Corsair Leader
10/29/05
By Dan Verssen
Registering this Game
• Getting Started
We have made these rules freely available through our website because we feel that by showing people the rules, our audience will see what a cool game we have made, and will want to start playing.
Corsair Leader places you in command of aircraft operating in the Pacific during WWII. During the game you get to fly missions in different historical campaigns. Your responsibility is to successfully lead your men through a series of missions against hostile targets in the area, keeping your pilot’s stress under control, and achieving victory in the Pacific!
Here are the basic steps you need to do to get started. Each is covered in much more detail in their respective web pages. Go to our website's "Order" page and purchase the game using PayPal's secure online service. Install the game using the registration code that is immediately emailed to you. Connect to Vassal's online room, chat with the other players, and start up a game.
As squadron commander you will be given missions and targets to destroy. You will be given an intelligence briefing before each mission, which is designed to give you sufficient information about the target and the positions of potential enemy threats to your mission. Based on this information it will be up to you to choose the pilots that will fly the mission and to arm their aircraft. The success of each mission will affect the enemy’s ability to respond to future missions, so strategic as well as tactical mission planning and execution is very important.
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In Corsair Leader you won’t have to worry about actually flying your aircraft. You and the pilots of your squadron are assumed to be professionals with all the training and skills you need to do your jobs. Instead, your challenge is to successfully lead your squadron through each mission. You’ll need to successfully choose the best weapons to use against the target and defenses, how to divide your forces between air to air and air to ground attacks, and if any special weapons will be needed for the mission. If you’re good enough, you’ll be able to consistently accomplish your mission and bring all of your aircraft home.
To enter your registration code, double-click on the Vassal icon now on your computer.
The following rules govern the play of Corsair Leader. They are presented in an order that is roughly according to the Sequence of Play. It is a good idea to read all of the rules before playing the game.
You will see the game screen appear. Go to: File -> Edit Preferences -> Registration Enter the Username and Registration code contained in your registration email.
• Play Formats These rules include information for both the PDF download and Vassal formats of the game. Some of the graphics shown in the rules might look different due to the differences between the two formats.
• Vassal Information This section only applies to the Vassal format of the game.
Demo and Full Game
Game Tutorial
Some Vassal games come as a Demo/Full combo and others as two separate games. If you download and purchase the Full game, enter your registration information to unlock the game.
Included in the game is a quick tutorial. This tutorial will give you a very basic overview of the game. To open the tutorial, go to the Help pull down menu and select "Tutorial". Information will then appear in the Chat area. The first instruction will direct you to hit 1
the "Step Forward" button. Continue hitting this button to move through the tutorial.
Above is a sample of the the main control buttons that activate various game windows. Each game will have its own unique set of buttons.
In some games, the play area is larger than the area displayed on your screen. Use your scroll bars to move around the play area to follow the action.
Starting-Up a Game Here is our standard instruction sheet for creating and joining Vassal games…
Above is a sample empty weapons selection window for the Aircraft. To load your Aircraft drag and drop the counters from this window to the Aircraft you wish to arm. All game components come with built-in right-click menus to maximize functionality. Here are a couple examples. Each game will offer different right-click commands to best match the game’s subject matter and game functions...
Adjusting the Screen Between the map and the Chat area is a thick gray line. You can hold your curser over that line and drag the line up or down to change the size of the Chat area. In fact, all thick gray lines can be adjusted in this way.
Vassal Commands The Vassal module contains a rich set of right-click commands built into the game pieces. Right-click on the game’s cards and counters to discover how you can adjust the values and markers that are built into them. Here are some samples from the Vassal game...
Here is a sample main display from a game.
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Counters
• Game Components
Aircraft Leader uses many different types of counters. Sample counters and explanations of their values are contained in this section.
Here are the game components and a brief description of how each is used in the game.
Target Display Sheet You use the Target Display to organize tactical air-to-air and airto-ground combat. Aircraft: Each Aircraft counter features the name of its Pilot. Throughout these rules “Aircraft” is used to refer to any of the aircraft under your command. In this game you have 4 types of Aircraft that you can command: F4U Corsairs, SBD Dauntlesses, B2 Mitchells, and B-17 FlyIng Fortresses.
A turn track is included to record the four turns the Aircraft get to spend over target during each mission.
Air to Ground Weapons: These have more than one “to hit” number. These numbers indicate what you need to roll to score 1, 2, or even 3 hits on the target. The Weight Points (WP) used to carry each munition are listed on the counter.
Help Sheet This sheet has all the reference charts and general information needed to play the game.
High Quality Air to Ground Weapons: You can also use High Quality Air to Ground weapons. These counters are noted with a red check mark and will have superior “to hit” numbers. These weapons are used to represent munitions that have been selected, inspected, and adjusted for maximum reliability. High Quality weapons cost more Ordnance points than their normal counter parts. Stress: Used to record the amount of Stress suffered by a Pilot. Pilots suffer Stress when they fly missions based on the range to the target. Pilots can also suffer Stress when they are attacked by Bandits and Sites.
Base Sheet You will find a brief sequence of play, as well as areas on the sheet to organize your cards.
Enemy Sites: Their attack numbers are on top. The number in the white circle is applied to all Aircraft attacks against the Site. Enemy Bandits: Very Similar to Sites, except they can move. If a Bandit is not in the same Area as an Aircraft, it will move one area toward the nearest Aircraft.
Player Log After you select your squadron pilots and campaign you record this information on the Player Log. After each mission you record the target and mission results on the Player Log. The information recorded on the Player Log is used to determine pilot promotion, Ordnance Points expenditures, target status, and campaign outcome. This sheet should be photocopied.
Target Damage: Used to note damage scored against the Target. Sites and Bandits are removed from the map when they suffer a single hit, so Damage markers are not required for them. Campaign Sheet counters: Place the “Recon” counter on the Recon track, the Infra counter on the Infra track, the Radar counter on the Radar track, and the Intel counter on the Intel track. Tactics: The Tactics counters are used to record the tactical special orders you give to your aircraft when they are attacking a target.
An electronic Microsoft Word template is included with the Vassal game so you can fill out your Log on screen. 3
Pilot/Aircraft Cards
Campaign Map Sheet
Each Aircraft is flown by a pilot or crew. Each Pilot/Aircraft card represents the pilot/crew and aircraft. The upper portion of the card contains Experience, Cool, Promotion, and Combat information for the pilot. Each card has two sides that show different experience levels for the pilot. The pilot experience level may change during a campaign if the Promotion number for the pilot is reached. The Cool number is used to reduce the Stress Points for the pilot. The Combat information is used to determine when the pilot can attack and shows the modifiers used for air to air and air to ground attacks. The number of Stress Points a pilot has determines which Combat information is used.
The game includes Campaign Map sheets that indicate the geographical area where your battles are taking place. The map sheet has information used to conduct a campaign. Target locations are shown on the map sheet as numbers. The location number corresponds to a Target Card associated with the Campaign Map sheet. In the Vassal format, you can right-click on the Target numbers to note that it has been destroyed. You can also right-click on the Day, Ordnance, and Victory Point counters to adjust their values.
The area where the weapon counters are carried by the Aircraft is located on the bottom part of the card.
Campaigns
Some Aircraft card might have notations for weapons that are not included in this game. Such weapons will be added in later expansions.
This section of the Campaign Map sheet lists the different Campaign Types, the number of missions in each Campaign Type, the Victory Levels, and the Ordnance Points available for the Campaign Type.
Target Cards Each target card is associated with a specific Campaign Map sheet. When you start a campaign, separate the Target Cards for that campaign from the other target cards, shuffle the cards and place them on the Target Card Deck section of the Mission Display.
The Campaign Type selected determines the number of missions that will be flown during a campaign and the Victory Conditions for the campaign. There are three Campaign Types on a Campaign Map sheet, each of which is explained below: “Short” This represents a short series of attacks. This is the easiest and shortest campaign type. However, it is still challenging even for experienced players.
These cards detail the target of your mission and its defenses. The Target Card for a mission is placed in the center of the Tactical Overview on the Mission Display.
“Medium” This represents a moderate number of missions. “Long” This represents an extended number of missions.
Target cards also list the Weight Point penalty and base pilot Stress incurred by the mission.
When starting a campaign you get to will choose the Campaign Type and use the information associated with that type.
Event Cards Shuffle this deck at the start of each mission. Each of these cards has three sections.
Campaign Tracks The Campaign Tracks are used to track damage inflicted on the enemy nation by your squadron. There are four different Campaign Tracks on each map sheet, each track affects a different aspect of a mission. The current levels on each track are shown by placing the appropriate counter on the track to the left of the current level, so that you can easily read the level and the arrow on the counter is pointing at the number. The movement of the tracking counters is based on the results of a mission. Each track and its effects are explained below:
During the Target-Bound Event step, draw an Event card and look at the upper section. This shows mission events that occur on the way to the target. During the Over-Target Event step, draw an Event card and look at the center section. This shows mission events that occur at the target. During the Home-Bound Event step, draw an Event card and look at the bottom section. This shows mission events that occur on the way back to base.
