fixed in a forward firing position, and must be lined up by pointing the aircraft directly at the target, other weapons have flexible mounts that allow a wide field of fire without moving the aircraft. These are covered in further detail under Aircraft - Weapons and Firing Arcs below. During the maneuver phase, an aircraft can fire all of the weapons that have a target in their field of fire. Weapons with a fixed forward mount must already be facing a target in order to fire – If the aircraft needs to turn to face a target, or change altitude, this becomes a Tougher Task covered below. The rationale is that firing at a target directly in front of you is easy, but having to turn the aircraft and line up a shot is a bit more difficult...

•Nose Aspect Aircraft can only target other aircraft up to 1 altitude above or below, or at the same altitude. Any higher or lower and the target will be out of range or out of the field of fire of your weapons.

•Collisions If the bases of two aircraft make contact or overlap for any reason while at the same altitude, roll a D6: on a 5+ there has been a collision: Roll on the damage table for both aircraft, applying a +1 to both rolls. Armored aircraft roll on the damage table with no modifier: The +1 is canceled out by the -1 for being armored.

7 •Defensive Fire If an aircraft attacks another, and the attacker is within the field of fire of any weapons that are not fixed- forward, the aircraft being attacked may fire any of those weapons after the attack has been made. This is the only time an aircraft can fire during the enemies turn, and represents defensive gunners taking shots at an attacking aircraft as it closes in to attack. Aircraft can attempt to go evasive against defensive fire if they wish. Aircraft cannot conduct defensive fire against defensive fire attacks. This rule allows gunners to fire before their aircraft moves out of range during the mandatory movement phase, and makes attacking bombers and other aircraft with rear-facing machine guns more dangerous, especially if they have multiple weapons in the same field of fire. Note that only the aircraft being targeted can fire in this way, other aircraft nearby must wait until their turn to fire. An aircraft can make as many defensive fire attacks as it likes during its turn, one for each attack being made against it, and for each weapon whose field of fire the attacker is in.

•Attacking Head-On A target coming directly at you is harder to hit. If you are targeting an aircraft with forward facing weapons (fixed-forward, forward, forward-upper, etc.), and in the target's front facing, the damage roll is -1. The area 45 degrees either side of an aircraft's nose is considered the "front facing". Use the center of the front of the aircraft's base as the reference point for determining this facing.

•Flying off the Table Aircraft that fly off the table during their mandatory move or as part of a maneuver leave the game temporarily. Place them on the edge of the table, at the point they left. The player who owns the aircraft will roll a D6 each turn: On a 4+ the aircraft will re-enter the table at the point it left during the mandatory movement phase, moving at the same speed and altitude that it left at. Continue to roll each turn until the aircraft re-appears.

•Friendlies in the Way! If the base of a friendly aircraft is between the attacking aircraft and it's target, and the friendly aircraft is at the attackers altitude, or the altitude of the target, the attack cannot be made. Fixed-forward weapons are able to fire more accurately past friendlies, but weapons with larger fields of fire cannot attack if the base of any friendly aircraft is between their base and the target's base. Fields of fire are covered later, under Aircraft.

This hurricane can fire, using fixed-forward This Lancaster cannot fire, as the friendly aircraft is within weapons. The field of fire

8 Pilots Pilots are very important in Lacquered Coffins, often more important than the aircraft themselves. There are 4 different qualities of pilot, shown below. •Making Pilot Checks To make a pilot check, roll 2 D6 and add the values together. If the result is above 6, the pilot check is a success. •Poor Quality Pilots Poor quality pilots have only minimal training and little to no experience. They are -1 to pilot checks. Poor quality pilots cannot execute fighter maneuvers. •Average Quality Pilots Average quality pilots have decent training and some limited experience in combat. They make pilot checks as normal, rolling 2 Dice and needing a total of 6 to succeed. Going Evasive: Average quality pilots can attempt to Go Evasive if they are targeted by an enemy aircraft. To do so, they make a pilot check. If they are successful, they are -1 to all the damage rolls for that attack. If a pilot successfully goes evasive, their aircraft will lose 1 speed after the attack has been made. Pilots can choose to go evasive as many times as they like during a turn, unless they are in a stall. Bomber type aircraft cannot go evasive, and aircraft carrying bombs cannot go evasive unless they jettison their bombs. This can be done for free just before the pilot goes evasive, just note the aircraft no longer has any bombs. •Good Quality Pilots Good quality pilots have received ongoing training and/or have plenty of experience in combat. They make pilot checks as normal, and can go evasive just like average quality pilots. Good quality pilots are also +1 to all pilot checks, and +1 to all damage rolls against enemy aircraft while using fixed-forward or fixed-forward-upper weapons. Good quality pilots also never loose speed if they fail a pilot check during a tougher task or fighter maneuver. •Ace Pilots Some pilots just have what it takes and more. Ace pilots are those who have extensive experience, and who have become keenly attuned to aerial combat. Ace pilots have all the abilities of good quality pilots, except they are +2 to all pilot checks, and +2 to all damage rolls against enemy aircraft while using fixed-forward of fixed-forward-upper weapons. Ace pilots are also -2 to damage when they go evasive, performing snap rolls and other fancy defensive maneuvers.

Erich Hartmann – Leading German Ivan Kozhedub – Leading allied ace, ace, with 352 kills with 64 kills. Pictured with his La-5 fighter There was a large discrepancy between German and allied pilot scores during WWII, as some German pilots had been fighting since the Spanish civil war in 1936, they eventually racked up huge scores. By comparison, allied scores were much lower, as pilots had relatively short tours of duty, and many didn't start fighting until 1940 or even later.

9 Attacks and Advanced Maneuvers •Weaponry Machine Guns (MGs) have a 12" range. Beyond 8", MGs are considered to be Long Range. Light Machine Guns (LMGs) have the same range as regular machine guns, but are -1 to all damage rolls. 20mm or 23mm cannons can fire up to 16". Beyond 12" they are considered to be Long Range. 20mm cannons are also +1 to all damage rolls. Cannons of 30mm+ have the same range and long range as a 20mm cannon, but are +2 to damage rolls. •Attacks and Damage Each weapon on an aircraft can make 1 attack per maneuver phase, provided it has a target inside its field of fire. For each attack, roll 1D6, apply any and all modifiers and consult the table below. Aircraft Damage Table D6 Roll Result

1 Miss – No Effect.

2 Miss – No Effect.

3 Miss – No Effect.

4 Aircraft Damaged

5 Pilot Wounded. Second Time: Pilot Killed

6 Aircraft Damaged + Pilot Wounded

7 Structural Damage: Loses 2 altitude and gains 2 speed each turn.

8+ Aircraft Destroyed: Aircraft is shot down and removed from play Damage Table Modifiers (Cumulative) Per speed difference -1 (-1 for each point of speed difference between you and the target) Attacking Head-On -1 (Forward-mounted weapons attacking the front facing of a target) Target Going Evasive -1 (Target succeeds pilot check to go evasive) Target is Armored -1 Long Range -1 Light Machine Gun -1 Target is Stalled +1 20mm Cannon +1 Good Quality Pilot +1 30mm Cannon +2 Ace Pilot +2 •Aircraft Damage Every time an aircraft is damaged, it loses 1 damage point. If it is reduced to 0 damage points, it is destroyed. Damaged aircraft turn much worse than usual: Nimble aircraft are no longer nimble, fighters turn as if they were ground attack aircraft, ground attack aircraft turn as if they were bombers. Bombers are unaffected. For each damage point taken, the turning ability is reduced by 1 tier. •Pilots Becoming Wounded If the pilot is wounded, they become -1 to all future pilot checks. Good Quality pilots are no longer +1 to damage while wounded, and Ace pilots are only +1 to damage while wounded. If the pilot is killed, the aircraft is removed from play. Bomber type aircraft are treated differently, due to the existence of co-pilots and the difficulty of killing the pilot from the side and rear of the aircraft. See the following page for what to do when a pilot is wounded on a bomber type aircraft. •Structural Damage Aircraft with structural damage are no longer capable of maintaining flight. They will lose 2 altitude and gain 2 speed each turn. Aircraft with structural damage cannot make maneuvers, but still make a mandatory move. This also adds a single Damage Point, unless it is the result of the pilot being killed. Note that aircraft with structural damage cannot perform ground attacks, but can still fire weapons and conduct defensive fire. 10 Bombers – Wounding and Killing the Pilot The pilot of a bomber can only be wounded if the aircraft is attacked from the front facing (45 degrees either side of the nose), otherwise a result of "Pilot Wounded" counts as "Aircraft Damaged" (and so a result of "Aircraft Damaged + Pilot wounded" would count as two results of "Aircraft Damaged"). If the pilot of a bomber is killed, the aircraft counts as if taking Structural Damage (see above), but does not take any extra damage points in this case.

Tougher Tasks Tougher tasks require a pilot check in order to complete successfully. Move your aircraft to the desired position, alter the speed and altitude as described below, then make a pilot check. If this check is failed, the aircraft will lose 1 speed and 1 altitude, and the maneuver will not be able to include any kind of attack. Tougher tasks can be combined with basic maneuvers (except level flight or positive climbs), or can be combined with other tougher tasks, but a pilot must make a check for each tougher task undertaken.

•Steep Climbs and Dives Steep climbs and dives are exactly the same as shallow climbs and dives, but you move further vertically. A steep climb will increase your altitude by 2, and decrease your speed by 2. A steep dive will reduce your altitude by 2, and increase your speed by 2.

•Attacks Line up and Fire: Execute a turn and fire any weapons, This can be used to attack aircraft or strafe ground targets, and can be combined with a shallow climb or shallow dive.

Fighter Maneuvers Fighter maneuvers can only be done by Fighter or Heavy Fighter type aircraft. (See Aircraft Below) Dive bombers, ground attack aircraft and bombers cannot make these maneuvers. Fighter maneuvers count as a Tougher Task: You must succeed a pilot check. If you fail you get no attack, and lose 1 speed and altitude. Fighter maneuvers cannot be combined with other maneuvers unless specified. "Pivoting": Some fighter maneuvers describe pivoting on the spot. Pivoting does not count as a turn and you lose no speed from it, the speed loss is included in the maneuver.

