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inquis 8:58pm on Sunday, October 17th, 2010 
****Final Fantasy x-2 **** Having played and completed several final fantasy games when this one came out i had to buy it.

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Documents

doc0

TRIPLANE-CLASSIC(6)

Triplane Classic a side-scrolling dogghting game.

SYNOPSIS

triplane-classic [OPTION].

DESCRIPTION

Triplane Classic is a side-scrolling dogghting game featuring solo missions and multiplayer mode with up to four players. It is a port of the original Triplane Turmoil game for DOS and aims to match the original game exactly so that high scores remain comparable to the original.

OPTIONS

fullscreen Start the game in fullscreen mode (this is the default). nofullscreen Start the game in windowed mode. nosound Start the game without sounds. Note: This option also disables sounds in the conguration le so sounds will be disabled also the next time you start triplane. To enable sounds set Physical Examination->Hearing->Sounds on in the game menus. 2, -3, -4 Scale the 320x200-pixel game window 2x, 3x or 4x using software scaling. This helps you play Triplane on displays that cannot switch to such low resolutions. 2svga Scale the 800x600-pixel window 2x using software scaling, to produce a 1600x1200-pixel window. This resolution is used only in multiplayer mode. Note that triplane does not warn about unknown options.

GETTING STARTED

After starting the game, click through the splash screens to see the main menu. Then click ROSTER and click the pen on the right to create a new pilot entry. Type your name and press enter. Click the keys on the left to get back to main menu. Click ASSIGN PILOTS and check the SOLO check box beside the red plane (top left) to select the German plane for solo game. Click on the background to get back to the main menu. Click TAKEOFF TIMES and MISSION I. Read your assignment carefully and click on the arrows to look around the map. Your objective is to destroy the buildings identied by red boxes around them. When you are ready click FLY and use the following controls: press S (roll) to get out of hangar hold TAB (power) down to accelerate use X and W to steer the plane use 1 to drop a bomb use S to roll the plane upside down When you have destroyed all the targets try to land by releasing power and gliding to the runway. Holding up and down simultaneously activates the air brake system. When the plane is stopped on the runway, press S to re-enter the hangar and resupply bombs and fuel. N.B.: If you have a new computer you may encounter serious keyboard errors. This is due to the cost savings of the keyboard manufacturers. The current keyboards cannot handle more than 3-6 keys simultaneously. If you encounter keyboard problems, see the "on/off power" option below.

SOLO GAME MODE

See the "ASSIGN PLAYERS MENU" chapter on how to select the solo game country. Winning a solo game requires that: all mission targets have been destroyed all protection objectives are met all enemy airplanes are destroyed, and at least one plane is left and stopped on a runway. Scoring is mostly based on how many planes you have shot down. Extra points are awarded from destroyed enemy ground installations and infantry without regard to who destroyed them. You will get penalty points for shooting down allied planes and for destroyed allied ground targets and infantry.

MULTIPLAYER MODE

See the "ASSIGN PLAYERS MENU" chapter on how to select players for multiplayer mode and visit the "REQUEST TRANSFER" menu to select the multiplayer level. To congure plane controls for multiplayer mode, visit the "PLANE MECHANICS" menu. Choose a country and then congure either the keyboard or a joystick (a game pad is also OK). If you want to change the keyboard layout for the chosen country, click the keyboard and you will be prompted to press buttons for all six controls needed to y. The order is Up, Down, Roll, Engine power, Bombs and Guns. Remember that brake is always Up+Down simultaneously. Joystick conguration is still a bit experimental and it is not easy to play the game with a joystick. Start by clicking Joystick 1 or Joystick 2 and follow the on-screen instructions. There are two types of joystick actions. You can hold down a joystick button and press Space on the keyboard. Alternatively you can move a joystick to a different position (left, right, up or down) and press Space. Finally, by pressing "D" you can disable a control completely. You can use this for example if you have congured up and down actions to be buttons so that you can hold them together and thus do not need a separate brake control. Disabling the roll control enables autoroll, which keeps the plane upright.

HANGAR MENU

This is a special menu. This appears when the actual game is in progress. There are three columns: Bombs, ammo and fuel. Use the Bomb and Guns buttons to select one of the columns, and adjust the value using the Up and Down buttons. Press Roll or Power to exit, and a mechanic will push your plane onto the runway. If you want to return to the hangar, just press Roll or Bomb, and the mechanic will push your plane into the hangar.