Recon (Reconnaissance) This track represents the enemy nation’s ability to limit reconnaissance efforts by your aircraft. As the enemy’s abilities are damaged, it opens up more target possibilities for your squadron 4
Pilot cards selection example: Captain Marrs has a Skilled side and a Veteran side. If you would like the chance to promote Marrs during the game, be sure to select his Skilled card as part of your initial Pilot selection.
by increasing the number of Target Cards drawn when determining the target for a mission. Infra (Infrastructure) This track represents the enemy nation’s ability to maintain and repair its infrastructure (transportation, supplies, power, etc.). As the enemy’s infrastructure is damaged, the number of hits required to destroy a target is reduced. A target will always have at least 1 hit.
Write the name, promotion number, and Cool number of each Pilot on the Mission Log.
Set-Up Place the Mission Display on a flat surface in front of you with the Campaign Map sheet and Base display placed near-by. Shuffle the Target and Event decks and place them in the appropriate section of the Mission Display. On the Campaign Map sheet, place the Intel, Radar, Infra, and Recon information counters in the Start box of the Campaign Track with the same name. Place the container with the Site and Bandit counters near the Campaign Map sheet.
Intel (Intelligence) This track represents the enemy nation’s ability to determine which targets your aircraft may attack and to position defenses in the area. As the enemy’s intelligence abilities are damaged, the number of Sites available to defend a target is reduced. Radar (Early Warning) This track represents the enemy nation’s ability to detect, track, and intercept air attacks launched against it. As the enemy’s abilities are damaged, the number of bandits available to defend a target is reduced.
• Sequence of Play Pre-Flight
The Die
Draw Target Card(s) Determine Sites Present Assign Pilots and Arm Aircraft
Whenever a die roll is called for in the game, roll the ten-sided die (d10). This will generate random numbers from 1 to 10. Treat all rolls of “0” as “10”.
Target-Bound Flight Draw Target-Bound Event Card Place Aircraft on Tactical Overview Draw Site Adjustment Event Card Determine Bandits Present
• Setting-Up a Campaign Choose one of the campaign sheets. Place the sheet to one side of the Mission Display.
Over-Target Resolution (4 Times)
Choose the type of campaign you will fly for this map sheet. There are three campaign types (Skirmish, Conflict, and War) which specify the number of missions that you will fly in the campaign.
Advance Turn counter Jettison Decision / Remove Tactics counters Fast Pilots Attack Sites and Bandits Attack One Aircraft may attempt Suppression Aircraft under attack may use Evasion Slow Pilots Attack Aircraft can Move Bandits Move
The campaign type also determines the number of Ordnance Points that are available and the number of Victory Points you need to score to win the campaign. Each Campaign has its own unique list of available weapons. This is a per counter cost.
Home-Bound Flight
Each Campaign Map sheet has specific Target Cards associated with it. All the Target Cards for the selected campaign are separated from the other Target Cards shuffled and placed on the Target Card Deck section of the Mission Display. The Campaign sheet might note the removal of some Bandits and Sites that are not used. Remove these counters from the campaign.
Draw Home-Bound Event Card Roll for SAR results (if needed)
Debriefing Record Mission Outcome, Victory Points, Gain Ordnance Points for the Mission, and adjust Campaign Map sheet Tracks Add Target Card stress to Pilots Pilot stress recovery (all Pilots) Record Pilot Experience and Stress
Write the Campaign Map sheet name and campaign Type selected at the top of the Mission Log for this campaign.
Selecting Squadron Pilots At the start of the campaign select 12 Pilot cards that will be used in the campaign. Select the following pilot experience levels for the squadron: 1 Veteran, 2 Skilled, 6 Average, 2 Green, and 1 Newbie. Note that each pilot card is double-sided. Each side shows the Pilot’s stats at different levels of experience. If you want to promote a Pilot during the game, be sure and select the Pilot’s less experienced side. 5
• Pre-Flight
• Mission Preparation
Mission Briefing
You must now decide which Pilots to send out in order to accomplish the mission. The importance of the target will help determine what Pilots you send on the mission. Your Pilots will suffer stress as a result of the mission, therefore, you must take into account the current stress levels of your Pilots when assigning them to a mission.
Refer to the Recon Track on the Campaign Map sheet to determine the number of Target Cards drawn for this mission. The number shown to the right of the counter (where the arrow is pointing) is the number of cards the player draws. Examine each of the Target Cards and select one as the target of the mission and place it in the Target Area (the center) of the Tactical Overview on the Mission Display. Return the other Target Cards to the Target Card Deck, shuffle the deck and place it back on the Mission Display.
Each target card indicates the maximum number of Aircraft that can participate in a mission. This number is shown below the overhead view of the Aircraft in the lower center part of the Target Card. You may send fewer Aircraft on a mission, but you may never send more than the listed number.
Ordnance Points
Select the Pilot cards you want to fly the mission and place their cards near the Mission Display so they can be armed. Pilots that are Unfit may not be assigned to a mission.
Each Campaign Map sheet specifies the number of Ordnance Points that are available for the Campaign Type. Ordnance Points are used to purchase weapons. The weapons are purchased during the Arm Aircraft portion of the
You can also choose to not fly any mission for the Day and allow your pilots to rest. However, this still counts as one of your campaign Days.
Sequence of Play.
Arm Aircraft
Ordnance Points Example: The player selects the Solomons Late 1942 Campaign Map sheet and the Skirmish Campaign Type, which consists of 3 missions. The total Ordnance Points available for the campaign is 30.
You now allocate various weapons to each of the Aircraft you’ve selected for this mission. The specific ordnance you choose will depend on the combat role you expect each Aircraft to perform during the mission. The number and types of weapons your planes can carry are limited in three ways: Weight Limit, Counter mix, Ordnance Points
Determine and Place Sites There may be different types of guns on the ground in each of the four Areas. There different gun types are collectively referred to as Sites.
Munitions Choose your weapons from the list that is detailed below:
Check the Target Card to determine the number of Sites in each Area. At the bottom left corner of each target card there are numbers noting the number of Sites in each of the four Areas. The current level on the Intel Track of the Campaign Map sheet is then used to adjust the number of Sites in the Target Area. The number used to adjust the Target Area Sites is shown to the right of the counter (where the arrow is pointing).
Air to Ground Weapons (AtG weapons) 250#: The 250 pound bomb is a small bomb that will inflict little damage. However, it only uses 1 Weight Point and 1 Ordnance point.
500#: The 500 pound bomb is a good all around weapon that will inflict moderate damage. It uses 2 Weight Points and 2 Ordnance Points.
For each Area randomly draw the appropriate number of Site counters from the opaque container.
1000#: The 1000 pound bomb can cause a lot of damage but it uses 4 Weight Points. It also use 3 Ordnance points.
Place the counters, with their Site side up, in the Area for which they were selected. These represent the reported ground-based defenses that are defending the target.
High Quality Weapons: These munitions have been specially selected by your ground crews and put into the best shape possible for the mission. These weapons have better than normal attack numbers but do cost extra Ordnance points.
Some Areas may contain zero Sites.
Machineguns and Cannons: In addition to the weapons you assign, each Aircraft is equipped with either machine guns or cannons. For game purposes, these will be referred to as 6
“Guns”. Each Aircraft is different in how it can use its Guns. Some Aircraft can use them for air combat, others for attacking ground combat, and some Aircraft can use them for both. This is noted on each Aircraft’s card.
• Target-Bound Flight This represents the time from when the Aircraft take off from your base until they reach the Target’s location.
In Air-to-Ground combat, Guns may be used to “strafe” Targets and Sites in the same area as the Aircraft.
Determine Target-Bound Events
In Air-to-Air combat, Guns may be used to attack Bandits in the same area as the Aircraft.
Your flight to the target may not be uneventful. Draw the top-most Event Card and resolve the Ingress event.
Purchasing Weapons
Event Site and Bandit attacks can be Evaded, but not Suppressed.
While arming your Aircraft, you must spend Ordnance points for each counter loaded on to an Aircraft.
Aborting a Mission After the target-bound event is resolved, you may decide to abort none, some or all of the Aircraft on the mission. This allows you to send damaged Aircraft back to base without having to face a target’s defenses or abort the entire mission if it cannot succeed.
Once you purchase a weapon, you may place it on an Aircraft. The Ordnance Points used to purchase weapons are spent, even if the weapon is not expended during the mission.
Aircraft that do not abort must go through the Over-Target resolution and Home-Bound events.
Initial Aircraft Placement
Load your weapons carefully, at the end of the mission, any unused munition counters are discarded and are not returned to your Ordnance points.
Place your Aircraft in the PreApproach Area. If the PreApproach Area does not contain any Sites, you can also place your Aircraft in the Approach Area.
Weight Point Limit Each Aircraft is limited to the Weight Points listed on its card. The maximum number of weight points that an Aircraft can carry is reduced by the target’s location on the Campaign Map sheet (these weight points are assumed to be used to carry extra fuel). Each weapon has a certain amount of weight points associated with it. The weight points for a weapon are shown on the counter for that weapon. The weapon counters provided do limit selection. You may not use more of a given type of counter than the actual number of that counter provided in the game.
