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Here there is all you need to know for a match of "Wings of War" using the basic rules.
To start, each player chooses an airplane card and puts it in front of him, on the table or on the floor. Then he takes the Maneuver deck matching the blue letter on the airplane card.
At the beginning of each turn, every player chooses three maneuvers and put them face down, one on top of the other. The cards with a little square are steep: you can not use two of them in a row. Even if the last card of the previous turn was a steep maneuver, you cannot use one as the first card of the new turn. The card with an arrow pointing down is an Immelmann turn: you have to play a straight move just before it and another just after. Here again, "just before" and "just after" can refer to the end of the previous turn or the beginning of the next one.
When all the players have planned, they reveal the first Maneuver and put it in front of their plane so that the beginning of the arrow matches the little blue line in front of the plane. Then they put the plane on top of the maneuver card, so that the dark blue arrow head on the rear of the plane matches the arrow head of the maneuver. Then they remove the Maneuver card, that can be used again in the following turns.
After all planes moved, check if they can fire to an opponent. Take the ruler and put an end on the red spot at the center of the plane: if it stays inside the firing cone and it can reach any point of an enemy plane card, the airplane can fire at the opponent. It is forbidden to fire through another plane, enemy or friendly. If two planes overlap, they can not fire at each other but they can fire at other targets; other planes can shoot at the overlapping planes.
If the target airplane is reached by the first half of the ruler, it takes two cards of damage. If it is reached by the second half of the ruler, it takes one card of damage. Cards are taken from a deck whose letter matches the red one on the firing airplane card.
Two seater planes can fire at two different targets: one in the front arc of fire, another in the rear arc.
Damages cards are taken by the target player and kept secret. Each one has from 0 to 5 damage points. When the total of damage points reaches the green number on the plane card, the airplane is shot down. If a card with the explosion instead of the number is drawn, the airplane is immediately eliminated: an optional rule suggest strategic players to take it off the deck, at least in tournaments.
If the player draws a card with a crossed out aim, he shows it. The airplane that fired at him has jammed his guns and cannot fire after the next three maneuvers. If a two-seater jams, it can not fire within the arc of fire that was firing when it jammed but can still fire with the other.
After all firing has been resolved, everybody reveals the second maneuver card for the turn, move their plane and resolve firing again. Then they reveal the third card, move and resolve firing. Now the turn is finished and the next one has to be planned.
The winner is the last player having one or more planes on the field after all the enemies have been eliminated or exited (an airplane that goes out of the playing area with its central dot is out of the game).
Optional rules included in the rulebook are about special damages, aim, tailing, blind spots for rear guns and getting out of control (illegal planning). Optional rules about aces will be released online.
The booklet describes also several scenarios, including bombing and recon mission, together with suggestions to design new ones.
In the box there are a game board for each plane and a set of 36 double-sided counters, to help players to keep cards tidy during the game and to remember the length of jamming and special damages, the last maneuver executed in the previous turns, victories and successful missions.

 

Just to know the optional rules, that I personally advice to use if you are a regular gamer...

Tailing
To see if tailing is possible, connect the center of an airplane with the center of the would-be tailed airplane. If the ruler is long enough and it passes through the front side of an airplane card and through the rear side of the other, without crossing any other plane card, tailing is possible. The two airplanes plan their turn as normal, but before revealing the first maneuver, the tailed player has to show his first card to the tailing player who can rearrange the three cards he choose for that turn in the order he wants. Then the first maneuvers are executed. After firing and before revealing the second maneuver, check again: if tailing is still possible, the tailed player has to show his second card to the tailing player and the latter can rearrange the two remaining cards if he wants.