ASSIGN PLAYERS MENU

This menu is used to select players for solo and multiplayer modes. There are four boxes, one for each country. Inside each box there are four radio buttons and two text elds: rst radio button (red circle) This country is disabled. second radio button (SOLO) This country is used to play a solo mission. Other countries are automatically disabled. Remember to set pilot name in the text box to the right of this radio button.
third radio button (computer) This country is played by a computer pilot in multiplayer mode. The text box to the right is not implemented. fourth radio button (human) This country is played by a human pilot in multiplayer game. Remember to set pilot name in the rst text box. If you activate the solo mode the computer will automatically adjust the other countries to NO-PLAYER mode. (If you want to play the solo missions, now just exit and click the take-off times yer in the main menu.) For example, assume that you want to be the German player, your friend wants to be the Japanese player and computer wants(?) to be the Finnish player. Choose "Human pilot" in the German and Japanese boxes, "No player" in the English box, and "Computer pilot" in the Finnish box. Note: If you select the last multiplayer level (CAVERN) and you set the computer to be the Finnish or the English plane, these planes will be disabled when game begins. (Computers cannot handle takeoffs in caves.)
PHYSICAL EXAMINATION MENU
This is the options menu, where you can dene game-related parameters. On the right side you can see four tabs: VISION Shots visible? If deactivated, no ying ammunition will be seen (planes & infantry). AAA shots visible? If deactivated, no ammunition of ak battery will be seen. AA-Mg shots visible? If deactivated, no ammunition of ground machine gun will be seen. Flags? If deactivated, all ags will disappear. Structure ames? If deactivated, the bombed structures will not burn. Use 800*600 window (in MULTIPLAYER)? Activate this option to play multiplayer games in a 800*600 window. HEARING Sounds on? Activate this to enable or disable all sound. Note that the -nosound command line option turns this off. Musics on? Play music in the menus, if the "Sounds on?" option is also activated.

SFX on? Enable various sound effects in the game, if the "Sounds on?" option is also activated. Explosion sounds? If deactivated, a sound will be not heard when a bomb collides with ground. Gunre sounds? If deactivated, a sound will be not heard when a plane res its guns. AAA re sounds? If deactivated, a sound will be not heard when ground defenses re (machine guns & aks). Water splash sound? If deactivated, a sound will be not heard when a bomb collides with water. Infantry death sounds? If deactivated, infantry soldiers will not scream when they die. Do you want on/off power? When activated, the behavior of the engine power button will be dramatically changed. On/off power allows toggling the engine on or off by pressing the Power button, instead of having to hold it down. Use this option if you encounter keyboard problems, because this decreases the number of keys pressed down simultaneously. Do you want a reversed power switch? Turns the behavior of the engine power button upside-down: when you are not holding the power key down, the plane accelerates. When held down, the engine will be deactivated. This is not the same as braking, you still need to use Up+Down to brake. The following options are for multiplayer only. Are all the planes the same? Sets all planes attributes to a specic country. For example: Choose the German plane on the left, and every plane has 4 bombs etc. This affects all plane abilities. Collisions on? If active, a collision of two planes results in an immediate destruction of both planes. Both players lose one point in collision. Flying parts? If enabled the parts which appear when a plane crashes cause damage to other planes. Battle ends after n points End the game after one of the players has this number of points. The number can be increased by pressing it with the left mouse button and decreased with the right mouse button. UnLtd means unlimited, where the multiplayer game will not end before you press Esc.
Alliances enabled? Enables alliances. The sides are selected at the box in the lower left corner. AA-MGs? If deactivated, all ground machine gun batteries will disappear. AAAs? If deactivated, all ak batteries will disappear. Infantry? If deactivated, all infantry will disappear. Unlimited ammo? If activated, you can shoot even when you have no gun rounds left, but you cannot adjust your ammo load. Unlimited fuel? If activated, the plane will still y even when you have run out of fuel, but you always have to take the full load of fuel when leaving the hangar.

PLANE TYPES

Country Ammunition Maneuverability Fuel Speed Bombs Endurance Germany ** ** ** ** ** ** Finland ** * ** *** * *** England *** * *** ** ** ** Japan * *** * * *** *
The German plane is very deadly in dogght because it is designed for it. It does not have any particular strengths or weaknesses. The Finnish plane is the fastest and the toughest but it has a poor bomb capacity and great skill is needed to pilot it because of its low turning rate. The English plane never runs out of anything (except bombs). Its only disadvantage is the low maneuverability. The Japanese plane has the biggest bomb capacity and it is even more agile than the German plane. Too bad it always runs out of fuel.
MEDALS, RIBBONS AND RANKS
Like in a real Air Force, you will be awarded with higher ranks and medals when you have served your country well. The medals are shown on top of your pilot in the roster menu. Every rank has its own ribbon which is located beside your pilot in the roster menu. When you start a new pilot you have no medals and you have only one ribbon, 2nd Lieutenant. When you advance ranks you do not lose your previous ribbons like you would in real life. Best pilot in the country - Medals When you complete a sequence of solo missions (six of them) you will be awarded the "Best pilot in the country" medal. Every country has its unique medal, but the main color of the medal depends on the country so it will be very easy to see which country has awarded you with it.
Special medals There are two special medals. The rst is the veteran medal, Golden Star. It will be awarded to you when you have own 1000 missions. The second is the hero medal, Silver Eagle. It will be awarded to the pilot who has killed the most and died the least. There is only one Silver Eagle medal in the world, so be careful, it will change its owner very quickly. Ranks and their abbreviations Here is a list of ranks appearing in Triplane. In the roster an abbreviation of the rank will be automatically added to your name (for example: 2nd Lt. Dragst). Both solo and multiplayer games will affect it so you probably will not gain a lot of promotions by just playing one of them. The ranks are: Second Lieutenant (2nd Lt.) A simple blue ribbon with one golden column First Lieutenant (1st Lt.) A blue ribbon with 1 golden column and 2 stars Captain (Capt.) A blue ribbon with 2 golden columns and 2 stars Major (Major) A blue ribbon with 2 golden columns and 4 stars Lieutenant Colonel (Lt Col.) A blue ribbon with a Golden Shield of the Air Force Colonel (Colonel) A blue ribbon with a Golden Eagle of the Air Force If you are ever promoted to Colonel, you have probably played for some time. But remember, it is not impossible to gain it, you just need play a little longer.