Determine Site Adjustment There is a chance that the target defenses will not be as you were told. To determine any Site changes, draw the top-most Event Card and resolve the Target event.
Once you select the weapon counters, place them on the appropriate Pilot/Aircraft Cards. Mission Preparation Example: This example mission takes place in the Early Solomons Campaign. The target of the mission is #9, the Freighter. The mission is to be flown by 3 Aircraft.
Determine and Place Bandits The Target Card shows the amount of fighter cover found over the target. But the exact quantity and type of fighters present is not known until you reach the Target.
After looking at the target, I decide to have one dedicated Air-to-Air Aircraft (Major Anderson), one Aircraft loaded for anti-Site work (1st Lt. Wallace), and one Aircraft loaded to take out the Freighter (Lemon Dropper).
Check the Target Card to determine the number of Bandits in each Area. At the bottom left corner of each target card there are numbers noting the number of Bandits in each of the four Areas. The current level on the Radar Track of the Campaign Map sheet is then used to adjust the number of Bandits in the Target Area. The number used to adjust the Target Area Bandits is shown to the right of the counter (where the arrow is pointing).
The Freighter has a -1 Weight Point penalty, so the F4Us can carry 3 Weight Points and the SBD 4. I select the following munitions... Anderson’s load-out: None Wallace’s load-out: 250# x2, 250# High Quality x1 Lemon Dropper’s load-out: 500# x2 This costs me a total of 8 Ordnance points.
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OR Attack any one Site in its same Area with Guns. OR Attack any one Bandit in its same Area with Guns.
For each Area randomly draw the appropriate number of Bandit counters from the opaque container. Place the counters, with their Bandit side up, in the Area for which they were selected.
When an Aircraft is ready to attack, specify the target of the attack and the munitions to be expended, or if the attack will be made with Cannon. Resolve the attack as described in the appropriate section below.
After all Bandit counters have been selected review the counters, if the counter reads “No Bandit” remove it from the Mission Display and return it to the opaque container. The remaining counters represent the fighter cover available to defend the target.
Tactic Counters When your Aircraft are Over Target you can fine tune their actions with Tactics counters. These counters cannot be used during the Target-Bound and Home-Bound stages of a mission. Each pilot can only have ONE Tactic counter at a time placed on his card. There are three types of counters:
• Over-Target Resolution
Offensive/Defensive
The Over-Target Resolution phase is divided into four identical turns. During each turn, movement and combat may take place on the Mission Display.
When your pilot is about to attack, you can place an Offensive counter on his card to gain +2 with all your attack die rolls. If the pilot is attacked while the counter is still on his card, the enemy gets to add +3 to its rolls (the +3 is added to both enemy rolls if the pilot decides to use Evasion).
Use the “Turn Marker” counter to keep track of the current turn. The Turn marker begins each mission in the “Pre Over Target” square of the Tactical Display.
When your is declared the target of an attack, you can place a Defensive counter on his card to subtract 1 from all enemy die rolls as long as the counter is on his card. While the counter is on his card, your pilot must subtract 2 from all his attack rolls, including Suppression.
Jettison Decision / Remove Tactic Counters Any Aircraft may now “jettison” (release) any and all munitions carried. These munitions are lost and do not attack enemy units. This is usually done by Aircraft carrying air to ground munitions to avoid negative air combat penalties.
Suppress When your pilot, or one of your other pilots in the same Area is being attacked, you can place a Suppression counter on the pilot to attempt to Suppress the enemy attack.
During this step you also remove any Tactic counters that were placed on your Aircraft during the previous turn Over Target this mission.
Rush/Wait You can place Rush counter on one or more of your Slow pilots during the Fast pilot attack step to allow them to act. When they do so, their attack rolls are at -2.
Aircraft Attack Sequence During the appropriate portion of a turn, Aircraft can expend munitions to attack the Target, Sites, or Bandits. The Speed of each Pilot, based on the number of stress points a Pilot has, is used to determine when an Aircraft attacks.
Also during the Fast pilot step you can place Wait counters on one or more of your Fast pilots. Those pilots do not act during the Fast step, but wait until the Slow Pilot step to attack. When they do so, they add 2 to their attack rolls.
Pilots with a Speed rating of Fast attack before Sites and Bandits attack.
Aircraft Air to Air Attacks
Pilots with a Speed rating of Slow attack after Sites and Bandits attack.
When you attack a Bandit with Guns you may score a hit on the Bandit. Roll a d10 and look at the “Hit” number on the Aircraft card. If the modified die roll is equal to or greater than the number a hit is scored on the Bandit.
Each Aircraft attacks individually and may only attack one target. Resolve the attack for the Aircraft before starting an attack with another aircraft.
Modifiers Add the current Pilot AtA modifier to the die roll. The current AtA modifier is based on the number of stress points the Pilot has.
Attack Restrictions An Aircraft is limited to which enemy units it may attack based on its current position and weapons load. In any given turn an Aircraft may:
Use the following table to determine a modifier applied based on the Air-to-Ground munition weight points carried by the attacking Aircraft.
Attack the Target Card with any and all Air-to-Ground weapon counters if it is in the Target Area. OR Attack the Target Card with Guns, if it is in the Target Area. OR Attack any one Site in its same Area with any and all Air-toGround weapon counters..
AtG Weight Points 1 or less 2 or 3 4
AtA Penalty -0 -1 -2
Each Bandit has a modifier in a white circle on the lower part of 8
scores 2 Hits, doubled to 4 Hits, then the Battleship’s Heavy Armor takes affect and reduces the Hits by 1, down to 3.
the counter. Apply this modifier to all attack die rolls against it.
Air Combat Results
Damage to Sites
If a hit is achieved, the targeted Bandit is destroyed and removed from the Mission Display. Place the Bandit counter back in the opaque container with the other defense counters.
If one or more hits are achieved, the targeted Site is destroyed and removed from the Mission Display. Place the Site counter back in the opaque container with all the defense counters.
Air to Air Combat Example: Major Anderson is in the Approach Area with an A6M2 Zero that is -1 to be attacked. Anderson’s base chance to hit with Guns is 6 or higher. He has +1 AtA skill, and I decide to make him Offensive for another +2. This means he needs to roll a 3 or higher to shoot down the Zero, but the Zero is -1 to be attacked, so Anderson must roll a 4 or higher. He rolls a 7 and the Zero is shot down and removed from the mission. Hopefully Anderson will not come under attack as he is now in a vulnerable position!
Air to Ground Site Attack Example: Major Anderson is in the same Area as a Light Machine Gun (LMG) and a Heavy Machine Gun (HMG). He can only attack one of them and decides on the LMG. He decides to drop two 250# bombs on it. The bombs need an 8 to hit and he gets +1 for his skill and +2 for the modifier on the LMG counter. He needs to roll 5 or higher on each die. His first roll is a 9 and destroys it. The second bomb is wasted.
Damage to the Target
Bomber Air to Air Attacks
For each hit scored, place one or more explosion counters in the Target Area on the Mission Display.
Bomber cards and counters are marked with a “B” in a black square. Bombers cannot attack in air combat, they can only react when attacked.
A Target is destroyed if the total number of hits is equal to or greater than the number listed on the Target Card modified by the current Campaign Track’s Infra level. A Target cannot have its Hits reduced below 1 by the Infra track.
When a Bomber survives an air combat attack, it can then shoot back at the aircraft that just attacked it. It can do this each time it is attacked. A Bomber can only perform Suppressing fire itself, not another aircraft.
Air to Ground Target Attack Example: Green Giant is flying a Mission against Target #14, the Supply Depot. The Supply Depot has a -2 Weight Point penalty, so the B-17 is loaded with 13 Weight Points as follows: 500# x2, 500# High Quality x2, 1000# x1. The last Weight Point is not used. This load costs 13 Ordnance points. The bombs are dropped “Offensively” in that order with rolls of: 3, 9, 5, 8, 7. Green Giant has a -3 AtG skill and +3 to bomb Large targets, so these two modifiers cancel out. So the rolls become: 5, 11, 7, 10, 9 and score a total of 7 Hits, not quite enough to destroy the target.
If a Bomber is targeted for attack, and the attack is Suppressed, the Bomber can still shoot at the attacker.
Aircraft Air to Ground Attacks When you expend air to ground weapons or attack the Target or a Site you may score one or more hits on the target of the attack. Roll a d10 for each weapon used and look at the “Hit” number(s) on the weapon. If the modified die roll is equal to the first number and less than the second number, one hit is scored. If the modified die roll is equal to the second number and less than the third number, two hits are scored. If the modified die roll is equal to or greater than the third number, three hits are scored. Remove each expended weapon counter from the Aircraft, even if they were not needed. Note: Not all weapon counters have multiple Hit numbers.
Spill Over Damage Damage never spills over to effect another ground installation. This means that overkill against a Site cannot be carried over to affect another Site or the Target. Likewise, overkill hits scored against the Target will not effect Sites.
Site and Bandit Attack Sequence After Fast Aircraft attack, the surviving Sites and Bandits can attack the Aircraft in their Areas.