•Offensive Maneuvers Maneuver and Attack: Make any standard turn, steep or shallow dive, climb, or turning climb/dive and fire any weapons. Only 1 pilot check is rolled, even if a steep climb or dive is executed. Barrel Roll Attack: Make a turn and fire any weapons, while losing 1 extra speed. Low Yo-Yo Attack: Make a turn and fire any weapons, while gaining 1 extra speed. High Yo-Yo Attack: Make a turn and fire any weapons, while losing 2 extra speed.

•Defensive Maneuvers Note that you cannot attack when you make defensive maneuvers Wingover: Pivot up to 180 degrees on the spot, and only lose 1 speed. Immelmann: Gain 1 altitude, lose 2 speed, and the aircraft pivots 180 degrees on the spot. Aircraft with "Fast Climb" can choose to gain 2 altitude instead of 1. Split-S: Lose 2 altitude, gain 2 speed and count as pivoting up to 180 degrees on the spot. Gain Separation: Move up to your speed in inches in any direction, then face a new heading. (so for example, an aircraft moving at speed 4 could move 4" in any direction, then face a new heading)

11 Ground Targets Attacking ground targets is an important part of Lacquered Coffins. Successful attacks on ground targets will give you bonus victory points at the end of the game. To make a ground attack, follow one of the ground attack maneuvers below. Ground attack maneuvers are just like a tougher task – You must succeed a pilot check in order to inflict damage. There are some modifiers, listed below. •Ground Attack Maneuvers Strafing Run: Only fixed-forward weapons can be used in strafing runs. To use these, you must be within range and the target must be along the fixed-forward field of fire. You must be at altitude of 1 or 2 in order to make a successful strafing run. Ground targets count as speed 1, and your pilot check will be -1 for each point of speed difference between you and the target. Note that you can make a turn in order to line up a strafing run. Dive Bomb: Ground Attack aircraft can attempt to dive bomb a target. To do so it must be within 6" of your aircraft, and between altitude 3 and 4. You do not have to be facing your target. After the dive bomb, you will lose 2 altitude. Speed will remain unchanged. Dive bomb attacks are +1 to the pilot check to inflict damage. Speed difference is not counted during dive bombing. After the dive bomb the attacking aircraft is placed within 3" of the target, and can choose a new heading. Bombing Run: To bomb a ground target you must have flown directly over it at an altitude of 4 or less during your mandatory movement phase, or be within "bombing range" of the target. Bombing counts as a fixed- forward field of fire – so you must be pointing directly at the target. A turn may be performed to line up. Bombing range is your speed + your altitude in inches. So for example a Lancaster bomber at speed 3 and altitude 4 would have a bombing range of 7". Speed difference is not counted, and the aircraft may nominate how many bombs are being dropped in the bombing run, up to 10. Torpedoes and ship attacks are covered below under Naval Vessels. •Resolving Ground Attacks Once the ground attack maneuver has been chosen, roll your pilot check, noting any modifiers. If the attack is successful, you inflict 1 point of damage per bomb dropped. If the check was a failure, the bombs are dropped but inflict no damage. Remove the number of bomb markers dropped from the attacking aircraft. Each point of damage inflicted gives a number of victory points at the end of the game, depending on the kind of target. An aircraft can drop up to 10 bombs per turn. Strafing runs inflict 1 point of damage for every 2 MGs the attacking aircraft has, or 1 point for every 4 LMGs. 20mm or larger cannons inflict 1 point for each fixed-forward cannon on the aircraft. •Air Defense from the Ground Ground targets are usually protected by anti-air artillery. They can attack air targets within a certain range and altitude, specified below depending on their type. Ground targets make their anti-air attacks at the end of their owners maneuver phase. Roll a D6 each aircraft within range of the ground target: On a 1 the aircraft is hit by AA fire and must roll on the damage table, ignoring any modifiers for speed. Pilots cannot go evasive should this happen – the AA fire has already hit them. •Ground Target Types Low Value: These targets have limited air defense, but are of limited worth at the end of the game. For each point of damage on a Low Value target, you get 3 points at the end of the game. Low Value targets only have limited air defense – they can attack aircraft within 12" and at altitude 1 or 2. Low value targets would include motorized columns, civilian buildings, dispersed infantry or small ships. Medium Value: These targets have respectable air defense, and give 4 points for each point of damage inflicted at the end of the game. Medium Value targets can attack aircraft within 12" and up to altitude 3. Medium value targets are also +1 to all damage rolls against aircraft. Medium value targets would include army groups, small airfields, fortified cities or medium size ships. High Value: These targets have formidable air defense, and give 5 points for each successful point of damage at the end of the game. High Value targets can attack aircraft up to 16" away, and up to altitude 4. High Value targets are +1 to all damage rolls against aircraft, and +2 at altitude 1 or 2 High Value targets would include large airfields, heavily fortified areas, or capital ships. 12 Naval Vessels The rules above cover land-based warfare and some basics that could be used to fight on the high seas, but naval battles including aircraft carriers, torpedoes and capital ships require a few extra details to game more accurately. Naval targets follow the same rules as ground targets, and have the same 3 types: Low Value, Medium Value and High Value. Their air defense functions exactly the same, except that they roll 2 dice for each aircraft when rolling to see if they inflict a hit. High Value naval targets (usually or Battleships) roll 3 dice for each aircraft when rolling to see if they inflict a hit. The only exception is against Very Slow aircraft, where only 2 dice can be rolled. At altitude 1 a maximum of 1 dice can be rolled regardless of the the naval vessel type •Torpedo Attacks Torpedo attacks are carried out just like bombing runs, but can be done within 12” of a target, provided the target is directly in front of the attacking aircraft (treat the torpedo as a fixed-forward field of fire) An aircraft can only take 1 or 2 torpedoes and cannot take any bombs if they do so. Up to 2 torpedoes can be fired at once. Torpedo attacks are +2 to any damage rolls against Naval Vessels, provided the pilot check to hit was a success. If the check was a failure, the torpedoes inflict no damage and any torpedo markers are removed from the attacking aircraft. •Damaging Naval Vessels When an aircraft makes a successful attack run on a naval vessel (after it has succeeded its pilot check), roll on the damage table below, noting any modifiers: Roll once for every bomb or torpedo dropped on target, or each successful strafing run. Naval Vessel Damage Table D6 Roll Result

1 Superficial Damage – No Effect

2 Superficial Damage – No Effect

3 Significant Damage – AA Defense Weakened

4 Significant Damage – AA Defense Weakened

5 Significant Damage – AA Defense Weakened

6 Critical Damage – AA Defense Destroyed

7 Magazine Explosion or Structural Damage – Vessel Destroyed Modifiers to Naval Damage Torpedo Attack +2 Dive bomb attack +1

Naval Vessels have a number of damage points depending on their value type: Low Value: 2 Damage Points Medium value: 4 Damage Points High Value: 8 Damage Points Each time a naval vessel takes significant damage, it loses 1 damage point. Each time a vessel takes critical damage, it loses 2 damage points. Once a naval vessel reaches 0 damage it is destroyed and sinks. Remove the naval vessel from the game. Victory points are only gained once a vessel is destroyed, at which time they give the following victory points to the attacking player: Low Value: 20 Victory Points Medium Value 40 Victory Points High Value 60 Victory Points Damage to Air Defense: Once a naval vessel has its AA Defense Weakened, it reduces the number of dice rolled when determining a hit against aircraft by 1. So a High Value naval vessel with weakened AA defense rolls 2 dice instead of 3 against each aircraft when determining hits (needing to roll a 1 to inflict damage) 13 Once the number of dice is reduced to 1, the next time the AA defense is weakened, the vessel drops 1 value type with regards to its air defense. So a high value naval vessel that has been reduced to only rolling 1 dice to determine hits, and then has its AA defense weakened again, now counts as a medium value target with regards to air defense. So from now on the high value naval vessel can only attack up to altitude 3, and only up to 12” away. The high value naval vessel no longer inflicts +2 damage at altitude 1 and 2. A low value naval vessel reduced to 1 dice, which then has it's AA weakened becomes -1 to any aircraft damage rolls. Air Defense Destroyed: A vessel that has its air defense destroyed can no longer attack air targets.

Aircraft In the aircraft lists at the end of these rules, the aircraft of the various factions are listed. Each aircraft has a "Type", "Damage Points" (DP), "Weapons", and "Notes" describing the amount of ordnance carried and the specific properties of the aircraft. •Aircraft Types There are 4 different types of aircraft: Fighters, Ground Attack, Bombers, and Utility. The type of aircraft determines how quickly it can turn and the kind of roles it can perform. Aircraft roles are used in the missions under Gameplay below. Fighters are light and agile and made for attacking other aircraft. Fighters lose 1 speed for every 90 degrees they turn. Ground Attack aircraft are usually 2-seaters, of heavier construction than fighters and made for ground attack. Ground attack aircraft lose 1 speed for every 60 degrees they turn Bombers are larger aircraft with many crew and capable of carrying large amounts of ordnance. Bombers lose 1 speed for every 45 degrees they turn Utility aircraft are made specifically for recon, transport or observation. They sometimes carry weapons and/or ordnance, but their main role is non-combat. Utility aircraft lose 1 speed for every 60 degrees they turn •Damage Points (DP) Each aircraft has a damage points rating. This is the amount of times an aircraft can be damaged before it is destroyed. When an aircraft reaches 0 damage points, it is destroyed. Most fighters have 2 damage points, while ground attack aircraft have 3. Bombers have 4 to 6 damage points depending on their size. Some aircraft are tougher to destroy, for example heavy fighters or heavily armored aircraft. These aircraft will have more damage points than usual for their type. •Weapons and Firing Arcs There are a variety of ways a weapon can be mounted on an aircraft. Each type of mount has a specific field of fire, and an abbreviation used in the aircraft lists. Fields of fire are measured from the aircraft's base. All weapons can fire at targets at the same altitude, or 1 altitude above or below, unless otherwise stated. A target aircraft's base must be within the field of fire in order to attack it. Example of these fields of fire are given below, after the descriptions. Fixed Forward (FF) weapons are fixed in the forward-firing position. The entire aircraft must be lined up with the target in order to score hits. Fixed forward weapons have a field of fire in a straight line directly in front of the aircraft's base, originating in the center of the base. The target aircraft's base must be touching this line. Forward Firing (F) weapons are in a flexible mount, covering the front area of the aircraft, from left to right. These are normally mounted in the nose cone, or a nose turret. Rearward Firing (R) weapons are mounted in a flexible mount in the rear of the aircraft, covering the area behind the aircraft, from left to right. Side Firing weapons are mounted on the left and right side of the aircraft, covering the entire side. Side mounted weapons always come in lots of 2: a left and right side, and are listed as "side" in the aircraft lists. Upper Firing (U) weapons are mounted on the top of the aircraft, in a dorsal turret. They have a full 360