TIPS AND TRICKS

Remember that stalling is a VERY good way to brake fast, but do not even think about it unless you can handle the plane very well. When ying the Finnish plane remember to deactivate the power when turning. There are several Ace missions which are quite easy to complete, but great effort is needed for receiving a higher score. Patriot Flight is a very good example of this, it is possible to get at least 169 points in it. The Japanese plane can even outmaneuver the German plane, but only with an empty bomb load. The German plane is still a bit better in dogght. Remember to use hit and run techniques when playing the Finnish plane. There is no need to leave any bombs behind if you are playing with the Finnish plane, because it does not make any difference.
In the missions with a lots of enemy air activity, try protect your AAAs. In solo missions you should learn to use the Radar markers, because that makes it easier to avoid enemy airplanes. Avoid shooting too many bullets at the enemy plane, because it will probably explode. In the solo game you cannot deactivate the part collision, so this is quite vital. Remember that Japanese plane will always run out of fuel, particularly with six bombs.
Triplane nds its conguration directory by searching the following directories in this order: 1) $TRIPLANE_HOME 2) $HOME/.triplane-classic (created if missing) 3) the current directory (if step 2 fails for some reason). The conguration directory contains the following les: triplane.cfg Main conguration le. roster.dta High score le. keyset.dta Keyboard conguration le. Triplane tries to locate its data directory by looking at which of the following directories exist, in the following order: 1) $TRIPLANE_DATA 2) TRIPLANE_DATA set at compilation time (if step 2 fails) 3) current directory. The data directory contains only one le: fokker.dks Game data le containing levels, graphics and sounds.

HISTORY

The original Triplane Turmoil was developed by Markku Rankala, Teemu J. Takanen and Henrikki Merikallio. Some work was also contributed by Risto Puhakka, Antti Lehtoranta and Mikko Kinnunen. The portable SDL version, Triplane Classic, was created from the original source by Timo Juhani Lindfors (timo.lindfors@iki.), Teemu J. Takanen (tjt@users.sourceforge.net), and Riku Saikkonen. We also thank Timo Lilja for his earlier Xlib porting efforts and Sami Liedes for spellchecking and optimization ideas.

doc1

FOKKER FODDER Rules for dogfights with World War One model aeroplanes.
Original rules created by Les Ward, developed by Chris Nicole, demonstrated and played by Humberside Wargames Society.

Introduction

When we wrote these rules we wanted to produce a simple World War One air combat game to use as a participation game at conventions, and to run as a campaign game at the club. So the rules had to be simple to explain and play, but also give the feel of Western Front dogfights. As this was going to be a participation game we had already decided to use 1/72 scale aircraft on an 8 foot by 6 foot board. The game has ended up being very playable. The rules are a bit deadly, as we intended that a participation game shouldnt go on too long. With four to six players it is possible to set up, play the game and clear away in a hour. We recommend the game to any wargames club as an easy one to introduce to new players, something to interest the members who have modelling skills, and a popular game to play at the start of a wargames session, while club members are waiting for others to turn up. We also suggest how you can run a campaign. Feel free to experiment with these rules, ignore bits that you don't like, add extra rules and options. But remember, we've spent a lot of time getting the balance right with long sessions of playtesting. So have fun, and here's hoping that your ace pilot never spins into the ground!

How it works

We have designed these rules to give a quick, fun game of World War One air combat. But we have also designed a realistic game, showing the differences between the various types of aircraft available at different dates. The main principle of the game is that it uses a sequential game turn. This means that you don't have any tedious pre-plotting of moves. The all important benefit of going last goes to the best pilot in the best position, in the best aircraft (with a bit of luck of course). This tends to mean that, during the game, players can decide to mix it in combat, or wait for a better opportunity. It often leads to long lines of aircraft all trying to get on each other's tail. And from a reading of the literature of the period, this is what often happened. A good test of wargames rules is that is that if you use the tactics of the time you should get reasonably historical results. So there you are!