If you are strafing the target or a Site with Guns, you may score a hit on the Target or Site. Roll a d10 for the Guns. If the modified die roll is equal to or greater than 10 one hit is scored on the Target or Site.
Each Site or Bandits attacks individually and may only attack one target. Resolve the attack for the Site or Bandit before starting an attack with another Site or Bandit.
Modifiers Add the current Pilot AtG modifier to the die roll. The current AtG modifier is based on the number of stress points the Pilot has.
Target Determination An attacking Site or Bandit will automatically target the closest Aircraft. If more than one Aircraft is closest, randomly determine which one is attacked.
Some Sites have a modifier in a white circle on the lower part of the counter. Apply this modifier to all attacks against it.
Aircraft Reactions
Extra Damage Abilities
After the target for a Site or Bandit attack is determined, the player may have his aircraft react to the attack. There are two possible reactions for the player’s aircraft; Suppression and Evasion, which are explained below.
Some aircraft, like the SBDs get a x2 Hit multiplier when they score hits against Naval targets with their munition counters. Note, they do not get a bonus when using their Guns. Apply the multiplier before taking into account Target modifiers.
Suppression Any one Aircraft (including the one under attack) may perform one Suppression Attack on the Site or Bandit as normal. Specify a
Example: An SBD drops a 500# bomb on a Battleship and rolls a 10. The bomb 9
during the Home-Bound stage.
Gun attack, or the weapon counter(s) to be expended. If the attack results indicate that one or more hits are inflicted, the Site or Bandit attack is canceled. However, the Site or Bandit does not suffer damage from the Suppression attack.
Early Disengagement
Evasion
If you have Aircraft in the Withdraw Area, you can move them off the Display as a movement. This will remove them from the OverTarget part of the mission.
The Aircraft that is the target of an attack may choose to go Evasive to reduce the chances of being hit. When an aircraft goes Evasive, place 1 Stress on its Pilot card. When rolling for the attack, roll 2 dice, and use the lower roll.
Such Aircraft then perform no actions until the Over-Target step is completed for the other Aircraft, then all the Aircraft proceed to the Home-Bound step together.
Attack Resolution
Bandit Movement
After the player reacts to the attack, if the Site or Bandit is Suppressed, it cannot attack, resolve attacks for any other Sites or Bandits. If the Site or Bandit is not suppressed resolve the attack as follows:
Bandits move after the player’s Aircraft move. Each Bandit may move one area but is not required to move. Use the following rules to determine if and where a Bandit moves: If there are one or more Aircraft in the Bandit’s Area, it does not move.
Roll a d10 for the Site/Bandit and look at the “Hit” numbers on the Site/Bandit. If the modified die roll is less than the first number, there is no effect on player’s aircraft. If the modified die roll is equal to the first number and less than the second number, 1 Stress Point is added to the target pilot’s current stress level. If the modified die roll is equal to the second number and less than the third number, the target aircraft is damaged. For damaged aircraft, remove all weapon counters and give the pilot 2 Stress Points for finishing the mission in a damaged aircraft. If an aircraft is Damaged a second time it is Destroyed. If the modified die roll is equal to or greater than the third number, the target aircraft is destroyed. Destroyed aircraft are removed from the game; a SAR (Search And Rescue) check is made for each destroyed aircraft during the Home-Bound Flight phase.
If no Aircraft are in the Bandit’s Area, move the Bandit one area closer to the closest Aircraft. If more than one Aircraft is the closest, randomly determine which Aircraft the Bandit moves towards.
• Home-Bound Flight Before the start of the Home-Bound section, remove any Tactic counters remaining on your Aircraft.
Determine Home-Bound Events
Site Attack Example: There is an Infantry and 20mm Site in an Area. Also in the Area are Anderson and Wallace. I can resolve the attacks in any order and I choose to resolve the Infantry attack first. I first roll a die to determine which pilot is attacked, 1-5 for Anderson, 6-10 for Wallace, and the roll is a 4, so Anderson is attacked. Wallace attempts to Suppress the attack with a Gun attack, he needs to roll a 10, and rolls a 7, failing. A Suppression counter is placed on his card. Anderson chooses to go Evasive and a Stress point is added to his card. The Infantry now attacks and must roll two dice because of the Evasion and rolls a 2 and 8. The 2 is used and has no effect. A die is then rolled for the 20mm Site and it rolls a 3, so it will attack Anderson also. Wallace cannot Suppress and Anderson chooses not to,but he will go Evasive again and another Stress point is added to his card. The 20mm rolls a 5 and 9. The 5 is used and inflicts one more Stress on Anderson.
Your flight back to your base may not be uneventful. Draw the top-most Event Card and resolve the Egress event.
Determine Search and Rescue Results After resolving any Home-Bound events, check the Search and Rescue (SAR) results for each Aircraft that was shot down while Over Target or by Target-Bound or Home-Bound events. This is done by rolling a die, modifying the result and comparing it to the table below. Roll one die for each Pilot shot-down. Before rolling the die, you can discard AtG counters from your surviving Aircraft to modify your die roll. Modified Die Roll Result:
Bandit Attack Example: Once again Anderson and Wallace are in a jam. This time there is an A6M5 in their Area. The Zero randomly selects Wallace as the target. Anderson attempts to Suppress on a 6 or higher. But, the Zero is -1 to be hit and Anderson has a +1 AtA skill, which cancel each other. Anderson rolls a 4 and fails. A Suppress counter is place don Anderson. Wallace goes Evasive and gains 1 Stress. The Zero rolls an 7 and 10, so the 7 is used, which Damages Wallace. Wallace must discard any munition counters on his aircraft and gains 2 more Stress. If he is Damaged again, he will be shot down.
>9
Quick Recovery: The Pilot adds 3 Stress Points to its current total.
6 to 8
Recovered Under Fire: The Pilot adds 5 Stress Points to its current total.
<5
Captured: The Pilot becomes unfit for the rest of the campaign unless rescued.
Aircraft Movement In this step you may move your Aircraft from their current location to an adjacent area.
The SAR check die roll is modified as follows: 1) Subtract the Weight Point penalty for the Target. 2) Add 1 to the roll for each Weight Point of AtG weapons expended by the player for this roll. (This modifier only applies to the current SAR die roll not for all SAR die rolls) 3) Other modifiers may be applied due to Target-Bound or Home-
Movement is voluntary, however any Aircraft in the Pre-Approach, Approach, or Target Area at the end of the 4th turn will run out of fuel on the way back to base and are treated as being shot down 10
SAR check do not have their Stress or Experience Point levels tracked unless they are rescued.
Bound events. 4) Add 2 to the roll if Shot-Down during Target-Bound or 1 if ShotDown during Home-Bound.
Adding Target Stress After the mission is over each Pilot that flew the mission also adds an amount of stress based on the Target. The number of Stress Points added to each Pilot is shown on the Target card.
• Debriefing In the column for the current mission on the Mission Log write the number for the Target Card you just attacked (this number is shown in the upper left corner of the Target Card).
Pilot Stress Recovery
Below the pilot information in the column, record the number of Ordnance Points you have remaining. Ordnance Points may also be gained during a mission through Event Cards. Additional Ordnance Points are added to your campaign total at this time.
After the target Stress Points are added, the total Stress Points for a Pilot are reduced by the Cool number shown on the Pilot card for that Pilot. This number was also written on the Mission Log at the start of the campaign.
Below the Ordnance line, record the final Target Status of the target. If the Target was destroyed during the mission, place an “X” in the Target Status and write the number of Victory Points (VPs) for the Target Card (shown in the lower right of the target card) on the Victory Points line. If the Target was not destroyed, place an “O” in the Target Status and 0 (zero) is written on the Victory Points line.
Important Rule: Pilots who did not fly the mission have their Stress Points reduced by their Cool + 2. So, a Pilot with a Cool of 1 would have his Stress reduced by 3 if he did not fly a mission during the campaign Day.
Shaken Pilots If a Pilot has accumulated enough Stress Points to be Shaken, the Pilot can still fly missions. A Shaken Pilot uses his “Shaken” skills.
Adjust Campaign Map Sheet Tracks
Checking for Unfit Pilots After all Stress Point adjustments are made, if a Pilot has Stress Points in excess of his Shaken range of points, he is Unfit to fly. A Pilot that is Unfit cannot fly missions until his Stress Points are reduced into his Shaken range.
If the Target was destroyed during the mission, refer to the Target Card to determine which tracks are adjusted. The number shown for the track is the number of boxes to the right that the information counter for that track is moved. However, an information counter is never moved off the track or to cover the last box of the track.
Recording Pilot Experience & Stress Write the current number of Stress Points for each Pilot on the Mission Log in the column for the current mission.
If the Target was not destroyed, no adjustments are made to the Campaign Map sheet Tracks.
Give each Pilot that flew on the mission 1 Experience Point in the XP’s Gained column on the Mission Log. If during the mission the Target was destroyed and no Aircraft were destroyed each Pilot that flew on the mission gains 1 additional Experience Point.
