• The War Above

    These rules cover air combat games, and aren’t designed to work with standard rules.

    Game Map:

    Larger maps are recommended for these games due to the speed of the aircraft and lack of hindering terrain. Unless you are playing with very few aircraft a 2x2 isn’t recommended; use at least 3x3.

    Movement

    Aircraft have a facing, and may only move forward.

    During the movement phase an aircraft must move a minimum of two hexes.

    During the assault phase an aircraft must move a minimum of two hexes if moving. If attacking it moves two hexes (no more, no less) after the attack.

    Once per phase an aircraft my Sideslip instead of turning - treat it as a turn but the facing does not change.

    Disruption reduces an aircraft’s speed by 1 instead of stopping it’s movement.

    Standard Scenario:

    Both players select aircraft on a 1:1 basic (suggested 5 for a regular sized game).

    Players score 1 pont for each enemy aircraft they destroy.

    Each side has unlimited reserves.

    Whoever scores 10 points first, or at the end of the 7th turn whoever has the most points wins. If scores are tied play extra turns until one player has more.

    Assault Scenario A:

    Attack selects 6 aircraft, the defender 4 (For large games use ratios of 3:2). The Attacking player may not use AA Batteries or Vehicles.

    Each side has reserves equal to their starting units.

    The defender chooses the map setup, but the game map must have at least a number of town hexes equal to enemy aircraft.

    The attacker’s objective is to score 20 points (or 5x the number of defending aircraft). Points are earned from damaged town hexes (2 points) destroyed town hexes (+3 points), or destroying enemy planes (1 point).

    If the game reaches turn 8 or the defender destroys all the attacking aircraft (including reserves) the defender wins.

    Assault Scenario B:

    In Assault Scenario B both players are attempting to protect their cities while bombing the opponents’.  Players select 6 aircraft (or any other number agreed upon). Both players may use AA Batteries and Vehicles.

    Each side has reserves equal to double their starting units.

    AA Units may be rebuilt in an undestroyed town hex, but cost 1 reserve to do so.

    The objective is to score 24 points (or 6x the number of defending aircraft). Points are earned from damaged town hexes (2 points) destroyed town hexes (+3 points), or destroying enemy planes (1 point).

    If the game reaches turn 10, or at the end of any turn a player scores 24+ points, the game ends.

    Town Hexes

    Town hexes have a defence of 5/5, and are attacked and damaged as vehicles.

    Face-up disrupted counters are not remove from town hexes.

    Damaged town hexes are worth 2 points.

    Damaged/Destroyed town hexes are worth 5 points instead.

    Reserves

    Each player has reserves equal to the number of starting aircraft. At the beginning of that players movement phase he rolls a D6 for each destroyed aircraft he has; for each 4+ rolled he can move one aircraft of his choice onto the map from his starting edge.

    NOTE - Excluding speed, all aircraft have the same stats and abilities except where noted below:

    LUFTWAFFE

    Messerschmitt Me 110
    Bomber:  When attacking a town hex this unit attacks all non-aircraft units in that hex. This attacks all non-aircraft in the hex.

    Messerschmitt Bf 109E
    Fighter : This unit has +1 Speed

    Focke-Wulf Fw 190A
    Fighter : This unit has +1 Speed

    Junkers JU 87B

    Dive Bomber: If this unit is in a city hex it can attack that hex using 8 dice. This unit cannot otherwise attack town hexes.
    Bomber:  When attacking a town hex this unit attacks all non-aircraft units in that hex. This attacks all non-aircraft in the hex.

    20mm Flak
    AA Battery 3: You may take up to three 20mm Flaks as a single Aircraft choice. AA Guns cannot be brought back into play with reserves.
    Fixed Position: Ignore this units Relocate 2 SA.
    Inaccurate 1: This unit gets -1 to hit on each attack die.

    88mm Flak
    AA Battery 2: You may take up to two 88mm Flaks as a single Aircraft choice. AA Guns cannot be brought back into play with reserves.
    High Altitude: This unit uses its AT values when attacking aircraft.

    Flakpanzer IV Wirbelwind
    Flakpanzer Battery 2: You may take up to two Flakpanzer IVs as a single Aircraft choice.
    Mobile AA This unit may be brought back into play using reserves; each one costs 1/2 a reserve point.High Altitude: This unit uses its AT values when attacking aircraft.
    Speed 1: Treat this unit as having a base speed of 1.

    ROYAL AIR FORCE

    Spitfire
    Fighter: This unit has +1 Speed

    Hawker Typhoon
    Fighter: This unit has +1 Speed
    Rockets: This unit can attack an adjacent city hex with 8 dice.

    Bofors AA
    AA Battery 3: You may take up to three Bofors AA Guns as a single Aircraft choice. AA Guns cannot be brought back into play with reserves.
    High Altitude: This unit uses its AT values when attacking aircraft.

    UNITED STATES AIR FORCE

    P-51D Mustang
    Fighter: This unit has +1 Speed
    Rockets: This unit can attack an adjacent city hex with 8 dice.

    P-38G Lightning
    Fighter: This unit has +1 Speed
    Steady: This unit may sideslip whenever it could turn.

    Quad 50
    AA Battery 3: You may take up to three Quad 50s as a single Aircraft choice. AA Guns cannot be brought back into play with reserves.
    Fixed Position: Ignore this units Relocate 2 SA.
    Inaccurate 1: This unit gets -1 to hit on each attack die.
    Single Shot: Ignore this units Double Shot SA.

    M16 Halftrack
    AA Battery 2: You may take up to two M16 Half-tracks as a single Aircraft choice.
    Mobile AA This unit may be brought back into play using reserves; each one costs 1/2 a reserve point.
    Inaccurate 1: This unit gets -1 to hit on each attack die.
    Single Shot: Ignore this units Double Shot SA.
    Speed 1: Treat this unit as having a base speed of 1.

    IMPERIAL JAPANESE NAVAL AIR SERVICE

    Japan may use Stuka JU 87Bs and 20mm Flak from the Luftwaffe list.

    Zero
    Superiour Numbers: Every three Zeros you take only count as two Aircraft choices.
    Fighter: This unit has +1 Speed

    SOVIET AIR FORCE

    Soviets may use Spitfires and Bofors from the RAF List.

    IL-10 Sturmovik
    (No changes)


  • This looks fun.

  • '17 '16 '15 '14 '13 '12

    Yea, Sweet!!!


  • Thanks for all the nice and positive words

    Makes doing projects like this even more worthwhile and fun.

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