Get the right kit

The playing surface consists of a squared board, with squares large enough to each contain one aircraft model, mounted on a stand. Because we allow movement in both the horizontal/vertical and diagonal directions, the bases should be octagonal. This also helps to indicate the direction the model is facing, should that not be apparent from the model itself. We use a six foot by four foot board with four inch squares. This is OK to take to wargames shows but ideally you would want something bigger with 1/72 scale models. Our 1/72 scale aircraft models are attached to chipboard bases by motorcycle spokes, with the separate screw-on part attached to the model by drilling a hole in the model and securing it. Go and buy some motorcycle spokes and you'll immediately see how to use them. The idea of detaching the model from the stand means the they store and travel easier, and we don't need stands for all our aircraft (we cater for games right from the beginning of the war to the very end). We use stands of different heights, one for each side, as the four inch squares aren't quite big enough for the larger aircraft, but this means that we can get opposing aircraft close enough together. You can get models from many different manufacturers, from the ones in the High Street model shop to vacform kits from specialist manufacturers. Just remember that you pay more for the specialised kits, so you're better off sticking to Camels and SPADs and Fokker Triplanes and DVIIs to start with. The game is also suitable for Skytrex's excellent Red Eagle 1/144 scale kits, with models available for all periods at reasonable prices. When you are building your kits, build for strength rather than good looks. Remember to include a pilot and to replace the propeller on your kit with a circle of clear acetate. There are some optional pieces of equipment. The first is pieces of cotton wool (dyed if possible) attached to a piece of soft wire to show which aircraft are on fire. The second is to make simple control panels (we've included a sample which you can photocopy and mount on cardboard) so each player can control his aircraft without having to write anything, and you can keep the playing surface clear of scraps of paper. You can also mount and cut out the height indicator numbers. If you mount these on steel paper and attach a piece of magnetic basing material (the sort that rich wargamers use to stop their figures rattling about in metal tool boxes) to the aircraft base, then everyone will be sure about their opponents' height. (Or you could just put a couple of dice on the base, as we've done for years)

Starting the game.

There are two ways to play this game, as a one-off game or as part of a campaign. Well look at the one-off version first. (This is the way we play our participation game.) If there are a number of players, first decide which aircraft to use. There is a table later in the rules to show which aircraft were used at what time in the war. Each player throws 1D6, an even number means that the pilot is Allied, an odd number German. On round one player for each side throws 2D6 for the starting height of their flight. Each side then enters the playing area at that height on its own baseline following the rules for order of movement. As an alternative to just facing off against each other across the board, each flight could dice for which part of the board they enter on. This can add a fair bit of interest to the game, (especially when both sides enter from the same area!). Additionally two opposite sides of the table should be designated as own lines. These are the exit zones, one for each side.
Sequence Of Play For Each Round 1 Initiative
Each player adds together their planes height band, current speed and the score of 1D6. Aces add +1 to the dice score, superaces add +2. If two or more players have the same total score, they each dice again to determine order of movement between them, lowest score going first. Note that a planes acceleration for the round is added after initiative has been determined during that plane's movement phase.
2 Spinning aircraft move first
These stay in the same square and lose 4 height bands. If they fall to height band 0 (or below!) then they have spun into the ground and are destroyed. A spinning aircraft may not fire at any other aircraft (the crew have other things to worry about.) After you have made your spin move, you can attempt to recover from the spin. Throw 1D6 and if you score 4+ (aces 3+, superaces 2+) you have recovered from the spin. If you recover from a spin, your plane can face any direction you choose. If you fail to recover from a spin, your plane continues spinning next turn.

3 Gliding aircraft move

Gliding planes have 5 mp and turn C (or worse). They must lose at least 1 height band each round (this gives them a minimum of 6 mp.) If there are two or more gliders, then they dice between themselves to determine order of movement.

4 Other aircraft move

All remaining planes move and manoeuvre, in the order of their initiative total, lowest scores moving first. Exception; If one aircraft is tailing another, then the tailing aircraft moves immediately after the aircraft being tailed. See tailing.

5 Shooting

After all aircraft have moved, planes with a valid target in their arc of fire may attempt to fire any available guns at the target. See shooting. The effects of shooting are simultaneous. So, even if you destroy an enemy aircraft, he may still have fired back at you!

6 Control panel

Surviving planes record any changes in height, adjust their current speed and note damage status and ammunition used on their 'control panel'.

7 Start the next round.

Tailing
If an aircraft is within 4 (5 ace, 6 superace) height bands + squares, and the direction of flight is within 45 of the target's flight, and the pilot shot at the target last turn, he may elect to 'tail' the target. He throws 1d6. If he is an ace he adds 1, if he is a superace he adds 2, if the target is an ace he subtracts 1, if the target is a superace he subtracts 2. If the result is 4 or greater he can 'tail' the target and moves immediately after the target moves. It is possible for more than one aircraft to 'tail' a target, and also for an aircraft to both 'tail' and be 'tailed' in the same move.

