III. AIR MOVEMENT AND COMBAT
IN THREE PHASES
Aircraft
rules are complex enough to reflect the general characteristics of the
individual aircraft types, but similar weapons will be grouped together, just
with the ground weapons. Charts,
protocols, and procedures mirror the ground rules for ease of play.
Assumptions
In
air combat maneuver is more important than the weapons. In dogfights, aircraft use speed and maneuver
to gain a favorable position and range to shoot down the enemy. The skill of the crew is also a very
important factor and will increase the chance of defeating the enemy.
A
single seat fighter can shoot down even large and powerful aircraft if it is
close, in a good position and gets a lucky hit.
A large aircraft with multiple engines will be more difficult to bring
down than a small single seat aircraft.
Aircraft
Altitude Levels
HIGH ORBIT
Geostationary satellites and other
space vehicles fly in high orbit. High
orbit is one inch below the ceiling.
LOW ORBIT
Photo reconnaissance platforms and
near Earth space vehicles. Low orbit is
five inches below the ceiling.
EXTREME
Limited reconnaissance aircraft only,
no ground attacks. Extreme is ten inches
below the ceiling.
HIGH
Ground attack by level bombers, takes
place on the D chart but if the target is illuminated then use the C
chart. High is thirty inches above
ground level.
MEDIUM
Ground attack by medium bombers, uses
the C chart unless the target is illuminated then use the B chart. This is the maximum altitude level for open
cockpit aircraft. Medium is twenty
inches above ground level.
DIVE
BOMBING
Dive bomber
aircraft, use the B chart. Start
at Medium Level and move to Low Level to drop the bomb. Descend one level per phase. Dive Bombing is considered as a subset of
Medium Level.
LOW
Ground attack by any aircraft, B
chart unless the target is illuminated, then use the A chart. Low level is ten inches above Ground Level.
NAP
OF THE EARTH
NOE is one
inch above ground level. Modern aircraft
and helicopters are the only aircraft that can fly NOE. Nap of the Earth is considered as a subset of
Low Level. ATGM must be fired from NOE.
GROUND
The ground is the surface of the land,
water, trees or buildings.
Take
Off and Landing
Aircraft
require a ground distance equal to the bank distance in order to take of or
land. Aircraft cannot fire or maneuver,
during the take off, or landing turns, even while at higher altitudes. For simplicity, aircraft dive at the same
rate that they climb. Aircraft firing at
targets that are taking off or landing receive a 10% “to hit” bonus.
Range
Aircraft
have a minimum endurance of a take off turn and a landing turn. Aircraft may stay airborne an additional four
game turns for the first 100 miles of aircraft range and one additional game
turn for every additional 100 miles of aircraft range. Aircraft must land on or before their landing
turn or crash due to lack of fuel.
Aircraft Movement
In
normal flight aircraft move at a rate of one inch for every two miles per hour,
plus three inches. Divide the maximum
speed of the aircraft at sea level in miles per hour by two, and then add three
to the result.
Aircraft
conducting ground attacks move at a rate of one inch for every two miles per
hour, plus three inches up to the speed of sound, 720 mph at sea level. Divide the maximum speed of the aircraft at
sea level in miles per hour by two, and then add three to the result. That gives the maximum number of inches per
turn that the aircraft may move in a turn in which they conduct a ground
attack. Aircraft conducting ground
attacks cannot fly faster than the speed of sound, 720 mph at sea level.
720
miles per hour / two = 360 + 3 = 363 inches per turn maximum, then divided by
three for aircraft making ground attacks.
363 inches per turn / three phases = 121 inches of movement per phase is
the maximum movement while making ground attacks.
Aircraft
must move each phase. Aircraft, except
lighter-than-air craft, helicopters, and V/STOL aircraft are subject to turning
limits. At the end of a movement phase
an aircraft may fire any guns that it can bring to bear on a target aircraft.
AIRCRAFT CLIMB RATE PER
PHASE
Aircraft
Type Phase 1 Phase 2 Phase
3
Airship Ground Noe Low
Rotary Ground Noe Low
Piston Ground Ground Low
Jet Ground Ground Low
Rocket Ground Medium Extreme
On
take off, aircraft move along the ground one or two-phases worth of
movement. After the take off turn piston
aircraft lose 50% movement per phase to gain one altitude level. Jets move two altitude levels per turn at a
50% cost. Rockets move three altitude
levels per phase at a cost of 50% per phase.
Aircraft must move straight ahead the first phase.
Aircraft use one phase speed to take off. A plane that flies 200 mph moves 103 inches
per turn, or 34 inches per phase. It
requires 34 inches to become airborne or land, up to 84 inches maximum runway
length for any plane.
Dive bombing and NOE are special altitude
levels that only certain types of aircraft can use. In most cases consider Dive Bombing to start
at medium level. NOE is a special
sub-set of low level.
Aircraft
Turning and Banking
Aircraft
turn or bank in segments of up to 90 degrees per phase. Aircraft may move and then turn; or turn and
then move. Aircraft that bank must move
the full banking movement. Aircraft may
only bank once per phase. To make a turn
of 90 degrees or less, the aircraft must make a deduction from the forward
speed equal to the amount arrived at by this formula. Aircraft move forward the “banking” speed.
TURNING AND BANKING
Wings
-1 inch for a
triplane
-5 inches for a
biplane
-10 inches for a
monoplane
-15 inches for a
wingless heavier-than-air craft
Engines
-5 inches for each
piston engine
-10 inches for each
jet engine
-15 inches for each
rocket engine
Power
-1 for every 100
horsepower or
-1 for every 100
pounds of thrust for jets and rockets
Aircraft
are limited in their ability to turn based on engine type, power, and wing
configuration. Three factors contribute
to the turning radius of aircraft; engine type, number of wings, and horsepower
or thrust. Engine type; every piston
engine adds 1 inch, every jet engine adds 5 inches, every rocket engine adds 10
inches.
Wings
add to the turning radius in the following manner: triplanes add 1 inch,
biplanes add 5 inches, monoplanes add 10 inches, and wingless aircraft add 15
inches. Horsepower adds to the turning
radius based upon a formula of one inch for every 100 horsepower.
Pounds
of thrust add to the turning radius based on a formula of one inch for every
100 pounds of thrust per engine.
Welcome to my readers from Australia.
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