14 degree field of fire, but cannot fire at targets below the aircraft's altitude. Lower Firing (L) weapons are mounted underneath the aircraft, in a ventral turret. They have a full 360 degree field of fire, but cannot fire at targets above the aircraft's altitude. Rear-Upper Firing (RU) weapons are mounted on top of the aircraft, in a rear-facing position. They cover an area to the rear of the aircraft, from left to right, but cannot fire at targets below the aircraft's altitude. Forward-Upper Firing (FU) weapons are less common, exclusively used on seaplanes where a nose cone is impractical. They cover an area to the front of the aircraft, from left to right, but cannot fire at targets below the aircraft. Rear-Lower Firing (RL) weapons are mounted in a turret underneath the tail of the aircraft, covering an area behind the aircraft, from left to right, but cannot fire at targets above the aircraft's altitude. Forward-Lower Firing (FL) weapons are the mounted in a turret under the aircraft's nose, covering an area from left to right, but cannot fire at targets above the aircraft's altitude. Fixed-Forward-Upper (FFU) weapons are somewhat unusual as they are fixed to fire at an angle above the aircraft's level. These weapons are just like fixed forward weapons, but can only fire at targets 1 altitude above.

Field of Fire Examples

Fixed Forward (FF) field of fire Forward (F) field of fire

Rear (R) field of fire Side fields of fire

15 Upper (U) and Lower (L) fields of fire

Forward Upper (FU), Forward Lower (FL), Rear Upper (RU) & Rear Lower (RL) fields of fire

16 •Aircraft Properties Many aircraft have specific characteristics that set them apart from other aircraft of their type. These are covered under the "Notes" heading of the aircraft lists, and described below. Armored aircraft have additional protection, making them more difficult to take down. Armored aircraft are -1 to all damage rolls. Powerful aircraft can absorb 1 speed loss per maneuver phase. This could be speed lost from making a turn, from climbing or any other maneuver that would lose an aircraft speed. After the 1 speed has been absorbed, the aircraft looses speed as normal for the remainder of the maneuver phase. Note that speed lost from failing pilot checks or going evasive cannot be absorbed in this way. Nimble aircraft are fighters that can turn tighter than other fighters. They can pivot up to 90 degrees on the spot after making a turn of at least 90 degrees. This pivoting does not count towards speed loss, and must be in the same direction as the turn. Fast aircraft can move at speed 7. Either place an extra D6 on their base to indicate the extra speed, or use an 8 sided dice (D8). Aircraft moving at speed 7 travel 14" during the mandatory movement phase. Fast aircraft take damage as normal if they move faster than speed 7 for any reason. Very Fast aircraft are incredibly fast, often being jet powered. Very fast aircraft can move at speed 8. Very fast aircraft take damage as normal if they move faster than speed 8. High Stall aircraft treat speed 2 as stall speed. If they reach speed 2 they count as in a stall. If they recover from the stall, place them at speed 3. Slow aircraft cannot move faster than speed 4. Should they move faster than speed 4 for any reason, such as diving or structural damage, they take a damage roll during the mandatory movement phase. If a slow aircraft moves faster than speed 5, it must take a damage roll at +1. These damage rolls must be done every turn the aircraft spends at speeds above 4. Very Slow aircraft cannot move faster than speed 3. They take damage if they move at speed 4, and damage at +1 if they move faster than speed 4. This is done in exactly the same manner as a slow aircraft, roll damage during the mandatory movement phase, and roll every turn the aircraft spends at speeds above 3. Slow Climb aircraft only gain 1 altitude during a positive climb, instead of 1 altitude and 1 speed. Fast Climb aircraft gain 2 altitude during a positive climb, and only lose 1 speed when executing steep climbs. They also gain 2 altitude during an immelmann maneuver instead of 1 altitude. This can be done at the pilots discretion, if they only want to gain 1 altitude instead of 2, they can. Seaplanes can land on water, but not on regular airfields. See Sea Battles, under Gameplay below. •Bombs and Torpedoes Aircraft are described as being able to carry a specific amount of bombs under the "Notes" heading of the aircraft lists. Each "Bomb" represents 250kg of ordnance. Some rounding has been done to stay within this convention. Each 250kg of bombs costs 1 point when writing squadron rosters. You can choose to take bombs or to have the aircraft empty. Some aircraft can take torpedoes instead of bombs. In this case they cannot take any bombs, but instead take a single torpedo (or in some case up to 2 torpedoes). Each torpedo costs 2 points. •Reconnaissance All utility aircraft can take reconnaissance photos while they are within 24" of the enemy deployment zone. In order to do this, the aircraft must fly level (no turns or maneuvers) and must succeed a pilot check. Each aircraft may only take 1 reconnaissance photo per maneuver phase. For each reconnaissance photograph taken, the controlling player gains 10 victory points at the end of the game, provided the utility aircraft that took the photos survives the game.

17 Gameplay This section of the rules will show you how to set up and play a game of Lacquered Coffins. •Choose Period We break WWII into 3 periods in order to show the evolution of aircraft during the war: Early War covers anywhere from 1936 – 1940 Mid War covers 1941 – 1943 Late War covers 1944 – 1945 When writing up squadron rosters (the list of aircraft and pilots you will be using during the game), both players must stick to the aircraft from the chosen period. Obsolete aircraft from earlier periods can always be taken, but they will not be as points-efficient, and will likely be out-performed by the modern aircraft of the time. •Choose Land or Sea Battle This will decide the kind of battle that will be played. Land Battles use regular ground attack targets, while Sea battles use naval vessels as their targets. You can roll a D6 to decide: 1-3: Land, 4-5: Sea. •Deployment Roll a D6 to determine deployment type: 1-3 Long Edges, 4-6 Short Edges. In a long edges deployment, each player will deploy up to 6" from one of the long edges of the table. In a short edges deployment, each player will deploy up to 15" from one of the short edges of the table. (There should always be about 36" / 3' between the opposing sides) •Choose Mission Type There are a number of mission types to choose from. These missions are for 2 players, but more players could be involved by nominating one player to control bombers, while another handles fighters, or other such division of forces. Missions are described in more detail below. You roll a D6 to randomize which kind of mission to play:

Random Mission Type Random Ground Attack Targets D6 Roll Result D6 Roll Result

1 Intercept 1 1 Low Value

2 Scramble! 2 1 Low Value + 1 Medium Value

3 Sweep 3 2 Low Value + 1 Medium Value

4 Close Air Support 4 2 Low Value + 2 Medium Value

5 Defensive Counter Air 5 1 Medium Value + 1 High Value

6 Escort 6 2 Medium Value+ 1 High Value

Missions in More Detail Intercept (Prevent enemy forces breaking through) One player will be the intercepting force, the other player will be trying to break through. The break through force must be at least 50% bomber or ground attack type aircraft, and must attempt to leave the table inside the enemies deployment zone, each aircraft doing so gives victory points at the end of the game (damaged aircraft do not need to roll a pilot check to land in order to count towards this total), but these are the only victory points the break through force will be able to claim. Bombs and torpedoes will count as triple their points value for this purpose. The intercepting player must try to prevent any enemy forces leaving the table inside their deployment zone. If the victory points claimed by the break through force at the end of the game is less than half of the points of bomber or ground attack aircraft originally taken in the squadron roster, the intercepting player wins the game. If the victory points are between half and 75% of the original points, the game is a draw. If the victory points are 75% - 100% of the original points, the break through player wins.

18 Scramble! (Defend your airfield from enemy attack) One player will be defending their airfield, while the other player will be trying to destroy it. The defending player places a ground target marker inside their deployment zone and no closer than 4" from any table edge. This ground target will represent their airfield. If the game is between 0 and 199 points, it will be Medium Value, if the game is over 200 points it will be High Value. The Defending player can only deploy up to 50% of his forces at the start of the game, the rest must take off from the airfield, up to 4 per turn. Sweep (Even battle) Both sides will be trying to clear the other from the sky. Each player rolls for a random ground attack target (use the table above) and deploys as normal. Ground attack targets are placed during deployment, up to 12" from your deployment zone (not inside) and not within 12" of the left or right table edges. Close Air Support (Tactical ground attacks and defense) One player will be the attacker, providing close air support for their ground forces, while the other player will be the defender, trying to protect their ground forces. The cost of ground attack type aircraft for the attacker will be halved in this scenario. The attacking player cannot take bomber type aircraft for this mission. The defending player will roll 2 random ground attack targets (using the table above), and place the ground targets within 12" of their deployment zone (but not inside) and no closer than 12" from any table edge. Defensive Counter Air (Protect a ground target from strategic bombing) One player will be the attacker, attempting to bomb a ground target. The other player will be defending, attempting to defend their ground target. The defending playing should roll 1 random ground attack target (use the table above), and deploy it within 4" of their deployment zone (not inside), but not within 12" of any table edge. The attacking player must take at least 50% of their forces as Bomber type aircraft. These aircraft will cost half their usual points cost. Escort (Protect friendly aircraft) One player will be the defender, attempting to defend a friendly utility aircraft as it conducts recon near the enemy deployment zone, while the other player will be the attacker, attempting to destroy the utility aircraft. The defending player must take at least 1 utility aircraft. This aircraft will be the escort target. The utility aircraft must fly within 24" of the enemy deployment zone, and take at least 1 successful reconnaissance photo (by passing a pilot check). The utility aircraft must then return to the friendly deployment zone. If the utility aircraft makes it back to the friendly deployment zone with the reconnaissance photo by the end of the game, the defender wins, otherwise the attacker wins. If the utility aircraft is able to take a reconnaissance photo, survive, but has not been able to make it back to the friendly deployment zone by the end of the game, the game comes down to victory points.