Details Of Planes

Performance details for each aircraft type are given at the back of the rules in the following format; Type Turn Move Acc Dive Guns Service Users Fokker Dr1 A 6 2fb Nov 1917 Germany The turn radius letter indicates how tightly an aircraft may turn in manoeuvres. The turn radius may degrade as a result of damage to the aircraft. The move allowance indicates the maximum level speed of an aircraft in mp. The move number may be reduced as a result of damage to the engine or to the planes structure. A planes current speed may change each turn as a result of manoeuvres, acceleration or changes in height band. The Acc rating is a planes maximum acceleration in one round. Acc is added to the planes current speed up to its maximum move allowance, after initiative has been determined, during the planes movement phase. A plane may not accelerate beyond its move allowance. Any plane may decelerate by 1 or 2 mp in the same round. The dive number indicates the maximum decrease in height bands a plane may dive in one round (before its wings fold and it converts to a plummet!). A plane gains 1 bonus mp for each height band dived, adding these to current speed for this round. A number indicates the number of guns of each type. Armament codes are as follows: f = fixed forwards; r = rear facing (usually on some form of pivoting mount); w = overwing mounting (usually drumfed, facing forwards); b = belt fed with 20 shots. d = drum fed with replaceable drums of 5 shots each. The example (2fb) has 2 fixed forwards belt fed machine guns, with 20 shots each. The service date shows when that aircraft type would be available in a `historical' campaign. Users indicates the main wartime users of that type.

Flying your aircraft

The diagram indicates the way that aircraft move. Remember we move both straight and diagonally. Each aircraft has a movement allowance and a turn radius, based on its speed and agility. Turn radius The turn radius letter indicates how the aircraft may turn. Under no circumstances may an aircraft make 2 turns or manoeuvres in the same square. A - allows aircraft to make a 45 anti-clockwise or a 45 or 90 turn clockwise (rotary-engined scouts) B - allows an aircraft to make 45 turns in adjacent squares (inline-engined scouts) C - allows an aircraft to make 45 turns, but with at least 1 straight move intervening (some early scouts - wing warpers - and later two seaters) D - allows an aircraft to make 45 turns, but with at least 2 straight moves intervening (very unmanoeuvreable or damaged aircraft) E - allows an aircraft to make 45 turns, but with at least 3 straight moves intervening (damaged aircraft only) If an aircraft has a turn radius of D or greater, that aircraft cannot perform an Immelmann (although we use the term Immelmann this term covers other manoeuvre such as stall turns or zooms) An aircraft's turn radius may be reduced as a result of combat damage. Aircraft reduced below turn E may only make one 45 turn each round.
Current and Maximum Speed
It is important to realise the difference between maximum speed and current speed. Maximum speed is the number on the aircraft data chart which gives the maximum number of movement points available to the aircraft in normal level fight. You may find that the maximum speed of your aircraft is reduced by damage. Current speed is the speed of your aircraft from turn to turn. So at the beginning of each move you will have a current speed and a maximum speed. If your current speed is less than your maximum speed you can accelerate using the Acc rating for your plane. If your current speed exceeds maximum speed because your maximum speed has been reduced by damage, you must lose current speed is lost at the rate of 2 mps per turn until the excess current speed is reduced to maximum speed. For each Immelmann or loop and for each 2 turns or side-slips you must lose 1mp from current speed. You can decelerate 2 mps each move. Each height band dived through gives you 1 additional mp, and in this case your current speed may be well over your maximum speed. Next turn you start back at maximum speed though. If you perform a climb you must move at least 2 consecutive straights, and you lose 2 mps from your current speed for your next turn. You may not attempt to move any aircraft less than your stall speed. If you don't have enough mps available because of battle damage or manoeuvres, you must lose sufficient height levels to increase your movement to stall speed.

Movement Allowance

This movement allowance is expressed as Movement Points (mps) and you use it up like this: Move 1 square straight ahead To turn 45 (or 90 clockwise for turn class A) Perform a sideslip Climb 1 height band Jink Perform a wing-over Immelmann (or zoom or stall-turn) Perform a loop 2 mp 1 mp 3mp 5mp 3mp 5mp 7mp 9mp
Remember, you can only perform Immelmanns, zooms, stall turns, loops or wing overs if your aircraft is currently turn class C or better. To perform a sideslip the plane moves 1 square forwards and 1 square sideways, keeping the same facing it started with. A plane may only perform one turn or sideslip in each square moved into. A planes current speed is reduced by 1 mp for each 2 turns or sideslips. To perform a climb the aircraft moves 2 squares straight forwards, without performing any other manoeuvre. A planes current speed is reduced by 2mp for each height band climbed. Aircraft with an Acc of 2 may climb 2 height bands in the one manoeuvre, at a cost of 6mp. A jink is an attempt to become a more difficult target for any aircraft that are attacking you. Move 1 square forwards, and count as jinking during the shooting phase this round. To perform a wing-over you move on square to the side, turn 90 or 135 and lose one height. This costs 5mps but does not count as a turn or manoeuvre for the purposes of losing speed because this is counteracted by the gain for diving. To perform an Immelmann (or zoom or stall turn) a plane moves 2 squares straight forwards then turns to face in any direction. A planes current speed is reduced by 2mp for each Immelmann performed. To perform a loop the plane moves 1 square forwards and faces straight ahead or at an angle of 45 to it's original line of flight. A plane may accelerate by its Acc rating up to its move allowance, or decelerate by 1 or 2 mp each round. You add the additional mp for acceleration during the movement phase each round, and lose deceleration mp at the end of the movement phase each round. You may not attempt to move any plane less than 6 mp. This represents stall speed. If you have less than 6 mp available because of battle damage or manoeuvres, you must lose sufficient height bands to increase your movement allowance to 6. Each height band dived through gives a plane +1 bonus mp. These are added to current speed for this round. If you perform a climb you lose 2 mp from your current speed for each height band climbed. You must you all your movement points each turn. You cant carry them over from turn to turn. But if youve just got 1mp left and you dont want to turn, you can ignore that movement point.