Target Card Placement
Promoting Pilots If the Experience Point total for a Pilot is equal to or greater than the Promotion number for the Pilot they are promoted. Promotion consists of flipping a Pilot card over to the side with the higher level. If the other side of the Pilot card is not a higher level, the Pilot stays at its current experience level. Pilot promotion is limited by the card mix.
If the Target was destroyed during the mission, the Target Card is set aside until the campaign is over. If the Target was not destroyed, return the Target Card to the Target Card Deck, shuffle the deck and place it back on the Mission Display.
Campaign Outcome If this mission was the final mission of a campaign, compare your total Victory Points to the numbers listed in the Campaigns section of the Campaign Map sheet for the Campaign Type you were playing. This will show you the results of your campaign.
If an Unfit Pilot is promoted, recheck the Stress Point totals for Pilot to determine if the Pilot is still Unfit. Pilot Experience levels are (from highest to lowest): Ace, Veteran, Skilled, Average, Green, and Newbie.
Pilot Stress, Recovery and Experience
Pilot Stress, Recovery and Experience Example: 2nd Lt. Dirksen (with a Newbie Experience level) had 1 Experience Point and 0 Stress Points at the start of a mission.
During the mission pilots gain Stress and Experience Points due to flying a mission, combat, and event cards. Pilots that do not fly a mission do not gain Stress Points. The number of Stress Points a Pilot has determines how effective a Pilot is in combat. The amount of Experience Points a Pilot has determines promotion for the Pilot.
During the mission he gains 3 Stress Points from combat. The mission’s base Stress adds 2 Stress Points. This gives him a total of 5 Stress Points (0+3+2).
Stress Points gained during a Mission do not take effect until this step.
He has a Cool number of 1, so 1 is subtracted for a total of 4 Stress. Dirksen becomes Unfit if his Stress points exceed 3, so he is Unfit.
Pilots/crews that are Unfit because they were captured during the
During the mission the Target was destroyed and no Aircraft were 11
destroyed, so he gains 2 Experience Points. This gives him a total of 3 Experience Points, which is equal to his Promotion number. His card is flipped over; showing that he now has a Green experience level. His Stress Point level is checked again and because of the promotion. He is now Okay to fly.
• Credits Game Design Vassal Module Game Development Pilot Log Template Playtesting Special Thanks
Dan Verssen Marcos Hidalgo www.toposolitario.com Holly Verssen John Ferry Kevin Verssen The guys on the Battlefront (www.battlefront.com) forum for their valuable research on Corsairs and the Solomon’s campaign.
12
Solomon Islands
Weapon Availability
(Late 1942 to mid-1943)
Available Weapons 250# 250# High Quality 500# 500# High Quality 1000# 1000# High Quality
Ordnance Point Cost 1 2 2 3 3 4
13
Campaigns Campaigns Short • Days: 3 Ordnance 30 3 SkirmishPoints: • Missions:
18
Victory Points Evaluation Special Options: 7 7 or more Great Victory Points Evaluation 5 or 6 Good 7 or more Great 3 or 4 Adequate 4 or 6 Good 1 or 2 Poor 3 or 4 Adequate 0 or less Dismal 1 or 2 Poor 0 or less Dismal Medium • Days: 7 Ordnance Points: 60 Victory Points Evaluation 6 Conflict • Missions: 14 or more Great Special Options: 14 10 to 13 Good Victory Points Evaluation 6 to 9 Adequate 14 or more Great 3 to 5 Poor 10 to 13 Good 2 or less Dismal 6 to 9 Adequate 3 to 5 Poor Long • Days: 12Dismal 2 or less Ordnance Points: 90 Victory Points Evaluation 28 or more Great War • Missions: 9 23 to 27 Good Special Options: 21 18 to 22 Adequate Victory Points Evaluation 13 to 17 Poor 21 or more Great 12 or less Dismal 16 to 20 Good
17
8 14 9
15 11 12
16
7 5
10
6
3 4
2 1
Bandits/Sites Removed None Stop
Recon Target Cards Drawn
Intel Initial Sites in Target Area
Radar Initial Bandits in Target Area
Infra Hits to Destroy Target (1 min.)
Start
2
2
2
2
3
3
3
4
Start
Base
Base
Base
-1
-1
-2
-2
-3
Start
Base
Base
Base
-1
-1
-2
-2
-3
Start
Base
Base
-1
-1
-1
-2
-2
-3
Strategic Situation: The Solomon Islands campaign began with the shore assault by US Marines on Guadalcanal in late 1942. The US "Cactus Air Force" was able to begin flying missions later that year. During 1943, the US slowly worked its way westward along the chain of islands.
Solomon Islands
Weapon Availability
(mid-1943 to Early 1944)
Available Weapons 250# 250# High Quality 500# 500# High Quality 1000# 1000# High Quality
31
Ordnance Point Cost 1 2 2 3 3 4
28
36 32
34 35 33
29
Campaigns Campaigns
24
27
Short • Days: 3 Ordnance 25 3 SkirmishPoints: • Missions:
30
Victory Points Evaluation Special Options: 7 7 or more Great Victory Points Evaluation 5 or 6 Good 7 or more Great 3 or 4 Adequate 4 or 6 Good 1 or 2 Poor 3 or 4 Adequate 0 or less Dismal 1 or 2 Poor 0 or less Dismal Medium • Days: 6 Ordnance Points: 50 Victory Points Evaluation 6 Conflict • Missions: 12 or more Great Special Options: 14 9 to 11 Good Victory Points Evaluation 5 to 8 Adequate 14 or more Great 2 to 4 Poor 10 to 13 Good 1 or less Dismal 6 to 9 Adequate 3 to 5 Poor Long • Days: 9 Dismal 2 or less Ordnance Points: 65 Victory Points Evaluation 22 or more Great 9 War • Missions: 17 to 21 Good Special Options: 21 12 to 16 Adequate Victory Points Evaluation 8 to 11 Poor 21 or more Great 7 or less Dismal 16 to 20 Good
25 23
22 21
26
20
19
Bandits/Sites Removed None Stop
Recon Target Cards Drawn
Intel Initial Sites in Target Area
Radar Initial Bandits in Target Area
Infra Hits to Destroy Target (1 min.)
Start
2
2
2
3
3
3
4
4
Start
Base
Base
-1
-1
-2
-2
-2
-3
Start
Base
-1
-1
-1
-2
-2
-2
-3
Start
Base
-1
-1
-1
-1
-2
-2
-3
Strategic Situation: As the US forces slowly worked their way westward, they began flying from more westerly airfields as well. During the phase of the campaign the battle shifted to driving out the Japanese forces around Rabaul and Bougainville.