•Taking Off and Landing In-Game Up to 2 aircraft can take off from an airfield per turn. Aircraft taking off are placed up to 4" from their airfield, and facing the same direction as the airfields main runway. They are placed at speed 1 and altitude 1. This is done during mandatory moves and the aircraft launched may make a maneuver in the maneuver phase. In order to land, an aircraft must make a shallow dive while at 1 speed and 1 altitude, and while over their airfield. The pilot of the landing aircraft must succeed a pilot check. If he fails, roll a standard damage roll on the aircraft. This is the only time an aircraft can go below altitude 1 without crashing. No other maneuvers may be combined with a landing. Forced Landings involve aircraft landing in a field or other such non-airfield area. These are carried out the same as regular landings, but if the pilot check is failed, the damage roll is +1 Note that enemy airfields still count as forced landings, any damage would likely be suffered from anti-aircraft fire. Aircraft that have landed are out of the game, but do count towards victory points.

19 •Write Squadron Rosters The squadron roster is the list of aircraft, pilots and ordnance you will use during the game. Players should agree on a points limit, or roll a D6 to randomize below:

D6 Roll Result

1 150 Points – Small Skirmish

2 200 Points – Medium Skirmish

3 250 Points – Small Engagement

4 300 Points – Medium Engagement

5 350 Points – Small Battle

6 400 Points – Large Battle

To write a squadron roster, refer to the mission type to see what kind of aircraft will be useful (or necessary), and what kind of ground targets will be present (if any). Choose a few aircraft and assign pilots to them, add ordnance like bombs or torpedoes as necessary. Each aircraft must have a pilot. Add up the points of the aircraft and pilots to see how many points you have remaining. Add more aircraft, pilots and ordnance until you are either very close to the points limit or exactly at the points limit. You cannot exceed the points limit unless your opponent agrees. •Clouds and Ambushes Either player can choose to deploy fighter aircraft in ambush. These aircraft are not deployed at the start of the game, but will instead arrive later. Neither player can deploy in ambush in a Scramble mission. The attacker in a Defensive Counter Air mission or The Defender in an Intercept mission cannot deploy fighters in ambush, as the fighters have to stay near the bombers and sacrifice the element of surprise. A player with aircraft deployed in ambush can place D6 clouds anywhere on the table, but not inside either player's deployment zone. Each cloud must also have an altitude dice placed on it, and an altitude chosen. Clouds do not effect aircraft attacks or line of sight, for the sake of simplicity. Clouds are deployed at the start of the game, during a player's deployment, they should be no larger than 6" in diameter and ideally rounded in shape. You can use cotton wool or paper to represent clouds. Aircraft deployed in ambush can be organized in groups of up to 6 aircraft. For each group or each individual aircraft, roll a D6 each turn, including the first. On a 4+ the ambushing aircraft can move out of any cloud on the table, at a speed and direction of the controlling players choice. The ambushing aircraft must enter play at the same altitude as the cloud they emerge from. Once the speed is chosen, the ambushing aircraft move out from the edge of the cloud during the mandatory movement phase, and they make a maneuver as normal. •Deploying and Starting the Game Once the mission has been determined, the squadron rosters written and the deployment type rolled, the game can begin. Both players roll a D6. The player with the highest score can choose to deploy first and take first turn, or force the other player to do the same. In the event of a tie, re-roll until one player has a higher score. The player chosen to deploy first must deploy their aircraft in one deployment zone (unless they are being deployed in ambush), then the next player deploys their aircraft in the opposite deployment zone. The player who deployed first will take the first turn, unless the other player can Seize the Initiative by rolling a 5 or higher on a D6. If this is done, the player who deployed second will take the first turn of the game. All aircraft start the game at altitude 3 and speed 3 . •Turn Structure The player with the first turn carries out all their mandatory movements and then maneuvers, then the second player does the same. Once both players have done this, 1 game turn has passed. Note the current game turn on a dice. Gameplay continues this way, with the players alternating turns until the end of the game. The player who takes the first turn will always take the first turn each game turn.

20 •Game Length The game lasts 6 game turns, after which you will roll a D6 each turn to determine if the game ends. Consult the table below. Continue to roll a D6 after every game turn until the game is over. If one side loses all their aircraft, the game automatically ends and victory points are calculated. Game Length (Roll a D6) After turn... 6 7 8 9+ Game continues on a 3+ 4+ 5+ 6+ •Results At the end of the game, add up the points value of the aircraft, pilots and ordnance you still have on the table. Add any bonus points for ground attacks (depending on the ground attack target type) or reconnaissance photos (10 points for each photo, provided the aircraft survives the battle). This combined total is your "Victory Points". Any damaged aircraft must succeed a pilot check in order to land after the game and count towards this total. The player with the most victory points at the end of the game wins. If the victory points are within 10 points of each other, the game is a draw.

•Sea Battles In sea battles, the entire table is water, and any airfields are instead aircraft carriers. Seaplanes can land on water, using the same rules as regular aircraft landing on an airfield. Non-Seaplane aircraft cannot make forced landings on water, and are instead destroyed as soon as they go below 1 altitude. Aircraft carriers are treated the same as airfields in land battles, with aircraft being able to land and take off from them. Seaplanes cannot land on aircraft carriers.

The Japanese Nachi under attack from U.S. Aircraft during the battle of Leyte Gulf

21 Aircraft Lists The following lists will allow you to build squadron rosters for Lacquered Coffins. Each aircraft has a Type, Points Value, Damage Points (DP), Weapons and Notes. The aircraft's properties and the amount of bombs or torpedoes it can carry are listed in the Notes. •Obsolete Aircraft Aircraft are grouped according to the period they were introduced, but often older aircraft were used throughout the war, so it is perfectly acceptable to take aircraft from an earlier period. The Mid and Late War lists simply represent the latest aircraft. For example the was used throughout the entire war, even though it was an early war design. Likewise with the Ju 87 Stuka, , , and many others. •Lend-Lease Aircraft Any aircraft that were historically used by other factions under the lend-lease policy can be taken. For example, the British regularly used B-25 Mitchell bombers, P-51s, and Vought F4U Corsairs (the Royal Navy was instrumental in making the Corsair fit for carrier service), just to list a few. Soviets used P-39 Airacobras, and American pilots flew in Spitfires, among many others.

An example of the aircraft list is below:

If no number is listed next to the weapons field of fire, For Example: 4 X MG (ru) All the weapons have that field of fire. In this case, all 4 machine guns have a rear-upper field of fire.

The cost of pilots, bombs and torpedoes, as well as the points gained from successful ground attacks and reconnaissance are also listed for easy reference in game.

22 Luftwaffe – Early War Aircraft Name Type Points DP Weapons Notes

Arado Ar 196 Utility 9 2 2 X 20mm (ff) Slow, Slow Climb, Seaplane (Recon) 3 X LMG (ff, 2ru)

Blohm & Voss Utiliy 7 2 2 X 20mm (fu, ru) Very Slow, Slow Climb, BV 138 (Recon) MG (ru) Seaplane, 1 Bomb

Dornier Do 17 Bomber 10 4 6 X LMG (2f, ru, rl, 2side) Slow, Slow Climb, 4 Bombs

Dornier Do 18 Utility 5 2 1 X 20mm (u) Very Slow, Slow Climb, Seaplane (Recon) 1 X LMG (fu)

Dornier Do 22 Ground Attack 7 3 3 X LMG (ff, u, l) Slow, Slow Climb, Seaplane, (Torpedo Bomber) 3 Bombs or 1 Torpedo

Dornier Do 24 Utility 7 3 1 X 20mm (u) Slow, Slow Climb, Seaplane, (Recon/Bomber) 2 X LMG (fu, ru) 2 Bombs

Fieseler Fi 156 Utility (Recon) 3 2 1 X LMG (ru) Very Slow, Slow Climb

Focke-Wulf Bomber 22 6 1 X 20mm (fl) Slow, Slow Climb, Fw 200 Condor 5 X MG (fu, rl, ru, 2side) 22 Bombs

Henschel Hs 123 Ground Attack 8 2 2 X LMG (ff) Slow, Fast Climb, 2 Bombs

Henschel Hs-129 Ground Attack 14 4 2 X 20mm (ff) Armored, Slow, 1 Bomb 2 X LMG (ff)

Heinkel He 59 Ground Attack 6 3 3 X LMG (ff) Very Slow, Slow Climb, Seaplane (Torpedo Bomber) 4 Bombs or 1 Torpedo

Heinkel He 70 Utility (Transport) 6 3 1 X LMG (ru) Slow, Slow Climb, 1 Bomb

Heinkel He 111 Bomber 15 6 7 X LMG (2ff, 2side, 2l, r) Slow, Slow Climb, 8 Bombs 1 X MG (u)

Junkers Ju 52 Utility (Transport) 7 3 1X MG (u), 2 X LMG (ff) Very Slow, Slow Climb, 2 Bombs

Junkers Ju 87 Ground Attack 7 3 3 X LMG (2ff, ru) Slow, Slow Climb, 2 Bombs Stuka

Junkers Ju 88 Bomber 12 5 5 X LMG (2fu, 2ru, rl) Slow Climb, 8 Bombs

Junkers Ju 188 Bomber 19 6 1 X 20mm (ff) Slow Climb, 12 Bombs 3 X MG (f, u, rl)