Special damages
Some cards have symbols besides the number of damages: these are special damages to the target airplane. They are kept secret, except for fire and smoke.
- A crossed out arrow toward left or right means that the rudder of the plane is jammed. The airplane can not choose Maneuvers to that direction (with a symbol of a little left/right arrow on the card) for the next turn.
- Two broken gear wheels mean that the engine is damaged. The plane has to play at least one stall Maneuver each turn (one with the very short arrow) up to the end of the game. If an airplane takes a second damage to the engine, it explodes and it is eliminated.
- An airman face means that the observer of the two seater plane is incapacitated. The plane cannot fire any more in the rear arc of fire.
- A smoke column means that the airplane leaves a smoke track. The airplane can not make tailing for the rest of the turn and for the next two turns, but it can be tailed.
- Some flames mean that the airplane has caught fire. For the next three turns, before revealing the first Maneuver, takes an A Damage card. In addition, the plane smokes.

Blind spots for rear guns
The rear machine gun of two-seaters planes has a blind spot just on the rear of the tail. Use the ruler to connect the center of the two-seater plane with the center of the target. If the ruler passes in the rear side of the two-seater airplane card and it touches any point of the target card with its first half, firing is not possible.

Aim
When a plane fires at the same enemy plane in the same firing arc for several playing phases in a row, from the second phase onward all the damage cards causing damage score one additional damage point. 0s are still considered 0s.

Getting out of control
When a player plans an illegal move (for example, two steep maneuvers in a row), the plane goes out of control and it is eliminated.

Tournament rule
If you want to have less luck in the game, take the "explosion card" out of the damage deck.

 

Here we have a few house rules from players and authors. Please feel free to add or to suggest corrections.

Some of those rules, and the Ace skills rules presented separately, can be a bit complicated... But they are optional. On the other side, detail has to be stopped sooner or later...

Shoot at the real thing!

When you aim to a plane, you have to reach any point of the enemy airplane with the ruler, not just any part of its card. In the same way, only the drawing of the plane blocks the line of view.


Notes: players at www.giochidatavolo.net played often with this version of the combat rules. Pier Giorgio and me considered this option and discarded it, during initial play testing, for easier play, better game balance and to avoid quarrels ("Yes sir, look well, I touch the propeller!). But if you are experienced players and men of honor, this rule is pretty fine: it makes firing more difficult and it is more realistic too.
Plane drawings are not in scale (Nieuport Ni.11 "Bebé" would be so small and you'd loose all the details of Auletta's work) but there is a proportional reduction depending on the size of the real machines.
Overlapping rules remain the same.


Firing with a single machinegun

If you have a B firing airplane and you do not own a B Damage deck, you can use the A deck, halving the value of the damage points rounding fractions up. Special damages on the A cards are applied normally.


Notes: this is not how we did the B deck, but it is an approximate way to play the Sopwith Triplanes single-machinegun variants and the promo Ufag included in "WoW - Famous Aces" with just the A deck that you have in that box.
To tell which card are halved, if you do not use the optional rule about aiming you can keep them on the +1 damage section of your console.


Fly that Ufag right now!
To make a H maneuver deck, you can take a B deck and take away the Immelmann turn, a right sideslip and a left sideslip (cards n. 12/18, 15/18 and 18/18
).

Notes: To move the promo Ufag C.I in "WoW - Famous Aces", you'd need an H maneuver deck from "WoW - Watch your back!". But with this rule you get it with the B deck in "WoW - FA": after all the Ufag C.I went at 190 km/h, that was almost the same speed of the Albatros D.Va (189 km/h) that uses a B deck.
To shoot with the Ufag you'd need a B deck: see the rule above.


Landings and take offs

At the start of the game, set the limits of a landing field. It should be at least 9 x 27 cm. Draw on the table or put a sheet of paper of the right shape. This could represent a real airfield or just a nice spot where somebody is waiting for rescue...

Landing: the player must plan a straight maneuver (he is still flying), then another straight (he is landed), then a stall, then the blank maneuver card that it is inside the box (if you do not have it just play a restricted and it count as a blank). Since the second straight, the plane is considered on the ground. At this point the movement for that turn ends, even if there would be more phases.