Capt. Marrs F4U
Capt. Erik F4U
Major Anderson F4U
Skilled • Cool: 1 • XP: 9
Veteran • Cool: 1 • XP: 10
Veteran • Cool: 1 • XP: 12
Stress
0-4 5-8
Status
Speed
AtA
AtG
Stress
Status
Speed
AtA
AtG
Stress
Status
Speed
AtA
AtG
Okay Shaken
Fast Slow
+0 -2
+0 -2
0-6 7-11
Okay Shaken
Fast Slow
+2 +0
+0 -2
0-7 8-13
Okay Shaken
Fast Slow
+1 -1
+1 -1
4 Weight Points
4 Weight Points
4 Weight Points
No 1000# Bombs
No 1000# Bombs
No 1000# Bombs
.50 Machine Guns (AtA Hit = 6+, AtG Hit = 10+)
.50 Machine Guns (AtA Hit = 6+, AtG Hit = 10+)
.50 Machine Guns (AtA Hit = 6+, AtG Hit = 10+)
1st Lt. Wallace F4U
1st Lt. Johnson F4U
Capt. Guadagnino F4U
Average • Cool: 0 • XP: 10
Skilled • Cool: 0 • XP: 6
Skilled • Cool: 0 • XP: 8
Stress
0-3 4-5
Status
Speed
AtA
AtG
Stress
Okay Shaken
Fast Slow
+0 -2
+0 -2
0-3 4-5
Status
Speed
AtA
AtG
Stress
Okay Shaken
Fast Slow
+1 -1
+0 -2
0-4 5-7
Status
Speed
AtA
AtG
Okay Shaken
Fast Slow
+1 -1
+0 -2
4 Weight Points
4 Weight Points
4 Weight Points
No 1000# Bombs
No 1000# Bombs
No 1000# Bombs
.50 Machine Guns (AtA Hit = 6+, AtG Hit = 10+)
.50 Machine Guns (AtA Hit = 6+, AtG Hit = 10+)
.50 Machine Guns (AtA Hit = 6+, AtG Hit = 10+)
1st Lt. B. Loftis F4U
1st Lt. K. Loftis F4U
2nd Lt. Doriott F4U
Average • Cool: 0 • XP: 11
Average • Cool: 1 • XP: 6
Average • Cool: 0 • XP: 6
Stress
0-3 4-6
Status
Speed
AtA
AtG
Stress
Okay Shaken
Fast Slow
+0 -2
+0 -2
0-4 5-7
Status
Speed
AtA
AtG
Stress
Status
Speed
AtA
AtG
Okay Shaken
Slow Slow
+0 -2
+2 -0
0-5 6-10
Okay Shaken
Slow Slow
+1 -1
+1 -1
4 Weight Points
4 Weight Points
4 Weight Points
No 1000# Bombs
No 1000# Bombs
No 1000# Bombs
.50 Machine Guns (AtA Hit = 6+, AtG Hit = 10+)
.50 Machine Guns (AtA Hit = 6+, AtG Hit = 10+)
.50 Machine Guns (AtA Hit = 6+, AtG Hit = 10+)
2nd Lt. Dirksen F4U
2nd Lt. Richardson F4U
2nd Lt. Bryant F4U
Newbie • Cool: 0 • XP: 3
Green • Cool: 1 • XP: 3
Green • Cool: 0 • XP: 5
Stress
0-2 3
Status
Speed
AtA
AtG
Stress
Okay Shaken
Slow Slow
-1 -3
-1 -3
0-3 4-5
Status
Speed
AtA
AtG
Stress
Okay Shaken
Slow Slow
+0 -2
-1 -3
0-3 4-5
Status
Speed
AtA
AtG
Okay Shaken
Slow Slow
+1 -1
+0 -2
4 Weight Points
4 Weight Points
4 Weight Points
No 1000# Bombs
No 1000# Bombs
No 1000# Bombs
.50 Machine Guns (AtA Hit = 6+, AtG Hit = 10+)
.50 Machine Guns (AtA Hit = 6+, AtG Hit = 10+)
.50 Machine Guns (AtA Hit = 6+, AtG Hit = 10+)
“Danny Boy” B-25
“Lemon “Wild Dropper” Ride” SBD SBD
“Lemon Dropper” SBD
Average • Cool: 1 • XP: 5
Average Newbie •• Cool: Cool: 00 •• XP: XP: 11 3
Average Green •• Cool: Cool: 00 •• XP: XP: 311
Stress
0-5 6-9
Status
Okay Shaken
Speed
AtA
AtG
Stress
Slow +0 B Slow -2
+1 -1
0-2 0-3 34-5
Status
Okay Shaken
Speed
AtA
AtG
Stress
Slow Fast -1 -2 B Slow -4 -3
+1 -1
0-3 4-5
54 Weight Weight Points Points
10 Weight Points
Status
Okay Shaken
Speed
AtA
AtG
Slow Fast -1 B Slow -3
+2 +1 +0 -1
54 Weight Weight Points Points
No Rockets or Napalm • Cannot Evade
Cannot Evade Can “Dive Bomb” to get +2 AtG AtG: x2 Munition Hits vs. Naval Targets
Cannot Evade Can “Dive Bomb” to get +2 AtG AtG: x2 Munition Hits vs. Naval Targets
-1 from attack die rolls against this aircraft .50 Machine Guns (AtA: Hit 6+)
.50.50 Machine Machine Guns Guns (AtA (Range Hit = 6+, 0, AtG: AtG Hit Hit 10+) = 10+)
.50.50 Machine Machine Guns Guns (AtA (Range Hit = 6+, 0, AtG: AtG Hit Hit 10+) = 10+)
“Green Giant” B-17
“Block Buster” B-17
“Lucky 25” B-25
Skilled • Cool: 1 • XP: 6
Average • Cool: 1 • XP: 5
Green • Cool: 0 • XP: 3
Stress
0-3 4-5
Status
Okay Shaken
Speed
AtA
AtG
Stress
Fast +0 B Slow -2
-3 -5
0-5 6-9
Status
Okay Shaken
Speed
AtA
AtG
Stress
Slow +0 B Slow -2
-2 -4
0-4 5-8
Status
Okay Shaken
Speed
AtA
AtG
Slow -1 B Slow -3
+0 -2
15 Weight Points
15 Weight Points
No Rockets or Napalm • Cannot Evade AtG: +3 vs. Large Targets AtG: -2 vs. Naval Targets
No Rockets or Napalm • Cannot Evade AtG: +3 vs. Large Targets AtG: -2 vs. Naval Targets
No Rockets or Napalm • Cannot Evade
-2 from attack die rolls against this aircraft .50 Machine Guns (AtA: Hit 6+)
-2 from attack die rolls against this aircraft .50 Machine Guns (AtA: Hit 6+)
-1 from attack die rolls against this aircraft .50 Machine Guns (AtA: Hit 6+)
10 Weight Points
1st Lt. Santino F4U
2nd Lt. Smith F4U
1st Lt. Edson F4U
Skilled • Cool: 0 • XP: 7
Average • Cool: 1 • XP: 7
Average • Cool: 2 • XP: 6
Stress
0-3 4-6
Status
Speed
AtA
AtG
Stress
Status
Speed
AtA
AtG
Stress
Okay Shaken
Fast Slow
+0 -2
+1 -1
0-6 7-11
Okay Shaken
Slow Slow
+1 -1
+0 -2
0-4 5-8
Status
Speed
AtA
AtG
Okay Shaken
Slow Slow
+0 -2
+0 -2
4 Weight Points
4 Weight Points
4 Weight Points
No 1000# Bombs
No 1000# Bombs
No 1000# Bombs
.50 Machine Guns (AtA Hit = 6+, AtG Hit = 10+)
.50 Machine Guns (AtA Hit = 6+, AtG Hit = 10+)
.50 Machine Guns (AtA Hit = 6+, AtG Hit = 10+)
“Lemon “Black Dropper” Cat” SBD SBD
“Max Damage” B-25
“3 Strikes” B-17
Average Average••Cool: Cool:01••XP: XP:11 9
Skilled • Cool: 0 • XP: 8
Green • Cool: 0 • XP: 4
Stress
0-3 4-5
Status
Okay Shaken
Speed
AtA
AtG
Stress
Fast -1 -2 B Slow -4 -3
+1 -1
0-5 6-9
54 Weight Weight Points Points
Status
Okay Shaken
Speed
AtA
AtG
Stress
Fast +0 B Slow -2
+1 -1
0-5 6-9
Status
Okay Shaken
Speed
AtA
AtG
Slow -1 B Slow -3
-3 -5
15 Weight Points 10 Weight Points
Cannot Evade Can “Dive Bomb” to get +2 AtG AtG: x2 Munition Hits vs. Naval Targets
No Rockets or Napalm • Cannot Evade
No Rockets or Napalm • Cannot Evade AtG: +3 vs. Large Targets AtG: -2 vs. Naval Targets
.50.50 Machine Machine Guns Guns (AtA (Range Hit = 6+, 0, AtG: AtG Hit Hit 10+) = 10+)
-1 from attack die rolls against this aircraft .50 Machine Guns (AtA: Hit 6+)
-2 from attack die rolls against this aircraft .50 Machine Guns (AtA: Hit 6+)
Lt. Col. Anderson F4U ★
Major Erik F4U
Ace • Cool: 2 • XP: 0
Ace • Cool: 1 • XP: 0
★
Major Marrs F4U Veteran • Cool: 1 • XP: 9
★
Stress
Status
Speed
AtA
AtG
Stress
Status
Speed
AtA
AtG
Stress
Status
Speed
AtA
AtG
0-8 9-16
Okay Shaken
Fast Slow
+1 -1
+2 -0
0-8 9-16
Okay Shaken
Fast Slow
+3 +1
+1 -1
0-5 6-10
Okay Shaken
Fast Slow
+1 -1
+1 -1
4 Weight Points
4 Weight Points
4 Weight Points
No 1000# Bombs
No 1000# Bombs
No 1000# Bombs
.50 Machine Guns (AtA Hit = 6+, AtG Hit = 10+)
.50 Machine Guns (AtA Hit = 6+, AtG Hit = 10+)
.50 Machine Guns (AtA Hit = 6+, AtG Hit = 10+)
Major Guadagnino F4U ★ Veteran • Cool: 1 • XP: 7
Capt. Johnson F4U★ Veteran • Cool: 0 • XP: 7
Stress
Status
Speed
AtA
AtG
Stress
0-6 7-11
Okay Shaken
Fast Slow
+1 -1
+0 -2
0-4 5-8
Capt. Wallace F4U★ Skilled • Cool: 0 • XP: 9
Status
Speed
AtA
AtG
Stress
Okay Shaken
Fast Slow
+2 -0
+1 -1
0-4 5-8
Status
Speed
AtA
AtG
Okay Shaken
Fast Slow
+1 -1
+0 -2
4 Weight Points
4 Weight Points
4 Weight Points
No 1000# Bombs