How high is the sky?

There are 12 height bands. No aircraft may fly at a height of more than 12 or less than 1. If you descend to a height of 0 you are either landing or crashing! If you are not spinning you can land successfully by rolling a 4+ on 1d6. If you fail your pilot is dead. Aces need to roll 3+ and for superaces anything but a 1 is sufficient.

Bang bang, you're dead

For a target to be a valid shot for fixed forward firing guns it must be no more height bands higher or lower than the firing aircraft than it is squares away and must appear within the square immediately in front of the aircraft firing or within the 90 angle forward of that square centred on the firing aircraft. Rear observers can fire at any target in the rear arc between the squares alongside the firing aircraft unless the target is at a lower level and in a square immediately to the rear of the firing aircraft. Keen students of World War 1 air-fighting will know that there were more gun positions than just fixed forward and rear observer. Aircraft like the BE2 series and the FE2 series usually had a choice of positions for free Lewis guns, and sometimes more than one gun. Anyone who is capable both of knowing this and being sufficiently interested in these rules as to go to the bother of providing models for these aircraft (neither of which were exactly brilliant performers) is surely capable of working out the firing arcs. But the player should make a note of the current position of each weapon. It takes one turn (no firing) to move a weapon To fire at a valid target, the firer must declare the target, which guns they are firing and whether they are firing a long or short burst, before rolling the dice. A short burst expends 1 ammo point per gun. A long burst expends 2 ammo points per gun. Beltfed guns have a total of 20 ammo points. Drumfed guns have replaceable magazines, each with 5 ammo points. Beltfed guns cannot be reloaded in the air. Drumfed guns may be reloaded by an observer in one round, or by the pilot of a single seater by flying straight and level for one round. If the gun is mounted over the wing (WD), then the pilot or observer must roll a 3+ on 1 D6. Aces must roll a 2+ and superaces do not have to make this roll. To see if a shot is on target total up the factors given below and roll 1D6 to equal or greater. For each square between firer and target For each height band difference If the target direction is 45 from the line of flight If the target direction is 90 from the line of flight If firer performed a sideslip during this move If the target or firer performed a jink last move If firer is an observer If firer is an ace If firer is superace If target is an ace If target is a superace +1 +1 +1 +2 +1 +1 each +1 -1 -2 +1 +2
For each ammo point expended roll 1D6 and consult the following tables. Aircraft Damage Table 1 No effect. 2 No effect. 3 Wing hit; reduce move by 1 mp. 4 Rudder hit; reduce turn radius by 1 grade. 5 Engine hit; reduce move by 2 mp. 6 Consult special hit table.

Special Hit Table 1 Firer's own gun jammed; (fix as drumfed reload.) 2-4 Consult critical hit table. 5-6 Consult casualty table. Critical Hit Table 1 Controls hit; spin. 2 Engine stops; glide. gun out of action; dice for which. 4 Engine damage; reduce move by 3 mp. 5 On fire; consult fire table. 6 On fire; consult fire table. Casualty Table 1 Observer wounded. 2 Pilot wounded. 3 Observer wounded. 4 Pilot wounded. 5 Observer killed. 6 Pilot killed. If a single seater receives an `observer hit' result, it counts as no effect. Countless model aeroplanes have staggered home with their pilot's silk scarf shot through, or with a mortally wounded mascot! Wounded crew members or aircraft on fire dice at the end of every round. The aircraft of an unconscious pilot enters a spin which he will only be able to recover if he regains consciousness. Fires burn until they either go out or the plane explodes. Wounded crew members table 1 Unconscious crew members revive, dice again next round. 2-5 Dice again next round; 6 Wounded crew member passes out, dice again next round. Fire table 1 Fire goes out. 2-5 Fire continues; reduce move by 1 mp. 6 Plane explodes! remove from playing area.

Campaign games

At Humberside Wargames Society we have organised our campaigns like this. Decide which squadrons will be involved (such as an RFC squadron against a German one, or an Italian squadron against an Austro-Hungarian one). These two squadrons are assumed to patrol the same section of front. Each player has a two named pilots, one for each side. Now decide the date that the campaign starts - this will depend on what aircraft models youve got available. The length of the campaign depends on the keenness of the players. One way of handling this is to start the campaign with the earliest aircraft available, and then to have say six missions per month of the war. At the date when a newer aircraft is available, throw a die. If the score is a 6 then that aircraft is available at that time. If not throw a die next month and then a 5 or a 6 will secure that aircraft, with the dice throw you need changing each succeeding month. However, the minimum dice throw will always be a 2. The dates that some of the various aircraft become available are given later on. Allied squadrons throw a die for an aircraft type - if they succeed, then all the squadrons aircraft are replaced. In the German squadron a die is thrown for each pilot on the squadron roster. The aircraft are then allocated to the highest ranking pilots) or if equal rank, the ones with the most victory points). So if there is an Albatros DIII squadron with 8 pilots, you throw 8D6. If say 2 of them come up 6, then the squadron gets 2 DVs (which are snaffled by the squadron commander and his number 2. Next moth the squadron throws 6D6 looking for 5s or 6s.