Messerschmitt Fighter 19 2 2 X 20mm (ff) Fast, Fast Climb, Powerful, Bf 109 E 2 X LMG (ff) 1 Bomb

Messerschmitt Fighter 19 3 2 X 20mm(ff) Fast, Fast Climb Bf 110 (Heavy Fighter) 5 X LMG (4ff, ru) 2 Bombs Pilot Costs Ordnance Costs Bonuses at game end Poor: 4 points Bombs: 1 point each Recon Photo: 10 points each Average: 8 points Torpedoes: 2 points each Ground Attacks (per damage point) Good: 20 points Low / Medium / High: 3/4/5 Ace: 30 points Naval Vessels Sunk Low / Medium / High: 20/40/60

23 Luftwaffe – Mid War Aircraft Name Type Points DP Weapons Notes

Dornier Do 217 Bomber 26 6 4 X 20mm (ff) Slow Climb, 16 Bombs 2 X MG (u, l) 4X LMG (ff)

Focke-Wulf Utility (Recon) 8 3 3 X LMG (2ff, ru) Slow, 1 Bomb Fw 189

Focke-Wulf Fw Fighter 23 2 2 X 20mm(ff) Fast, Fast Climb, Powerful, 190 2 X MG (ff) Armored, 2 Bombs

Heinkel He 177 Bomber 25 6 2 X 20mm (l, r) Fast, Slow Climb, 4 Bombs 4 X MG (l ,2u, r) 1 X LMG (f)

Heinkel He 219 Fighter 25 3 4 X 20mm (ff) Fast (Night Fighter) 2 X 30mm (ffu)

Messerschmitt Fighter 20 2 2 X 20mm (ff) Fast, Fast Climb, Powerful, Bf 109 F 2 X MG (ff) 1 Bomb

Messerschmitt Ground Attack 17 3 2 X 20mm (ff) Fast, 4 Bombs Me 210 (Heavy Fighter) 2 X MG (r) 2 X LMG (ff)

Messerschmitt Ground attack 21 3 2 X 20mm (ff) Fast, Fast Climb, Powerful, Me 410 (Fighter-Bomber) 2 X MG (ru) 4 Bombs. 2 X LMG (ff)

Pilot Costs Ordnance Costs Bonuses at game end Poor: 4 points Bombs: 1 point each Recon Photo: 10 points each Average: 8 points Torpedoes: 2 points each Ground Attacks (per damage point) Good: 20 points Low / Medium / High: 3/4/5 Ace: 30 points Naval Vessels Sunk Low / Medium / High: 20/40/60

24 Luftwaffe – Late War Aircraft Name Type Points DP Weapons Notes

Arado Ar 234 Utility 13 2 None Very Fast, Fast Climb, Powerful (Recon)

Dornier Do 335 Fighter 20 3 1 X 30mm (ff) Very Fast, 4 Bombs 2 X 20mm (ff)

Heinkel He 162 Fighter 17 2 2 X 20mm (ff) Very Fast, Powerful, Nimble, High Stall.

Messerschmitt Fighter 21 2 1 X 30mm (ff) Fast, Fast Climb, Powerful, Bf 109 G 2 X 20mm (ff) 1 Bomb

Messerschmitt Fighter 19 1 2 X 30mm (ff) Very Fast, Fast Climb, Powerful Me 163 "Komet" (Rocket Powered)

Messerschmitt Fighter 23 2 4 X 20mm (ff) Very Fast, Fast Climb, Powerful, Me 262 High Stall, 2 Bombs

Pilot Costs Ordnance Costs Bonuses at game end Poor: 4 points Bombs: 1 point each Recon Photo: 10 points each Average: 8 points Torpedoes: 2 points each Ground Attacks (per damage point) Good: 20 points Low / Medium / High: 3/4/5 Ace: 30 points Naval Vessels Sunk Low / Medium / High: 20/40/60

25 British Air Services (RAF, FAA) – Early War Aircraft Name Type Points DP Weapons Notes

Armstrong Whitley Bomber 15 6 5 X LMG (ff, 4r) Slow, Slow Climb, 12 Bombs

Avro Anson Utility (Trainer) 9 4 2 X LMG (f, u) Slow, Slow Climb, 1 Bomb

Boulton Paul Fighter 12 3 4 X LMG (ru) Defiant

Blackburn Roc Fighter 9 2 4 X LMG (ru) Slow

Blackburn Skua Ground Attack 7 2 5 X LMG (4ff, ru) Slow, 1 Bomb

Bristol Beaufighter Ground Attack 16 3 4 X 20mm (ff) 2 Bombs or 1 Torpedo (Multi-Role) 1 X LMG (ru)

Bristol Beaufort Ground Attack 9 3 4 X LMG (2ru, rl, 2side) Slow, 3 Bombs or 1 Torpedo (Torpedo Bomber)

Bristol Blenheim Ground Attack 9 3 4 X LMG (ff, 2u, rl) Slow, 2 Bombs

Fairey Albacore Ground Attack 6 2 3 X LMG (ff, 2ru) Slow, Slow Climb, (Torpedo Bomber) 3 Bombs or 1 Torpedo

Fairey Battle Ground Attack 8 3 2 X LMG (ff, ru) Slow, 3 Bombs

Fairey Fulmar Fighter 13 3 8 X LMG (ff) Slow, 1 Bomb

Fairey Fox Ground Attack 8 2 3 X LMG (2ff, ru) Slow, Fast Climb, 1 Bomb

Fairey Seafox Utility (Recon) 6 2 1 X LMG (ru) Very Slow, Seaplane

Fairey Swordfish Ground Attack 4 2 2 X LMG (ff, ru) Very Slow, Slow Climb, (Torpedo Bomber) 3 Bombs or 1 Torpedo

Gloster Gladiator Fighter 16 2 4 X LMG (ff) Fast, Fast Climb, Powerful

Gloster Gauntlet Fighter 10 2 2 X LMG (ff) Slow, Fast Climb

Hawker Hurricane Fighter 18 2 8 X LMG (ff) Fast Climb, 2 Bombs

Handley Page Bomber 11 4 6 X LMG (ff, f, 2u, 2l) Slow, 7 Bombs or 1 Torpedo Hampden

Handley Page Bomber 19 6 9 X LMG (4u, 4r, ff) Slow Climb, 23 Bombs Halifax

Short Stirling Bomber 20 6 8 X LMG (2f, 2u, 2r) Slow Climb, 25 Bombs

Short Sunderland Bomber 16 6 10 X LMG (2ff, 2u, 2f, 4r) Slow, Slow Climb, Seaplane, 9 Bombs

Pilot Costs Ordnance Costs Bonuses at game end Poor: 4 points Bombs: 1 point each Recon Photo: 10 points each Average: 8 points Torpedoes: 2 points each Ground Attacks (per damage point) Good: 20 points Low / Medium / High: 3/4/5 Ace: 30 points Naval Vessels Sunk Low / Medium / High: 20/40/60

26 British Air Services (RAF, FAA) – Early War (continued) Aircraft Name Type Points DP Weapons Notes

Spitfire Fighter 20 2 8 X LMG (ff) Fast, Fast Climb, Powerful, (A Wing) Nimble

Spitfire Fighter 22 2 2 X 20mm (ff) Fast, Fast Climb, Powerful, (B Wing) 4 X LMG (ff) Nimble

Spitfire Fighter 24 2 4 X 20mm (ff) Fast, Fast Climb, Powerful, (C Wing) Nimble

Spitfire Fighter 22 2 2 X 20mm (ff) Fast, Fast Climb, Powerful, (E Wing) 2 X MG (ff) Nimble

Supermarine Utility (Recon) 5 2 2 X LMG (f, ru) Very Slow, Seaplane, 1 Bomb Walrus

Vickers Vildebeest Ground Attack 7 2 2 X LMG (ff, ru) Very Slow, Fast Climb, (Torpedo Bomber) 2 Bombs or 1 Torpedo

Vickers Warwick Utility 16 5 8 X LMG (2f, 2u, 4r) Slow, Slow Climb, 11 bombs (Recon / Bomber)

Vickers Wellington Bomber 11 4 6 X LMG (2f, 2r, 2side) Slow, 8 Bombs

Westland Fighter 19 3 4 X 20mm (ff) Fast, 2 Bombs Whirlwind

Westland Lysander Utility (Recon) 8 2 4 X LMG (2ff, 2ru) Slow, 1 Bomb

Pilot Costs Ordnance Costs Bonuses at game end Poor: 4 points Bombs: 1 point each Recon Photo: 10 points each Average: 8 points Torpedoes: 2 points each Ground Attacks (per damage point) Good: 20 points Low / Medium / High: 3/4/5 Ace: 30 points Naval Vessels Sunk Low / Medium / High: 20/40/60

27 British Air Services (RAF, FAA) – Mid War Aircraft Name Type Points DP Weapons Notes

Avro Lancaster Bomber 20 6 8 X LMG (2f, 2u, 4r) Slow Climb, 25 Bombs

De Havilland Fighter 24 3 4 X 20mm (ff) Fast, Powerful Mosquito 4 X LMG (ff)

De Havilland Ground Attack 14 3 None Fast, Fast Climb, Powerful, Mosquito 7 Bombs

Fairey Barracuda Ground Attack 5 2 2 X LMG (ru) Slow, Slow Climb, (Torpedo Bomber) 2 Bombs or 1 Torpedo

Fairey Firefly Fighter 15 2 4 X 20mm (ff) 2 Bombs

Hawker Hurricane Fighter 18 2 4 X 20mm (ff) Fast Climb, 2 Bombs (Mk. IIC)

Hawker Typhoon Fighter 22 2 4 X 20mm (ff) Armored, Fast, Fast Climb, 3 Bombs

Taylorcraft Utility (Recon) 4 2 None Very Slow

British Air Services (RAF, FAA) – Late War Aircraft Name Type Points DP Weapons Notes

Gloster Meteor Fighter 20 2 4 X 20mm (ff) Very Fast, Fast Climb, High Stall, 2 Bombs