No 1000# Bombs
No 1000# Bombs
.50 Machine Guns (AtA Hit = 6+, AtG Hit = 10+)
.50 Machine Guns (AtA Hit = 6+, AtG Hit = 10+)
.50 Machine Guns (AtA Hit = 6+, AtG Hit = 10+)
1st Lt. Doriott F4U★ Skilled • Cool: 1 • XP: 6
Capt. K. Loftis F4U★ Skilled • Cool: 2 • XP: 8
Stress
Status
Speed
AtA
AtG
Stress
0-7 8-14
Okay Shaken
Slow Slow
+1 -1
+1 -1
0-4 5-8
Capt. B. Loftis F4U★ Skilled • Cool: 0 • XP: 12
Status
Speed
AtA
AtG
Stress
Okay Shaken
Slow Slow
+1 -1
+2 -0
0-4 5-8
Status
Speed
AtA
AtG
Okay Shaken
Fast Slow
+1 -1
+1 -1
4 Weight Points
4 Weight Points
4 Weight Points
No 1000# Bombs
No 1000# Bombs
No 1000# Bombs
.50 Machine Guns (AtA Hit = 6+, AtG Hit = 10+)
.50 Machine Guns (AtA Hit = 6+, AtG Hit = 10+)
.50 Machine Guns (AtA Hit = 6+, AtG Hit = 10+)
1st Lt. Bryant F4U★ Average • Cool: 1 • XP: 7
Stress
0-4 5-8
1st Lt. Richardson F4U ★ Average • Cool: 1 • XP: 11
Status
Speed
AtA
AtG
Stress
Okay Shaken
Slow Slow
+1 -1
+1 -1
0-3 4-5
1st Lt. Dirksen F4U★ Green • Cool: 1 • XP: 4
Status
Speed
AtA
AtG
Stress
Okay Shaken
Fast Slow
+0 -2
-1 -3
0-3 4-6
Status
Speed
AtA
AtG
Okay Shaken
Slow Slow
+0 -2
-1 -3
4 Weight Points
4 Weight Points
4 Weight Points
No 1000# Bombs
No 1000# Bombs
No 1000# Bombs
.50 Machine Guns (AtA Hit = 6+, AtG Hit = 10+)
.50 Machine Guns (AtA Hit = 6+, AtG Hit = 10+)
.50 Machine Guns (AtA Hit = 6+, AtG Hit = 10+)
“Lemon Dropper” SBD ★
“Lemon “Wild Dropper” Ride” SBD SBD ★
Average • Cool: 0 • XP: 14 11
Stress
0-3 4-5
Status
Okay Shaken
Speed
AtA
AtG
Stress
Fast -1 B Slow -3
+3 +1 +1 -1
0-4 0-3 4-5 5-8
54 Weight Weight Points Points
“Danny Boy” B-25 ★
Average Green •• Cool: Cool: 00 •• XP: XP: 411
Status
Okay Shaken
Speed
Skilled • Cool: 1 • XP: 7
AtA
AtG
Stress
Status
Slow Fast -1 -2 B Slow -3 -4
+2 +1 +0 -1
0-6 7-12
Okay Shaken
54 Weight Weight Points Points
Speed
AtA
AtG
Slow +1 B Slow -1
+2 +0
10 Weight Points
Cannot Evade Can “Dive Bomb” to get +2 AtG AtG: x2 Munition Hits vs. Naval Targets
Cannot Evade Can “Dive Bomb” to get +2 AtG AtG: x2 Munition Hits vs. Naval Targets
No Rockets or Napalm • Cannot Evade
.50.50 Machine Machine Guns Guns (AtA (Range Hit = 6+, 0, AtG: AtG Hit Hit 10+) = 10+)
.50.50 Machine Machine Guns Guns (AtA (Range Hit = 6+, 0, AtG: AtG Hit Hit 10+) = 10+)
-1 from attack die rolls against this aircraft .50 Machine Guns (AtA: Hit 6+)
“Lucky 25” B-25 Average • Cool: 0 • XP: 14
Stress
0-4 5-8
Status
Okay Shaken
Speed
★
“Block Buster” B-17★ Skilled • Cool: 1 • XP: 13
AtA
AtG
Stress
Fast -1 B Slow -3
+1 -1
0-5 6-9
Status
Okay Shaken
“Green Giant” B-17★ Veteran • Cool: 1 • XP: 8
AtA
AtG
Stress
Fast +0 B Slow -2
-2 -4
0-5 6-9
Speed
Status
Okay Shaken
Speed
AtA
AtG
Fast +1 B Slow -1
-2 -4
15 Weight Points
15 Weight Points
No Rockets or Napalm • Cannot Evade
No Rockets or Napalm • Cannot Evade AtG: +3 vs. Large Targets AtG: -2 vs. Naval Targets
No Rockets or Napalm • Cannot Evade AtG: +3 vs. Large Targets AtG: -2 vs. Naval Targets
-1 from attack die rolls against this aircraft .50 Machine Guns (AtA: Hit 6+)
-2 from attack die rolls against this aircraft .50 Machine Guns (AtA: Hit 6+)
-2 from attack die rolls against this aircraft .50 Machine Guns (AtA: Hit 6+)
10 Weight Points
Capt. Edson F4U Skilled • Cool: 2 • XP: 8
★
1st Lt. Smith F4U ★ Skilled • Cool: 2 • XP: 7
Capt. Santino F4U★ Veteran • Cool: 1 • XP: 9
Stress
Status
Speed
AtA
AtG
Stress
Status
Speed
AtA
AtG
Stress
0-6 7-11
Okay Shaken
Slow Slow
+1 -1
+1 -1
0-7 8-13
Okay Shaken
Slow Slow
+1 -1
+1 -1
0-4 5-7
Status
Speed
AtA
AtG
Okay Shaken
Fast Slow
+1 -1
+2 +0
4 Weight Points
4 Weight Points
4 Weight Points
No 1000# Bombs
No 1000# Bombs
No 1000# Bombs
.50 Machine Guns (AtA Hit = 6+, AtG Hit = 10+)
.50 Machine Guns (AtA Hit = 6+, AtG Hit = 10+)
.50 Machine Guns (AtA Hit = 6+, AtG Hit = 10+)
★
“Max Damage” B-25★
★ “Lemon “Black Dropper” Cat” SBD SBD
“3 Strikes” B-17 Average • Cool: 0 • XP: 8
Stress
Status
0-6 7-12
Okay Shaken
Speed
Veteran • Cool: 1 • XP: 11
AtA
AtG
Stress
Slow +1 B Slow -1
-2 -4
0-5 6-9
Status
Okay Shaken
Speed
Average Skilled •• Cool: Cool: 10 •• XP: XP: 10 11
AtA
AtG
Stress
Fast +1 B Slow -1
+2 +0
0-4 0-3 4-5 5-8
15 Weight Points 10 Weight Points
Status
Okay Shaken
Speed
AtA
AtG
Fast -1 B Slow -3
+2 +1 +0 -1
54 Weight Weight Points Points
No Rockets or Napalm • Cannot Evade AtG: +3 vs. Large Targets AtG: -2 vs. Naval Targets
No Rockets or Napalm • Cannot Evade
Cannot Evade Can “Dive Bomb” to get +2 AtG AtG: x2 Munition Hits vs. Naval Targets
-2 from attack die rolls against this aircraft .50 Machine Guns (AtA: Hit 6+)
-1 from attack die rolls against this aircraft .50 Machine Guns (AtA: Hit 6+)
.50.50 Machine Machine Guns Guns (AtA (Range Hit = 6+, 0, AtG: AtG Hit Hit 10+) = 10+)
Ingress
Remove 1 Site counter of your choice from the Approach Area.
Target Ingress
Swap the Sites in the Approach and Target Areas.
Target
Swap the Bandits in the Target and Withdraw Areas.
Rough Ride: Place 1 Stress on each Pilot flying the Mission.
Egress
Rationing: Gain 5 Ordnance points.
Ingress
No adjustments.
Target
Swap the Sites in the Pre-Approach and Approach Areas.
Egress
Enemy Communications Repairs: Move the Intel counter 1 to the left.
Leadership
Ingress
Ingress
Rack Failure: Remove 1 random munition counter from 1 random Aircraft. Ignore if the affected munition is High Quality.
Target
Bad Day
Enemy HQ: If you expend 2 AtG counters, move the Radar counter 1 to the right.
Egress
Getting Aggressive: Select 1 of your Slow Pilots to be Fast this Mission.
Turbulence: Place 1 Stress on each Pilot flying the Mission.
V i t a l Ta r g e t
Enemy Intel: If you Destroyed this Target, move the Intel counter 1 extra space to the right.
H o m e f ro n t
Good Ground Crews: Replace 3 AtG counters with High Quality versions of the same weapon.
Target
Marines: During your next Mission, after determining Sites, destroy the Site of your choice.
Conduct 4 Bandit attacks against random Aircraft (d10: 7- = 1 Stress, 8-9 = Damaged, 10+ = Destroyed). Conduct 1 less attack for each Pilot with an AtA skill of +1 or higher.
Ingress
Remove 1 Site counter of your choice from the Target Area.
Draw 1 Bandit counter for the Target Area.
Target
B-17 Raid: Inflict 2 Hits to the Target.
B a d We a t h e r
Conduct 3 Bandit attacks against random Aircraft (d10: 6- = 1 Stress, 7-8 = Damaged, 9+ = Destroyed). Conduct 1 less attack for each Pilot with an AtA skill of +1 or higher.
Egress
Egress
Target
Ingress
Support
Hot Date: Remove 1 Stress from 1 of your Pilots.
Egress
Easy Duty: Remove 2 Stress from 1 Pilot of your choice that did not fly this Mission.
Draw 1 less Bandit counter for the Target Area during the Determine Bandits Present step.