Take off: the plane must start with the red dot inside the landing field. The player must plan a stall, then a straight maneuver (he is still on the ground), then another straight (he is now flying). At this point the player can play any other maneuver he wants.
If the player wants to start taking off in the second or third phase, just play one or two blank cards or non-stall maneuvers before the stall, and consider them as no effect blank cards. If the player has the red dot inside the airfield and just pretend to take off without doing it (the plane is there with engine on and ready to start) just put three of them: the plane can't be moved or turned that turn.

Crashes: if an airplane ends with its central red dot out of the landing field while it is on the ground and it is taking off (after the stall or the first straight) or landing (after the second straight or the stall), it crashes. It takes 2 A Damage cards (4 B ones if you do not have an A deck) if it happens with the stall, 3 A cards (or 6 Bs) if after the straight: take into account damage points, explosions and fire, but ignore all other special damages. The plane is now considered grounded and it has to be completely still for all the next turn. If it is not destroyed, it can be moved or turned, or start a new take off, from the second next turn onward.

Planes on the ground: while on the ground, planes can not fire and don't block the line of sight, but they can be fired at. During the second phase, before any maneuver card is revealed, the owner can move and turn the plane card freely, but the red dot at the center must remain in a point of the table that was covered by that same plane card at the start of the turn.

Collisions: if after movement two planes on the ground overlap and at least one of them was taking off or landing, both of them take 2 A Damage cards (4 B ones if you do not have an A deck) each. Ignore special damages except explosions and fire.

Fire on the ground: a plane can not take off until it is on fire. At the start of each turn, before considering fire damage, take an A damage card (a B if an A is not available): don't consider damage or anything, but if it is a 0 take away a flame counter without taking any damage in exchange for it. This means that the crew and/or ground staff of the airport managed to extinguish part of the fire. If one or more counters are left, trade one for the damage as in the basic booklet.
At the end of the turn, if a plane on the ground that is on fire overlaps one or more planes not on fire that are on the ground, the latter take two flame counters (each, if they are more than one).


Notes: developed together with Andrea Russo from
Genoa. The basic booklet suggest to invent something like that if you want to design new scenarios about spy/shot down pilot rescue and similar. But of course you can apply it in any scenario you want: for example making a bombing scenario against an airfield with some or all of the defending fighters starting on the ground.

 

Deflection

Whenever you shoot, trace a line from the center of the firing plane to the center of the target plane. If the line crosses a short side of the firing card and a short side of the target card, you are firing without deflection and the damage cards are worth +1 damage point (but 0s are still counted as 0s). To remember that, put them on the +1 space of your console. If they are also +1 for other reasons (aim, ace rules...) they are +2: to remember it, put them in the same space but turned 90°.

By request by Jon... a draft to be experimentally used with "Famous Aces", let me know what you think.

Ammo
At the start of the game, each player takes 6 damage cards and put them face down on his own console, without looking at them. The rest are put on the table as a "common deck".
When a plane fires, the target takes a damage card from the deck on the console of the firer. If there is a second card to be taken (short range), take it from the common deck on the table. When the 6 cards on the console are finished, the plane is out of ammo and can not fire any more.
When a plane is shot down, take his unused damage cards and put them under the common deck without looking at them. NOT the cards it took as damage when it was shot at.
A plane can always decline firing even if he has a target in range.


Never tested it. I think 6 cards are maybe too few, but if you give 7 probably the common deck is too little. And I think that this will allow too little firing to B damage planes to be effective in any way. Better ideas?
Of course, when we will have Lewis guns we will need another rule: roughly to have fewer cards at the start, but to allow pilots to reload machineguns in a couple of maneuvers.

Collisions
Whenever two cards overlap, put the smaller plane on the bottom and the larger above. If the card of the larger plane covers, completely or even in a little part, the silhouette of the smaller one, there could be a collision. It does not matter if planes are friendly or enemy.
The two would-be colliding planes takes two cards from their maneuver deck, one with a right little arrow and one with a left one. An enemy player draws one. If the same direction is picked for both planes, there is a collision.
Each of the two planes takes 3 A damage cards (or 6 B ones if you so not have As), ignoring special damages and taking into account only points and explosions.
If a plane collides with more than a plane, draw just a card for it and compare to all the cards of the other colliding planes. Then draw damage for each collision separately.
If a plane explodes because of a collision, all the planes that collided with it on that turn take an extra A damage card (or 2 Bs).