Victory Points

Campaign rules In a campaign you gain victory points for the following Victory point table Exit over own lines after at least 8 moves Successful bombing attack Unsuccessful bombing attack Strafing attack Each 'kill' (enemy aircraft shot or forced down) 6
If a kill is shared between two pilots 3 victory points are awarded to the successful pilots, three pilots sharing a kill each get 2 victory points, and four or more pilots get one point each. You qualify for a share if your fire at an aircraft is on target (even if you don't cause damage) during the turn that an enemy is shot or forced down or goes out of control. After any pilot receives 40 victory points he is awarded 'ace' status. If he gains 120 victory points he becomes a 'superace'. Victory points are awarded to a pilot not to a player. If that pilot is lost, the player has to start again with a new pilot. No pilot may serve in more than one air force! (unless of course he is transferred - RNAS and RFC to RAF or an American serving with an Allied Air Force before the USA enters the war). A pilot is lost if he is killed in action, or if he spins into the ground. If he lands under control, under power or gliding, behind enemy lines he evades capture if he can score 6 on 1d6. If he lands in no mans land, he evades capture on a 4+. If he is wounded he misses the next d6 missions.

Missions

Each game you play works like a one-off game. Everyone whos going to play throw a d6 and if youre odd, youre German! This way you get games which arent always equal sides. There is the possibility of having missions other than scout patrol missions. These may be two-seater missions, in which one side escorts a two-seater on a photographic reconnaissance mission, or a trench attack mission. At that start of each mission throw one die for each side. If the result for either side (but not both) is a 6, then the mission includes a two-seater (if available). Each pilot on the side with the two-seater throws a die. The pilot with the lowest throw flies the two-seater. This mission is not counted as a mission for his usual pilot. He is flying as a pilot from another squadron. The particular two-seater flown depends on the tables below. Allied two seaters RE8 DH4 Bristol F2B German two seaters Roland CII Hannover CIIIa Beginning of campaign April 1917 June 1917 Beginning of campaign May 1918
You can of course substitute other two-seaters if you can afford the models. 7

Trench attacks

Trench attack missions are carried out at the discretion of the commanding pilot on each side (that is, the one actually flying). In a campaign game if the number of opponents on the other side is much less than his own they may leave the area without offering battle. In this case the commanding pilot can order pilots on his own side to carry bombs (of course military intelligence has indicated there will be little opposition). At any time a pilot can carry out a trench strafe attack to gain additional victory points. Single seater aircraft carrying bombs have a maximum speed of 2 less movement points than normal. These movement points are regained on dropping the bombs. To carry out a bombing attack, an aircraft must fly parallel to, and directly over, the enemy's trench line (the last line of squares on the enemy base line), for at least three squares. Height may be at level 1,2 or 3. Before carrying out this attack, the aircraft will be shot at by the defending troops. 1 anti aircraft gun will fire at any aircraft carrying out a bombing attack, and one machine gun at height 3, 2 at height 2, and 3 at height 1. Machine guns need a 6 to hit (no modifiers) and throw 2 dice on the damage table for each successful hit. Antiaircraft guns need to score 9 exactly on 2 dice, and then 1 die is used to determine how many dice are thrown on the damage table. The attacking aircraft then throws 1 die to check for success, a 3+ being needed from height 1, 4+ from height 2, and 5+ from height 3 (aces add 1 and superaces 2). If an aircraft carrying out a bombing or strafing attack is attacked during that turn by another aircraft, a die is thrown for each defending gun. If the die for any gun shows a 5 or a 6, the anti-aircraft fire is determined against the aircraft of its own side (accidents will happen!). If there is more than one possible target, dice between the options (lowest unlucky). A successful bombing attack gains 4 victory points, an unsuccessful attack gains 1vp. A bombing attack from height level 1 may be combined with a strafing attack. A strafing attack is carried out by flying a similar pattern as a bombing attack, although the height must be level 1. Defending anti-aircraft fire is carried out in the same way. The attacking aircraft then expends ammunition for a long burst from all available guns. Strafing attacks may be repeated as long as ammunition lasts. Each strafing attack gains 1 victory point.