Hawker Tempest Fighter 24 2 4 X 20mm (ff) Fast, Fast Climb, Powerful, Armored, 3 Bombs

Pilot Costs Ordnance Costs Bonuses at game end Poor: 4 points Bombs: 1 point each Recon Photo: 10 points each Average: 8 points Torpedoes: 2 points each Ground Attacks (per damage point) Good: 20 points Low / Medium / High: 3/4/5 Ace: 30 points Naval Vessels Sunk Low / Medium / High: 20/40/60

28 Soviet Air Forces – Early War Aircraft Name Type Points DP Weapons Notes

Ilyushin DB-3 Bomber 13 4 1 X 20mm (ff) Slow, 10 Bombs or 1 Torpedo (Torpedo Bomber) 3 X LMG (f, 2u)

Ilyushin IL-4 Bomber 14 5 1 X MG (u) Slow, 11 Bombs or 1 Torpedo 2 X LMG (f, l)

Lavochkin- Fighter 16 2 1 X 20mm (ff) Fast, Fast Climb Gorbunov-Gudkov 2 X MG (ff) LaGG-1 2 X LMG (ff)

Mikoyan-Gurevich Fighter 16 2 1 X MG (ff) Fast, Fast Climb, Powerful, MiG-1 2 X LMG (ff) 1 Bomb

Sukhoi Su-2 Ground Attack 11 3 6 X LMG (4ff, u, l) 2 Bombs

Tupolev SB Bomber 10 4 4 X LMG (2f, u, l) Slow Climb, 3 Bombs

Tupolev TB-3 Bomber 13 6 6 X LMG (2fu, 4u) Very Slow, Slow Climb, 8 Bombs

Petlyakov Pe-8 Bomber 24 6 2 X 20mm (f, r) 20 Bombs 2 X MG (f,) 2 X LMG (ff)

Polikarpov Po-2 Utility 3 2 None Very Slow, Slow Climb, 1 Bomb

Polikarpov I-15 Fighter 9 2 4 X LMG (ff) Slow

Polikarpov I-153 Fighter 12 2 4 X LMG (ff) Slow, Powerful

Polikarpov I-16 Fighter 18 2 2 X 20mm (ff) Fast Climb, Powerful, 2 X LMG (ff) 2 Bombs

Yakovlev Yak-1 Fighter 17 2 1 X 20mm (ff) Fast, Fast Climb, Powerful, 1 X MG (ff)

Pilot Costs Ordnance Costs Bonuses at game end Poor: 4 points Bombs: 1 point each Recon Photo: 10 points each Average: 8 points Torpedoes: 2 points each Ground Attacks (per damage point) Good: 20 points Low / Medium / High: 3/4/5 Ace: 30 points Naval Vessels Sunk Low / Medium / High: 20/40/60

29 Soviet Air Forces – Mid War Aircraft Name Type Points DP Weapons Notes

Arkangelsky Ar-2 Ground Attack 12 3 4 X LMG (2f, 2ru) Fast Climb, 6 Bombs

Ilyushin IL-2 Ground Attack 17 3 2 X 23mm (ff) Armored, Slow, Fast Climb, 2 X LMG (ff) 3 Bombs 1 X MG (ru)

Lavochkin- Fighter 18 2 1 X 20mm (ff) Fast, Fast Climb, Powerful Gorbunov-Gudkov 2 X MG (ff) LaGG-3

Lavochkin La-5 Fighter 18 2 2 X 20mm (ff) Fast, Fast Climb, Powerful, 1 Bomb

Mikoyan-Gurevich Fighter 16 2 1 X MG (ff) Fast, Fast Climb, Powerful, Mig-3 2 X LMG (ff) 1 Bomb

Petlyakov Pe-2 Ground Attack 12 3 1 X MG (ru) Fast, 6 Bombs 3 X LMG (2ff, rl)

Petlyakov Pe-3 Ground Attack 16 3 1 X 20mm (ff) Fast Climb, 3 Bombs 3 X MG (2ff, u) 1 X LMG (r)

Tupolev Tu-2 Bomber 14 4 2 X 20mm (ff) 6 Bombs 3 X LMG (2ru,rl)

Yakovlev Yak-7 Fighter 14 2 1 X 20mm (ff) Fast, Fast Climb 2 X LMG (ff)

Yakovlev Yak-9 Fighter 17 2 1 X 20mm (ff) Fast, Fast Climb, Powerful 1 X MG (ff)

Soviet Air Forces – Late War Aircraft Name Type Points DP Weapons Notes

Ilyushin IL-10 Ground Attack 19 4 3 X 20mm (2ff, ru) Fast, Fast Climb, 2 Bombs

Lavochkin La-7 Fighter 20 2 2 X 20mm (ff) Fast, Fast Climb, Powerful, Nimble, 1 Bomb

Yalovlev Yak-3 Fighter 20 2 20mm (ff) Fast, Fast Climb, Powerful, 2 X MG (ff) Nimble

Pilot Costs Ordnance Costs Bonuses at game end Poor: 4 points Bombs: 1 point each Recon Photo: 10 points each Average: 8 points Torpedoes: 2 points each Ground Attacks (per damage point) Good: 20 points Low / Medium / High: 3/4/5 Ace: 30 points Naval Vessels Sunk Low / Medium / High: 20/40/60

30 United States Air Forces – Early War Aircraft Name Type Points DP Weapons Notes

B-17 Flying Fortress Bomber 27 6 13 X MG (4f, 2side, 2u, 2l ,2r, rl) Slow Climb, 14 Bombs

B-25 Mitchell Bomber 19 4 12 X MG (4ff, 2side, 2u, 2l, 2r) Slow, Slow Climb, 6 Bombs

Brewster Buccaneer Ground Attack 10 3 2 X MG (ff) Very Slow, 2 Bombs 4 X LMG (2ff, 2ru)

Brewster Buffalo Fighter 14 2 4 X MG (ff) Fast Climb

Douglas SBD Ground Attack 11 2 2 X MG (ff) Slow, Armored, 4 Bombs Dauntless 2 X LMG (ru)

Douglas Devastator Ground Attack 5 2 2 X LMG (ff, ru) Slow, Slow Climb, (Torpedo Bomber) 2 Bombs or 1 Torpedo

Grumman Goose Utility (Transport) 7 3 None Slow, Seaplane, 1 Bomb

Grumman F4F-3 Fighter 17 2 4 X MG (ff) Fast Climb, Armored Wildcat

Lockheed Hudson Bomber 10 4 4 X LMG (2f, 2u) Slow, 2 Bombs

Lockheed Ventura Bomber 16 4 4 X MG (2f, 2u) Fast Climb, 2 X LMG (l) 5 Bombs or 1 Torpedo

PBY Catalina Utility (Seaplane) 14 4 2 X MG (2side) Slow, Seaplane, 7 Bombs 3 X LMG (2f, l)

P-26 Peashooter Fighter 7 2 2 X LMG (ff) Slow, Slow Climb.

P-36 Hawk Fighter 14 2 1 X MG (ff) Fast Climb, Powerful 1 X LMG (ff)

Stinson Reliant Utility (Recon) 4 2 None Very Slow

Vought Kingfisher Utility (Recon) 5 2 2 X LMG (ff, ru) Very Slow, Seaplane

Vought Vindicator Ground Attack 6 2 2 X LMG (ff, ru) Slow, 2 Bombs

Pilot Costs Ordnance Costs Bonuses at game end Poor: 4 points Bombs: 1 point each Recon Photo: 10 points each Average: 8 points Torpedoes: 2 points each Ground Attacks (per damage point) Good: 20 points Low / Medium / High: 3/4/5 Ace: 30 points Naval Vessels Sunk Low / Medium / High: 20/40/60

31 United States Air Forces – Mid War Aircraft Name Type Points DP Weapons Notes

B-24 Liberator Bomber 23 6 10 X MG (2f, 2side, 2u, 2l, 2r) 9 Bombs

B-26 Marauder Bomber 15 4 6 X MG (f, l, 2u, 2r) 9 Bombs

Curtiss Helldiver Ground Attack 13 3 2 X 20mm (ff) 4 Bombs or 1 Torpedo 2 X LMG (ru)

Douglas A-20 Havoc Bomber 21 4 9 X MG (6ff, 2u, rl) Fast, Fast Climb, 3 Bombs

Douglas C-47 Utility 9 4 None Slow Skytrain (Transport)

Douglas Invader Bomber 22 4 10 X MG (6f, 2u, 2l) Fast, 11 Bombs or 1 Torpedo

Grumman Avenger Ground Attack 10 3 3 X MG (2ff, u) Slow, 3 Bombs or 1 Torpedo (Torpedo Bomber) 1 X LMG (rl)

Grumman F4F-4 Fighter 19 2 6 X MG (ff) Fast Climb, Armored Wildcat

Grumman F6F Fighter 20 2 6 X MG (ff) Fast, Fast Climb, Armored Hellcat 5 Bombs or 1 Torpedo

Martin Baltimore Bomber 13 4 8 X LMG (4ff, 2u, 2l) 4 Bombs

P-38 Lightning Fighter 16 3 1 X 20mm (ff) 2 Bombs 4 X MG (ff)

P-39 Airacobra Fighter 21 2 1 X 37mm (ff) Fast, Fast Climb, Armored, 4 X MG (ff) 1 Bomb

P-40 Warhawk Fighter 20 2 6 X MG (ff) Fast, Fast Climb, Armored, 2 Bombs

P-47 Thunderbolt Fighter 27 3 8 X MG (ff) Fast, Fast Climb, Powerful, Armored, 4 Bombs

P-51 Mustang Fighter 23 2 6 X MG (ff) Very Fast, Fast Climb, Powerful, 2 Bombs, Nimble

Stinson L-5 Sentinel Utility (Recon) 3 2 None Very Slow, Slow Climb

Vaultee A-31 Ground Attack 8 2 6 X LMG (4ff, 2ru) Slow, 3 Bombs Vengeance

Vought F4U Corsair Fighter 25 2 6 X MG (ff) Fast, Fast Climb, Powerful, Nimble, Armored