Never tested it too. We did not put a collision rule because we did not want players to ram enemy planes on purpose. Well, this has been done... especially in the very early part of the war, when there were no machineguns on board, but also lately because of the frustration of jammed MGs. One of our aces in WyB is the Russian Aleksandr Alexandrovich Kozakov, who "shot" down his first enemy (an Albatros C) on March the 31th, 1915 ramming it with his Morane-Saulnier near Guzov-Volja. But we did not like it to happen anyway...
The card is picked up by an enemy player (and not choose by the player) to avoid cheating (previous agreements before the match starts) in collisions between friendly planes. The direction has to be the same, no matter the relative position of the two planes: it is just a randomization system, not a simulation of the reaction.

Jamming twin guns (A firing planes)

When you fire with an A weapon, that represents twin guns, you could jam one of the machineguns or, more rarely, both of them.
If you are at short distance, you jam a machinegun if target picks up a jammed Damage card, you jam both of them if he picks up two of them. Firing at long distance, you jam both of them if the target picks the 0 red jammed Damage card, only one if he picks the 2 red or a green jammed Damage card.
Planes jamming a single gun take three jammed counters. Each turn after moving, the player can decide if unjam the jammed machinegun or if they want to fire with the remaining one. If they unjam, they discard a token; if they fire they do it at B capability (and they normally jam this second weapon if a jamming B card is picked by the target). The weapon is unjammed if the player unjam it after three consecutive maneuvers. It is allowed to stop unjamming to fire with the other weapon at any moment, but the jammed counters are immediately restored to three.
If both weapons are jammed, they are unjammed at the same time after the same three consecutive maneuvers. No desperate account of unjamming is necessary.


With this rule you increase realism, and also the advantage of A firing planes. Of course you need to have both the A deck from "Famous Aces" and the B deck from "Watch your back!".

These are some house rules I've just toyed around with--feedback welcome:

1. Turning.

Biplanes didn't "snap around" very well going from one turn to another, so:

If you make a turn (play a card with a symbol on the bottom), you can't play a card turning the opposite way until you've played a straight card (one with a forward arrow).

One might want to exempt the "shifting over" cards (the ones that move you over an inch but still have you going straight).

2. The "Turn less" Game.

In this one, there are no game turns--only phases. After you flip over a card, move, fire, and assign damage, you take that just-used card into your hand, and move the "II" and "III" cards in the queue over one (to become the new I and II cards, respectively), and then play a card from your hand as the new III card. This way "reaction time" stays constant throughout the game (after the first few phases, anyway)--each card you play takes effect three phases later, rather than 1, 2, or 3.

2. The "Turn less" Game.

Very smart suggestion... and actually, it is very close to the system we are testing for the WWII version of WoW. But we allowed a quicker reaction.

In short, you start planning two cards. You reveal and use the first, and fire. You put a third one. You reveal and use the second, and fire. You put a fourth one. You reveal and use the third, and fire. You put a fifth one. You reveal and use the fourth, and fire. You put a sixth one... And so on. So each card you play takes effect two phases later, instead of three like in your suggestion. That makes life easier both to players (easier to fire to the enemy...) and to the publisher (less cards needed for a maneuver deck - that since card decks are standard, could mean more useful thing in each box).

We played this rule also with a "Famous Aces/Watch your back!" scenario (actually a WyB scenario using FA cards and the house rules published here to fly the UFAG). It seems to work. Let us know...

Bye and thanks!

Andrea

 

Altitude:

Ok seen a lot of people asking about the lack of altitude rules. I came up with some that wont slow the game down and are very simple...I apologize ahead of time if anyone else has posted similar ones.