Rank and decorations

British players (RFC) start with the rank of 2nd Lieutenant, and progress to through Lieutenant and Captain to Major. Similar RNAS ranks are Flight Sub-Lieutenant, Flight Lieutenant, Flight Commander, and Squadron Commander. German players start with the rank of Leutnant and the progress through the rank of Oberleutnant to Hauptmann. Players may roll for promotion after each 20 victory points. A roll of 5 or 6 results in a promotion. If a promotion is not awarded, succeeding rolls are made with dice score required reduced by 1 each time. Decorations are available when a pilot accumulates 30 victory points. RFC officers roll one die, 4+ brings the award of the Military Cross. For RNAS officers the equivalent award is the Distinguished Service Cross, for RAF officers the Distinguished Flying Cross. If the initial attempt at a decoration fails, the player may try again with each additional 10 victory points. If a player gains 20 victory points during a single game he gains the Victoria Cross on a roll of 4+. After 60 victory points German pilots may be awarded the Knight's Cross of the Royal House Order of Hohenzollern on a roll of 3+. If the initial attempt fails, the player may try again with each additional 10 victory points. After 120 victory points, holders of the Knight's Cross are awarded the Orden Pour le Mrit, the Blue Max on a roll of 3+. If this initial attempt is not successful, roll again after every 10 victory points.
Details of planes: Single Seat Fighters Type Turn Move Acc Bristol Scout B Fokker EIII C Nieuport 11 B Morane-Saulnier N C DH2 B Nieuport 17 A Sopwith Pup SPAD VII Bristol M1 C Albatros DIII Sopwith Triplane S.E.5 Albatros DVa SPAD XIII Sopwith Camel (Le Rhone) Sopwith Camel (Clerget) S.E.5a Pfalz D111 Sopwith Camel (Bentley) Fokker DR1 Ansaldo SVA Siemans Schukert DIV Sopwith Dolphin Nieuport 28 Fokker DVII Sopwith Snipe A C C B A B B C A A B B A A C A B A B A 2 2

Dive 6 6

Guns 1wd 1fb 1wd 1fd/1fb 1fd 1fb/1w d 1fb 1fb 1fb 2fb 1/2 fb 1fb 1wd 2fb 2fb 2fb 1fb 1wd 1fb 1wd 2fb 2fb 2fb 2fb 2fb 2fb (2wd) 2fb 2fb 2fb
Service May 1915 Aug 1915 Aug 1915 Sep 1915 Feb 1916 Mar 1916 Sep 1916 Oct 1916 Jan 1917 Jan 1917 Feb 1917 Apr 1917 Jun 1917 Jun 1917 Jul 1917 Aug 1917 Aug 1917 Sep 1917 Nov 1917 Nov 1917 Jan 1918 Jan 1918 Jan 1918 Apr 1918 May 1918 Oct 1918
Users. RFC. Germany, Austria RFC, RNAS, Italy, France, Russia. France, RFC, Russia RFC RFC, RNAS, USA, France, Belgium, Russia, Italy. RFC, RNAS France, RFC, Italy, USA. RFC. Germany, Austria. RNAS. RFC. Germany. France, USA, Italy, Belgium. RFC, RNAS RFC, RNAS, USA, Belgium. RFC, RAF, USA. Germany. RFC, RNAS. Germany. Italy Germany. RAF. France, USA. Germany. RAF.

Details of planes: 2 Seater Aircraft Type Turn Move Acc Vickers FB5 C BE2 D Avro 504 C Roland CII C R.E.8 C D.H.4 C Bristol F2b C Anatra DS C Hannover CIIIa C 11 1

Dive 6

Guns 1fd 1rd 1wd 1fb/1rd 1fb 1rd 1fb 1rd 1fb 1rd 1fb 1rd 1fb 1rd
Service Dec 1914 Jan 1915 Aug 1915 Apr 1916. Nov 1916 Apr 1917 Jun 1917 Jul 1917 May 1918
Users. RFC RFC RFC, RNAS Germany RFC, RAF, Belgium RFC, RNAS, USA, Belgium RFC, RAF Russia Germany
Optional Rules for specific aircraft
There were specific qualities for particular aircraft in the First World War. We have tried to account for this with various optional rules. Some aircraft types during the First World War were noted for particular characteristics that distinguished them from their contemporaries. We have attempted to cover the most common of these in the main rules such as turn A, the exceptional right hand turn of some rotary engined fighters. What follows are a few optional rules that attempt to account for some of the less common or significant characteristics. Optional rules are just that. You use them if you want them. When an optional rule applies to a particular aircraft type, there is a letter in the notes column on the Aircraft Details.

Improved visibility

Many writers at the time commented on the standards of visibility available from particular aircraft. Some aircraft like the DH5 and the Sopwith Dolphin were designed to give good pilot visibility. So we have given certain 'planes an option of a bonus to their initiative roll. This is included on the details of aircraft table.
Albatros fighters - hands-off stability
The Albatros fighters had a gadget to lock the control column when un-jamming guns. So Albatros pilots get a bonus of 1 on un-jamming rolls.
Fokker DVII - prop hanging
The Fokker DVII had the often quoted ability to 'hang on its prop'. This means that pilots of these 'planes can fire at targets more height bands higher than they are far away, providing the target is still in the forward firing arc. There is an additional firing penalty of 1, and the 'plane will lose an extra 1 mp from its current speed.
Bristol Fighter - pilot / observer co-operation
The positions of pilot and observer in this 'plane were well organised so that they could communicate more easily. Therefore Bristol Fighter observers do not suffer the -1 shooting penalty for observers firing.

Sopwith Camel - user unfriendly aircraft
This 'plane was very unforgiving for novice pilots. Camel pilots who are not Aces or Super Aces have a penalty of 1 on their spin recovery dice roll.

 

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