Pilot Costs Ordnance Costs Bonuses at game end Poor: 4 points Bombs: 1 point each Recon Photo: 10 points each Average: 8 points Torpedoes: 2 points each Ground Attacks (per damage point) Good: 20 points Low / Medium / High: 3/4/5 Ace: 30 points Naval Vessels Sunk Low / Medium / High: 20/40/60

32 United States Air Forces – Late War Aircraft Name Type Points DP Weapons Notes

B-29 Superfortress Bomber 35 8 1 X 20mm (r) Fast, Slow Climb, 36 Bombs 12 X MG (2f, 4u, 2ru, 2l, 2r)

P-61 Black Widow Ground Attack 22 3 4 X 20mm (ff) Fast, Fast Climb, 3 Bombs 4 X MG (u)

Pilot Costs Ordnance Costs Bonuses at game end Poor: 4 points Bombs: 1 point each Recon Photo: 10 points each Average: 8 points Torpedoes: 2 points each Ground Attacks (per damage point) Good: 20 points Low / Medium / High: 3/4/5 Ace: 30 points Naval Vessels Sunk Low / Medium / High: 20/40/60

33 Imperial Japanese Air Services – Early War Aircraft Name Type Points DP Weapons Notes

Mitsubishi Fighter 11 2 2 X LMG (ff) Slow, Powerful A5M "Claude"

Mitsubishi Fighter 17 2 2 X 20mm (ff) Fast Climb, Nimble A6M "Zero" 2 X LMG (ff)

Yokosuka Ground Attack 4 2 1 X LMG (ru) Very Slow, B4Y "Jean" (Torpedo Bomber) 2 Bombs or 1 Torpedo

Nakajima Ground Attack 6 2 3 X LMG (2ff, ru) Slow, 3 Bombs or 1 Torpedo B5N "Kate" (Torpedo Bomber)

Nakajima Ground Attack 10 2 2 X LMG (ru, l) Powerful, 3 Bombs or 1 Torpedo B6N "Tenzan" (Torpedo Bomber)

Aichi Ground Attack 6 2 3 X LMG (2ff, ru) Slow, 1 Bomb D3A "Val"

Mitsubishi Utility 6 2 3 X LMG (2ff, ru) Slow, Seaplane, 1 Bomb F1M "Pete" (Recon)

Mitsubishi Bomber 12 4 1 X 20mm (u) Slow, 3 Bombs or 1 Torpedo G3M "Nell" 4 X LMG (f, 2side, u)

Kawanishi Utility 13 4 1 X 20mm (r) Slow, Seaplane, H6K "Mavis" (Recon) 4 X LMG (ff, u, 2side) 4 Bombs or 2 Torpedoes

Kawasaki Fighter 13 2 2 X LMG (ff) Slow, Fast Climb, Powerful Ki-10 "Perry"

Mitsubishi Ground Attack 8 2 1 X LMG (ff) Fast Climb, 1 Bomb Ki-15 "Babs"

Mitsubishi Bomber 12 4 1 X MG (u) 4 Bombs Ki-21 "Sally" 5 X LMG (f, l, 2side, r)

Nakajima Fighter 14 2 1 X MG (ff) Fast Climb, Powerful, 1 Bomb Ki-27 "Nate" 1 X LMG (ff)

Ki-30 "Ann" Ground Attack 6 2 2 X LMG (ff, ru) Slow, 2 Bombs (or Ki-36 "Ida")

Kawasaki Bomber 10 4 3 X LMG (f, u, l) 3 Bombs Ki-48 "Lily"

Mitsubishi Ground Attack 6 2 3 X LMG (2ff, ru) Slow, 1 Bomb Ki-51 "Sonia"

Kawasaki Utility 6 3 None Slow, Slow Climb Ki-56 "Thelma" (Transport) Pilot Costs Ordnance Costs Bonuses at game end Poor: 4 points Bombs: 1 point each Recon Photo: 10 points each Average: 8 points Torpedoes: 2 points each Ground Attacks (per damage point) Good: 20 points Low / Medium / High: 3/4/5 Ace: 30 points Naval Vessels Sunk Low / Medium / High: 20/40/60

34 Imperial Japanese Air Services – Mid War Aircraft Name Type Points DP Weapons Notes

Nakajima Ground Attack 12 2 2 X 20mm (ff) Slow, Fast Climb, 1 Bomb A6M2-N "Rufe" 2 X LMG (ff)

Aichi Ground Attack 13 3 2 X 20mm (ff) Fast, 3 Bombs B7A "Ryusei" 1 X LMG (ru)

Yokosuka Ground Attack 10 2 3 X LMG (2ff, ru) Fast, Fast Climb, D4Y "Susei" 2 Bombs or 1 Torpedo

Aichi E13A "Jake" Utility (Recon) 5 2 1 X LMG (ru) Slow, Seaplane, 1 Bomb

Mitsubishi Bomber 15 4 1 X 20mm (r) Slow, Powerful, G4M "Betty" 4 X LMG (f, 2side, u) 3 Bombs or 1 Torpedo

Mitsubishi Fighter 22 2 4 X 20mm (ff) Fast, Fast Climb, Powerful J2M "Raiden"

Nakajima Fighter 18 3 2 X 20mm (ff) J1N "Gekko" 2 X 20mm (ffu)

Nakajima Fighter 17 2 2 X MG (ff) Fast Climb, Powerful, Nimble Ki-43 "Hayabusa" 2 Bombs

Nakajima Fighter 20 2 2 X 20mm (ff) Fast, Fast Climb, Powerful Ki-44 "Shoki" 2 X MG (ff)

Kawasaki Fighter 17 3 1 X 37mm (ff) Fast Climb, 2 Bombs Ki-45 "Toryu" 1 X 20mm (ff) 1 X LMG (ru)

Mitsubishi Utility (Recon) 10 3 1 X MG (ru) Fast Ki-46-II "Dinah"

Mitsubishi Fighter 20 3 1 X 37mm (ffu) Fast, Fast Climb Ki-46-III-Kai 2 X 20mm (ff)

Nakajima Bomber 13 4 1 X 20mm (u) 4 Bombs Ki-49 "Donryu" 5 X LMG (f, l, 2side, r)

Kawasaki Fighter 19 2 2 X 20mm (ff) Fast, Fast Climb, Nimble, Ki-61 "Hien" 2 X MG (ff) 2 Bombs

Mitsubishi Bomber 15 4 1 X 20mm (u) 6 Bombs or 1 Torpedo Ki-67 "Hiryu" 3 X MG (f, r, 2side)

Nakajima Fighter 22 2 2 X 20mm (ff) Fast, Fast Climb, Powerful, Ki-84 "Hayate" 2 X MG (ff) Nimble, 2 Bombs

Kawanishi Fighter 24 2 4 X 20mm (ff) Fast, Fast Climb, Powerful, N1K "Shiden" Nimble, 2 Bombs Pilot Costs Ordnance Costs Bonuses at game end Poor: 4 points Bombs: 1 point each Recon Photo: 10 points each Average: 8 points Torpedoes: 2 points each Ground Attacks (per damage point) Good: 20 points Low / Medium / High: 3/4/5 Ace: 30 points Naval Vessels Sunk Low / Medium / High: 20/40/60

35 Imperial Japanese Air Services – Late War Aircraft Name Type Points DP Weapons Notes

Kawasaki Fighter 20 2 2 X 20mm (ff) Fast, Fast Climb, Powerful Ki-100 "Goshikisen" 2 X MG (ff)

Kawasaki Ground Attack 18 3 1 X 37mm (ff) Fast, Fast Climb, 2 Bombs Ki-102 "Randy" 2 X 20mm (ff)

Yokosuka Bomber 12 4 1 X 20mm (f) 4 Bombs P1Y "Ginga" 1 X MG (ru)

Pilot Costs Ordnance Costs Bonuses at game end Poor: 4 points Bombs: 1 point each Recon Photo: 10 points each Average: 8 points Torpedoes: 2 points each Ground Attacks (per damage point) Good: 20 points Low / Medium / High: 3/4/5 Ace: 30 points Naval Vessels Sunk Low / Medium / High: 20/40/60

Japanese Special Rules

•Fatal Flaw The A6M Zero cannot combine any turns or pivots with steep dives.

Japanese aircraft can choose to fly into ground targets, they must move directly over the ground target as part of their mandatory move at an altitude of 1 or 2. Roll a pilot check. If the check is successful, the attacking aircraft is removed, and a number of damage equal to the Damage Points of the aircraft is inflicted on the ground target. Any bombs or torpedoes carried by the aircraft count as successfully dropped on the target If the pilot check is failed, the aircraft is still removed but no damage is inflicted. Note that the Damage Points inflicted is the aircraft's original DP, not the amount of DP it has remaining. For an attack against a naval vessel, roll once on the damage table for each Damage Point the aircraft has, and once for each bomb or torpedo the aircraft is carrying. Note that torpedoes do not gain a +2 to damage against naval vessels when part of a kamikaze attack.