First get a dice for every plane in the battle and place one on the card representing each airplane...could be on the card itself or the damage station card on the side lines.
Now 6 represent the max altitude for a plane and 1 represents flying just above the ground.
rules are as follows.

1. Every plane starts at level 3 (of course you can make scenarios that change this to represent different situations)

2. To climb a plane must make a straight maneuver. While descending a plane can make any maneuver other than those considered steep (because you can’t be descending and climbing at the same time)

3. Only one level can be climbed or descended per action (per maneuver played)

4. If a plane climbs you halve the length of the straight maneuver. The slowest straight maneuver being the planes slowest forward climb.(i.e. if the plane uses a full forward movement card it would only move half the length of the card, if the plane is using the small forward movement card it moves the full distance.)

5. If descending the length of the straight movement cards are doubled. Any other maneuver is as the card states.(i.e. diving turn just lower the altitude and move the plane as the card states)

6. If you’re not on the same level as your opponent you must be climbing or descending towards them to make an attack on them.

7. Each level of altitude equals on half the length of the measuring stick for shooting. Distances are measured from the level a plane would be at after the change in altitude. The damage values according to the length on the measuring stick remain the same.

8. If diving on a target while attacking add one damage card to the attack

9. If attacking a target from below the damage remains the same.

10. Two seater aircrafts rear seats can attack targets at the same level or above them but not below.

11. maneuvers that require setups(i.e. Immelmann which requires you to fly straight before performing it) cannot be performed after climbing but can be performed after dives but all card requirements still have to be met.

12. Lastly, If two planes overlap and are at the same level after the maneuvers are played, then a collision occurs and both planes receive 4 A damage cards.

These rules have literally added amazing amounts of depth to the game. There not to hard to follow and don't seem to slow the game down at all. You can even introduce terrain such as mountains or buildings and set there level at dice heights, if a plane is directly over the building or mountain and at the height or lower it collides with it. Bombers or recon could be required to be at a specific altitude. The ways you can use these rules are limitless. Use all of them or just a few of them as you see fit...good hunting.

One rule I forgot to put in my above...if a person forgets they are at level one and descends they collide with the ground and are destroyed.

Great! Thanks a lot. So you tested the, didn't you?

But one thing I am not sure about. Do everybody plans to gain or loose altitude in the planning phase? Do you put counters on your console? Do you secretly write on a leaflet?


One rule I forgot to put in my above...if a person forgets they are at level one and descends they collide with the ground and are destroyed.


Except if... We merge it with the "Landings and take offs" rule that somebody else already tested. Maybe it just needs a bit of editing to be made compliant with the rules above...

At the start of the game, set the limits of a landing field. It should be at least 9 x 27 cm. Draw on the table or put a sheet of paper of the right shape. This could represent a real airfield or just a nice spot where somebody is waiting for rescue...

Landing: the player must plan a straight maneuver just after reaching 0 altitude, then a stall, then the blank maneuver card that it is inside the box (if you do not have it just play a restricted and it count as a blank). Since it reaches 0 altitude, the plane is considered on the ground. At this point the movement for that turn ends, even if there would be more phases.
If in the moment it lands the red dot is inside the airfield ok, if it is outside the plane crashes (see above).

Take off: the plane must start with the red dot inside the landing field. The player must plan a stall, then a straight maneuver (he is still on the ground), then another straight (he is now altitude 1). At this point the player can play any other maneuver he wants.
If the player wants to start taking off in the second or third phase, just play one or two blank cards or non-stall maneuvers before the stall, and consider them as no effect blank cards. If the player has the red dot inside the airfield and just pretend to take off without doing it (the plane is there with engine on and ready to start) just put three of them: the plane can't be moved or turned that turn.

Crashes while on the ground: if an airplane ends with its central red dot out of the landing field while it is on the ground and it is taking off (after the stall or the first straight) or landing (after the second straight or the stall), it crashes. It takes 2 A Damage cards (4 B ones if you do not have an A deck) if it happens with the stall, 3 A cards (or 6 Bs) if after the straight: take into account damage points, explosions and fire, but ignore all other special damages. The plane is now considered grounded and it has to be completely still for all the next turn. If it is not destroyed, it can be moved or turned, or start a new take off, from the second next turn onward.