Egress
Conduct 2 Site attacks against a random Aircraft (d10: 8- = 1 Stress, 9 = Damaged, 10+ = Destroyed). Conduct 1 less attack for each AtG counter expended.
Ingress
Add 1 Site counter to the Approach Area.
Bandits
Target
Conduct 2 Site attacks against random Aircraft (d10: 8- = 1 Stress, 9 = Damaged, 10+ = Destroyed). Conduct 1 less attack for each AtG counter expended.
Rack Time
Egress
Egress
Target
Ingress
Flak Sites
Lucky Break: Save this card. Discard this card after any die roll to adjust the roll by 2.
Target Cards
Target Cards
Target Cards
Target Cards
Target Cards
Target Cards
Target Cards
Target Cards
Target Cards
Ingress
Remove 1 Site counter of your choice from the Approach Area.
Target
Draw 1 Bandit counter for the Target Area.
On His Tail: Save this card. Discard this card after any AtA die roll to add 2 to the die roll.
Egress
Recon Flight: During your next Mission, draw 1 extra Target card to choose from.
Conduct 5 Site attacks against random Aircraft (d10: 6- = No Effect, 7+ = 1 Stress). Conduct 1 less attack for each AtG counter expended.
Egress
HQ Vehicles: If you expend 2 AtG counters, move the Recon counter 1 to the right.
Hellcats: After determining Bandits, discard 1 Bandit counter of your choice for each Special Option point you expend.
Ingress
High Profile Target: All Pilots flying this Mission gain 1 less Stress if the Target is Destroyed, or 1 extra Stress if the Target is not Destroyed.
Draw 1 less Bandit counter for the Target Area during the Determine Bandits Present step.
Target
Life Magazine
Ingress
High Quality Weapon Shortage: During your next Mission, you cannot purchase High Quality Weapons.
Surprise Attack: Save this card. Discard this card to make all of your Pilots Fast during the first turn over Target of 1 Mission.
Target
Target
Draw 1 Bandit counter for the Target Area.
Remove 1 Site counter of your choice from any 1 Area.
Carrier Support
No adjustments.
Egress
Ingress
Rushed Mission: All Pilots flying this Mission gain 1 extra Stress and 1 extra Experience Point.
Egress
F o g o f Wa r
Ingress
Target
No adjustments.
Sun at your Back: You can start with all your Pilots in the Target Area.
Target
Ingress
Target
Add 2 Site counters to the Target Area.
Bridge: If you expend 2 AtG counters, move the Infra counter 1 to the right.
Egress
Ingress
Conduct 2 Site attacks against random Aircraft (d10: 8- = 1 Stress, 9 = Damaged, 10+ = Destroyed). Conduct 1 less attack for each AtG counter expended.
Skilled Enemy Pilots: Draw 1 Bandit counter for each Area.
Out of the Sun
P a s s i n g Ta r g e t
Egress
G ro u n d F i re
Team Work: Remove 1 Site counter of your choice from any Area.
Fighter Escort: Remove 1 Stress from each of your Pilots that flew this Mission.
Egress
Marine Rescue: Save this card. Discard this card after any SAR die roll to add 4 to the die roll.
Ingress
Add 1 Site counter to the Approach Area.
Enemy Pilots
Target
Downed Pilot: If you expend 3 Weight Points you gain 1VP and retreive a Pilot that was Captured earlier in this Campaign. The Pilot comes back with 6 Stress.
C o o rd i n a t i o n
Egress
Egress
Target
Ingress
Rescue Mission
Squadron Reputation: Remove 1 Stress from each of your Pilots.
Event Cards
Event Cards
Event Cards
Event Cards
Event Cards
Event Cards
Event Cards
Event Cards
Event Cards
Tactical Display
Pre Over Target
Turn
Turn
Turn
Turn
#1
#2
#3
#4
Withdraw Area
Target Card
Target Area
Approach Area
Pre-Approach Area
Event Event Card Card Deck Deck
Aircraft Aircraft / Pilot and Pilot Cards Cards
Target Target Card Card Deck Deck
Base Display
Debriefing 17) Record Mission Outcome, Victory Points, and adjust Campaign Sheet counters 18) Add Target card Stress to Pilots 19) Pilot Stress Recovery (all Pilots) 20) Record Pilot Experience & Stress
Home-Bound Flight 15) Draw Home-Bound Event card 16) Roll for SAR results (if needed)
Over Target (Perform 4 Times) 8) Advance Turn counter 9) Jettison Decision / Remove Tactic Counters 10) Fast Pilots Act • Remove Fast Pilot Tactic counters • Fast Pilots Attack 11) Each Site and Bandit Attacks • Any One Pilot may Suppress • Pilot under attack may use Evasion 12) Slow Pilots Act • Remove Slow Pilot Tactic counters • Slow Pilots Attack 13) Aircraft can Move 14) Bandits Move
Target-Bound Flight 4) Draw Target-Bound Event card 5) Place Aircraft 6) Draw Site Adjustment Event card 7) Determine Bandits Present
Pre-Flight 1) Draw Target card(s) 2) Determine Sites Present 3) Assign Pilots and Arm Aircraft
Sequence of Play
Player Help Sheet Friendly Aircraft Attack Sequence 1) 2) 3)
4) 5)
Specify one target, then specify the Munitions to be expended, or to attack with Guns. Roll one die for each Munition to resolve its attack, or roll one die to resolve the Gun attack. If the Fighter is conducting an AtA attack, use the following table to determine the penalty applied to your die rolls based on the Weight Points of AtG Munitions carried by the Fighter. These penalties do not apply to Bombers: AtA Penalty WPs 0 or 1 -0 2 -1 3 or more -2 Apply Hits inflicted to the target. These rules do not apply to Bombers, see below.
Bomber Attack Sequence 1) 2) 3) 4)
This applies for both friendly and enemy Bombers. Bomber counters have a “B” in their top-right corner. A Bomber cannot initiate an Air to Air attack, it can only react when it is attacked. Resolve the attack against the Bomber as normal. If the Bomber survives the attack, it can conduct its own AtA attack against the aircraft that just attacked it, even if the attack was Suppressed.
Sites and Bandit Attack Sequence Determine which of your Aircraft the Site or Bandit will Attack 1) Target the closest Aircraft, if more than one... 2) If there is more than one Aircraft equally close, roll a die and assign an equal chance to each Aircraft of being the target. Your Aircraft Reactions 1) Suppression - Any one Aircraft may attack the Site or Bandit as normal (including the Aircraft under attack). A Bomber can only Suppress an attack directed at itself. Specify a Gun attack, or the Munition counters to be expended. If the result indicates one or more Hits being inflicted, the Site or Bandit attack is cancelled. The Site or Bandit does not suffer damage from the Suppression attack. Place a Suppression Tactic counter on the Suppressing Aircraft. 2) Evasion - The Aircraft under attack may choose to go Evasive. Roll two dice (instead of one die) for the Site or Bandit attack and use the lower of the two die rolls. Place 1 Stress on the Evading Aircraft. Bombers cannot go Evasive. Resolve Site or Bandit Attack 1) Roll one die and apply any applicable modifiers.
Bandit Move Determination Determine which Adjacent Area to Move to 1) Bandit does not move if there are one or more Aircraft within its range. 2) Enemy Bombers do not move. 3) Bandit moves one Area closer to the closest Aircraft. 4) If there is more than one Aircraft equally close, roll a die and assign an equal chance to each Aircraft of being the Aircraft the Bandit moves closer to.
Stress Accumulation • Place Stress counters as Stress is incurred. • Each Target card specifies the Stress points each Pilot flying the mission accumulates. • If an Aircraft is Damaged, remove all Munition counters from the Aircraft, and the Pilot gains 2 Stress for finishing a Mission in a Damaged Aircraft. • If an Aircraft is Destroyed, remove it from the game, and roll for SAR during the HomeBound Flight
SAR (Search and Rescue) d10 Pilot Condition 9+ Quick Recovery Gains 3 Stress 6-8 Recovered Under Fire Gains 5 Stress 5- Captured Removed from game • Perform once for each Pilot Shot-Down during the mission. • Subtract the Weight Point penalty of the Target from the die roll. • Add one to this die roll for every Weight Point of AtG you discard to modify this die roll. • Add 2 to this die roll if Shot-Down during TargetBound, or, add 1 if ShotDown during Home-Bound.
Pilot Experience • Each Pilot gains 1 Experience point each time he flies a Mission. • Each Pilot flying a Mission gains 1 extra Experience point if the Target Damage Status is Destroyed and no Aircraft were Destroyed during the Mission.
Starting Pilots 1 Veteran • 2 Skilled 6 Average • 2 Green 1 Newbie
• Player Log •
Campaign:
Mission
Length:
#1
#3
#4
#5
#6
#7
#8
#9
#10 #11 #12 #13 #14 #15
Target #
Ordnance Points: Pilots
#2
XP.
XP’s Gained
Cool
Special Option Points Used Ordnance Points Remaining Target Status (X = Destroyed, O = Operational) Victory Points Earned
Cross-reference the Mission and Pilot to record the current Stress Point total of each Pilot after each Mission