36 Regia Aeronautica (Royal Italian Air Force) – Early War Aircraft Name Type Points DP Weapons Notes

Breda Ba.64 Ground Attack 7 2 2 X MG (ff) Slow, Slow Climb, 2 Bombs 3 X LMG (2ff, ru)

Breda Ba.65 Ground Attack 8 2 2 X MG (ff) Slow, 2 Bombs 2 X LMG (ff)

Breda Ba.88 Ground Attack 11 3 2 X MG (ff) 4 Bombs "Lince" (Lynx) 1 X LMG (ru)

CANT Z.501 Utility 7 3 3 X LMG (fu, u, ru) Very Slow, Slow Climb, "Gabbiano" (gull) (Recon) Seaplane, 2 Bombs

CANT Z.506 Utility 8 3 1 X MG (u) Slow, Slow Climb, Seaplane "Airone" (Heron) (Recon) 3 X LMG (rl, 2side) 5 Bombs or 1 Torpedo

CANT Z.1007 Bomber 12 4 3 X MG (2u rl) Slow Climb, 9 Bombs or 2 "Alcione" (Kingfisher) 2 X LMG (side) Torpedoes

Caprioni Ca.133 Utility (Transport) 8 3 4 X LMG (2u, 2side) Very Slow, 5 Bombs

Caprioni Ca.135 Bomber 11 4 3 X MG (f, u, l) Slow, 6 Bombs

Caprioni Ca.310 Utility 7 3 3 X LMG (2ff, u) Slow, Slow Climb, 2 Bombs "Libeccio" (SW Wind) (Recon)

Fiat BR.20 Bomber 11 4 3 X MG (f, u, l) Slow, 6 Bombs "Cicogna" (Stork)

Fiat CR.32 Fighter 8 2 2 X LMG (ff) Slow, 1 Bomb

Fiat CR.42 Fighter 10 2 2 X LMG (ff) Slow, Fast Climb, 1 Bomb

Fiat G.50 Fighter 12 2 2 X MG (ff) Fast Climb

Meridionali Ro.37 Utility (Recon) 6 2 3 X LMG (2ff, ru) Slow, 1 Bomb

Meridionali Ro.43 Utility (Recon) 6 2 2 X LMG (ff, ru) Slow, Seaplane

Macchi MC.200 Fighter 12 2 2 X MG (ff) Fast Climb, 1 Bomb "Saetta" (Arrow)

Reggiane Re.2000 Fighter 12 2 2 X MG (ff) Fast Climb

Piaggio P.32 Bomber 12 4 5 X MG (f, 2u, l) Slow, Slow Climb, 6 Bombs

Savoia-Marchetti Bomber 15 4 1 X 20mm (f) 5 Bombs or 2 Torpedoes SM.79 4 X MG (u, l, 2side)

Savoia-Marchetti SM.81 Bomber 10 4 6 X LMG (2l, 2ru, 2side) Slow, Slow Climb, 8 Bombs "Pipistrello" (Bat)

Savoia-Marchetti SM.82 Bomber 11 4 1 X MG (u) Slow, Slow Climb, 16 Bombs "Canguro" (Kangaroo) 3 X LMG (l, 2side) Pilot Costs Ordnance Costs Bonuses at game end Poor: 4 points Bombs: 1 point each Recon Photo: 10 points each Average: 8 points Torpedoes: 2 points each Ground Attacks (per damage point) Good: 20 points Low / Medium / High: 3/4/5 Ace: 30 points Naval Vessels Sunk Low / Medium / High: 20/40/60

37 Regia Aeronautica (Royal Italian Air Force) – Mid War Aircraft Name Type Points DP Weapons Notes

Fiat G.12 Utility 9 4 2 X LMG (2side) Slow, Slow Climb (Transport)

Fiat G.55/0 Fighter 20 2 1 X 20mm (ff) Fast, Fast Climb, Powerful "Centauro" (Centaur) 4 X MG (ff)

Fiat G.55/1 Fighter 22 2 3 X 20mm (ff) Fast, Fast Climb, Powerful, "Centauro" (Centaur) 2 X MG (ff) 1 Bomb

Fiat RS.14 Utility 9 3 1 X MG (u) Slow, Seaplane, 2 Bombs (Recon) 2 X LMG (side)

Meridionali Ro.57 Ground Attack 10 2 2 X MG (ff) Fast Climb

Macchi C.202 Fighter 17 2 2 X MG (ff) Fast, Fast Climb, Powerful, "Folgore" (Thunderbolt) 2 X LMG (ff) 1 Bomb

Macchi C.205 Fighter 20 2 2 X 20mm (ff) Fast, Fast Climb, Powerful, "Veltro" (Greyhound) 2 X MG (ff) 1 Bomb

Reggiane Re.2001 Fighter 15 2 2 X MG (ff) Fast Climb, Nimble "Falco II" 2 X LMG (ff)

Reggiane Re.2002 Fighter 13 2 2 X MG (ff) Fast Climb, 2 Bombs 2 X LMG (ff)

Reggiane Re.2005 Fighter 22 2 3 X 20mm (ff) Fast, Fast Climb, Powerful, "Saggittario" (Archer) 2 X MG (ff) 1 Bomb

Piaggio P.108 Bomber 18 6 4 X MG (f, 2u, l) Slow, Slow Climb, 14 Bombs 2 X LMG (side)

Pilot Costs Ordnance Costs Bonuses at game end Poor: 4 points Bombs: 1 point each Recon Photo: 10 points each Average: 8 points Torpedoes: 2 points each Ground Attacks (per damage point) Good: 20 points Low / Medium / High: 3/4/5 Ace: 30 points Naval Vessels Sunk Low / Medium / High: 20/40/60

38 Notes from the Designer Firstly I would like to thank Dr. J. Salt for his very helpful feedback and proofreading. I would also like to thank our play-testers: D. Anngow, N. Moller, S. Brown, S. Fortune and T. Rawstorn. Designing air combat games for flat tabletops is always a challenge, but thankfully I already had a WWI air combat game, Dogfight!, under my belt before starting this game. This gave me a good starting point, and anyone who has played Dogfight! will be right at home with these rules. I would like to clarify the following design choices I made in this game: •Lack of Aircraft Variants The main reason for this is once again simplicity – usually only 1 stat line needs to be remembered in order to use an aircraft in any period. While aircraft did improve significantly over the course of the war, I tried to pick the latest variants for the early war aircraft, so that it would still be somewhat relevant in the later stages of the war. Usually aircraft from 1940 were chosen for the early war variant. For example the Bf 109 E is the variant chosen in these rules. The other reason is that minor speed increases and high altitude performance don't have an effect in-game; The Bf 109 is already Fast and the next speed band is Very Fast, which is reserved for jets and aircraft that can move faster than 700km/hr. •Ignoring High Altitude Performance and Service Ceilings This was one I almost introduced, and is something you could introduce yourself if you want more accuracy. Essentially bombers and ground attack aircraft would not be able to climb beyond altitude 4. Altitude 5 and 6 would be considered "High altitude", at which no aircraft is considered to be Powerful unless it has a supercharger like the P-51 Mustang or later Bf 109 variants. This would require additional research as to which aircraft had good high altitude performance, and that's one of the reasons I decided to leave it out. While this was tempting to introduce, I left it out to keep things simple. Usually Bombers and Ground Attack aircraft stay low anyway, in order to conduct ground attacks, and the extra research and extra aircraft properties needed to work out which aircraft would be able to perform well at high altitudes I felt wouldn't be worth the effort. •Turning Times This was difficult to work out, as there isn't as much data about turn times as I had thought. If anyone knows any comprehensive data about turn times of WW2 aircraft, please contact me at: [email protected] So I decided to opt for simplicity, giving the broad aircraft types their own turning value. Some aircraft that were able to out turn others or were noted for their maneuverability were made to be Nimble.

I Hope you all enjoy this game, feel free to contact me at the email address above if you have any questions or comments.

- Tom Jensen

39 Aircraft Stats

Aircraft stats are derived from the real life aircraft specifications. You can use this system to generate the stats for any aircraft. The system is as follows:

Speed: (usually taken at 5000 – 8000m altitude) <300 km/hr = Very Slow 300 – 449 km/hr = Slow 450 – 549 km/hr = Average Speed 550 – 700 km/hr = Fast 700+ km/hr = Very Fast

Climb Rate: <5 m/s = Slow Climb 5 – 10 m/s = Average Climb 10+ m/s = Fast Climb

Power to Mass Ratio: (Divide engine output in kW by the loaded weight in kg of the aircraft) 0.3 or higher = Powerful

Weapon Types and Mountings .303 and ~7mm machine guns are LMGs, .50 and ~12mm machine guns are MGs Weapons in flexible or ball mounts should have fields of fire to reflect these. Fixed nose, cowling = Fixed-forward or wing mount Flexible nose mount = Forward (f) Flexible rear mount = Rear (r) Flexible dorsal mount = Upper (u) Flexible ventral mount = Lower (l) Flexible waist mounts = Side Upward angled cannons = Fixed-forward-upper (ffu) Mounts with limited fields of fire that would make them rear-upper or rear-lower should be noted.

Damage Points <3000 kg (empty weight) = 2 DP 3000 – 5999 kg = 3 DP 6000 – 11,999 kg = 4 DP 12,000 – 14,999 kg = 5 DP 15,000 – 24,999 kg = 6 DP 25,000 – 29,999 kg = 7 DP 30,000+ kg = 8 DP

Bombs Round the maximum payload to the nearest 250kg, then divide by 250. This is how many bombs the aircraft can carry. If the amount of bombs is an odd number like 60kg or 470kg, round depending on what role the aircraft is. A fighter with 60kg of bombs should have none listed. A ground attack with 470kg should have 2 bombs listed.

Reserve "armored" for aircraft that were notably rugged and/or heavily armored.

40 Points System

The points system is universal across all aircraft. Start with a Very Slow, Slow Climb, Bomber type, with 2 Damage Points and no weapons. This costs 2 points. For every addition on top of this basic airframe, add the applicable points from the following categories. Only choose 1 set of points from each category. Do not add points for average speed and fast, for example. Speed Slow = +1 point Average speed = +2 points Fast = +3 points Very fast = +4 points

Climb Average Climb = +1 point Fast Climb = +3 points

Aircraft Type Ground Attack = +1 point Utility = +1 point Fighter = +3 points

Damage Points 3 DP = +2 points 4 DP = +4 points 5 DP = +6 points 6 DP = +8 points 7 DP = +10 points 8 DP = +12 points

Misc Powerful = +3 points Nimble = +2 points Armored = +3 points Seaplane = no bonus

Weapons Per 2 LMGs = +1 points (1 LMG is free, 2 LMGs cost 1 point, etc.) Per MG = +1 points (so +13 points for 13 MGs) Per 20mm = +2 points Per 30mm+ = +3 points

Bombs <10 bombs = no bonus 10-19 bombs = +2 points 20+ bombs = +4 points

Game Markers The following page includes game markers. Print them out on a sheet of A4 stiff card and cut them out.

41