Planes on the ground: while on the ground, planes can not fire but they can be fired at. During the second phase, before any maneuver card is revealed, the owner can move and turn the plane card freely, but the red dot at the center must remain in a point of the table that was covered by that same plane card at the start of the turn.

Collisions: if after movement two planes on the ground overlap and at least one of them was taking off or landing, both of them take 2 A Damage cards (4 B ones if you do not have an A deck) each. Ignore special damages except explosions and fire.

Fire on the ground: a plane can not take off if it is on fire. At the start of each turn, before considering fire damage, take an A damage card (a B if an A is not available): don't consider damage or anything, but if it is a 0 take away a flame counter without taking any damage in exchange for it. This means that the crew and/or ground staff of the airport managed to extinguish part of the fire. If one or more counters are left, trade one for the damage as in the basic booklet.
At the end of the turn, if a plane on the ground that is on fire overlaps one or more planes not on fire that are on the ground, the latter take two flame counters (each, if they are more than one).


What do you think?

 To answer your question I made u and d tokens and you put them under the card when you place the maneuver card on the table...so when revealed the intent of the altitude change is revealed when the card is picked up.

Here is another one...Immelmann can either be performed as stated or by putting an up-u token under the card they can be considered loops...when the plane gets to the top of the Immelmann you up the altitude of the aircraft by one. you still need to follow it with a straight card but if the straight card is a dive you have performed a looping maneuver. If you don’t dive with the straight card you have climbed rolled and are cruising at a higher altitude. You have to think ahead a bit to perform these maneuvers but it adds to the game.

In actuality you can recreate just about any maneuver using these altitude rules.

 

I screwed up the rule in my last sorry...I meant to say after you perform the Immelmann in the looping maneuver you perform a straight maneuver than follow it by another diving Immelmann to perform a looping maneuver.

Another thing I play tested the rules with two different versions if you have a lot of planes in the combat use them as stated. but if you find that there’s a lot of flying but not much shooting consider changing the firing distant rules to:

1. You can fire on a enemy who is up to two levels different from your own height so one level you can use the full length of the ruler firing rules don’t change....two levels you can fire up to 1/2 the ruler away...and you need only dive or climb to attack your opponent if their 2 or more levels from your own level...it allows the people to attack one another from further away.


Both versions work well the second one works better in smaller battles.

 

 

 

 

Optional Rules for Wings of War (FA)

 

 

A package of optional rules for WoW (FA) just for something different. Quite a few of the ones mentioned have already been devised and submitted by others so I hope they do not mind them being incorporated into this document – I repeat them again as it has a bearing on an Ace’s special ability (see below).

 

1)       Order of Firing – All firing in the game is simultaneous so this means that any plane shot down has a chance to fire in the same phase it was shot down before it is removed from play.

 

There are two exceptions to this:-

 

a)       Aces – see later under Aces Generic Ability  

b)                If two or more planes are firing on the same target then the closest plane fires first then the next closest etc. If the first plane to fire downs the target then he claims the “kill” and any other planes do not get to fire (they cannot choose another target). If the first plane does not shoot the target down but the second (or third etc) does then the plane that actually shoots the plane down gains the credit. In other words there are no shared kills.

 

I have not considered rear guns in the order of firing but given the difficulties of sighting and maintaining aim in a plane that is evading a pursuer, there has to be an argument that observers fire after pilots with forward firing guns but leave this to players to decide.

 

 

2)      Deflection – During air combat, it was easier to aim at a target when there was no angle between firer and target (ie, directly behind or in front). If firing at a target passing across the front of a plane it was more difficult to to aim and required plenty of skill and practice.

 

To reflect this, if (when firing) the ruler passes through either of the two short edges of the target card (ie, front or rear) the firing is resolved as normal. If the ruler passes through either of the long edges (left or right) the fire is restricted as follows:-

 

 

a)                 If the target is only reached by the second half of the ruler then no firing is possible.         

b)                If the target is reached by the first half of the ruler the draw one damage card (instead of the usual 2).

 

 

 

 

 

 

3)      Ammo – This option is only available if there are an appropriate number of damage cards (ie, usually more than one deck, depending on the number of players).

 

Place eight damage cards (from the appropriate deck) on or near a players console. Each time a plane fires on a target then the target takes one of these cards with a second card (if applicable) being taken from the common deck (ie, those cards remaining after ammo cards have been distributed).

 

Once all eight cards have been used up then a plane cannot fire any more. An opponent cannot inspect an ammo deck to see how many cards remain.

 

I have not considered observers and not sure if their guns carried more or less ammo.  The observer’s ammo deck should be adjusted accordingly.

 

 

4)      Campaign – If intending to play with the same pilots (until killed) and recording victories etc then include following adjustment.

 

It was difficult for WWI pilots to escape spins, heavy structural damage, planes on fire etc but it was not unknown.

 

When a plane is shot down then the pilot takes the next card from the A damage deck. If it is a 4 or 5 then the pilot is deemed to have landed safely and is available for future use. If the plane uses up its last damage point due to fire then the pilot only lands safely when a 5 is turned rather than 4 or 5.

 

 

5)      Aces – When a pilot earns his fifth “kill” he is deemed to be an Ace. All Ace pilots have GENERIC abilities and then one or more SPECIFIC abilities.

 

All Aces have the following GENERIC abilities:

 

 

a)                 An Ace can only be tailed by another Ace.     

b)                Aces fire before non-Aces so that, for example, if an Ace and a non-Ace were firing at each other, any damage inflicted by the Ace (including, of course, shooting the non-Ace down) takes place before the non-Ace gets to fire.

c)                 If an Ace and one or more non-Aces fire at the same target, the Ace can elect the firing order regardless of range. For example, if a non-Ace is closest to a target and would normally fire first then even if the Ace is further away he can elect to fire beforehand. Converse is also true, if the Ace is closest then he can elect for a plane further away to fire before him. If more than one Ace fires at the same target then rules in 1) above apply (ie, closest first).

 

 

 

 

 

 

In addition to GENERIC ability, when a pilot becomes an Ace he earns a SPECIFIC ability. Roll once on the following table when a pilot earns five kills and for every five kills thereafter.

 

 

 

ROLL (1D10)

SPECIAL ABILITY

1

Anticipation: Place cards for phases I and II as normal. Only place the phase III card after all phase II moving and firing has been resolved. This means that the Ace can see the results of the first two moves prior to placing the third card.

2

Shooting Eye: The penalty for deflection shooting (see rule 2 above) does not apply.

3

Longevity: If shot down, pilot survives on a damage card of 3,4,5 (not just 4,5). If downed due to fire, pilot survives on a turn of 4 or 5. See rule 4) earlier.

4

Evading: Ace can ignore one damage card after drawing and viewing it. Only available once per dogfight. Place discarded card at bottom of deck.

5

Daredevil: Can do two steep maneuvers in a row. Only available once per dogfight.

6

Tenacity: If the Ace is firing from behind the target (so that the ruler crosses the front edge of the Ace and the rear edge of the target) then the target draws one more card than normal  (ie, two or three, depending on range). Only available once per dogfight.

7

Sniper: If the Ace is firing from behind the target (so that the ruler crosses the front edge of the Ace and the rear edge of the target) then the Ace draws one more card than normal  (ie, two or three, depending on range),  discards one card of his choice and passes the remaining one or two cards to the target pilot. Only available once per dogfight.

8

Bullet Checker: Ace ignores jamming cards with green cross. Only red cross jams affect this Ace.

9

Acrobat: Can do an Immelman without having to do a straight maneuver immediately following it. Only available once per dogfight.

10

Marksman: Once per turn, this Ace can use a +1 aim bonus even if he did not fire on the target in the previous phase.