hornetrules_Layout 1.qxd
Introduction ................................................................................1
Game Components ....................................................................2
Campaign Set-Up ......................................................................6
Sequence of Play........................................................................8
Pre-Flight ..................................................................................8
Target-Bound............................................................................10
Over Target ..............................................................................10
Home-Bound ............................................................................14
Debriefing ................................................................................14
Optional Rules ........................................................................16
Credits ......................................................................................17
Aircraft and Ordnance..............................................................17
Sample Mission........................................................................21
• Introduction
You are the commander of a United States Navy or Marine
Corps state-of-the-art strike fighter squadron.
As a squadron commander, you will be given missions and
targets to destroy, and an intelligence briefing to give you
information about the target and the positions of potential
enemy air defenses. It is up to you to choose your pilots and
arm their aircraft.
If you’re good enough, you’ll be able to consistently
accomplish your mission and bring all your pilots home.
The Areas adjacent to a Pre-Approach Area are: the PreApproach Areas that touch the Pre-Approach Area, the
Approach Areas that touch the Pre-Approach Area, and the
Stand-Off Areas that touch the Pre-Approach Area.
• Game Components
Campaign Maps
These sheets show the Target
opportunities, Campaign
durations, and other Campaign
specific information.
The Areas adjacent to a Stand-Off Area are: the Pre-Approach
Areas that touch the Stand-Off Area, and the Stand-Off Areas
that touch the Stand-Off Area.
There are 4 levels of Campaign
difficulty. From easiest to hardest,
they are: Introductory, Standard,
Advanced, and Expert. We
recommend starting with
Introductory for your first
Campaign.
The Die
Whenever a die roll is called for in the game, roll a ten-sided
die (d10). This will generate random numbers from 1 to 10.
Some dice have numbers ranging from 1 to 10, others range
from 0 to 9. Treat the die’s “0” face as being a “10”.
Counters
Aircraft: Each counter has a Low
Altitude side and a High Altitude
side.
The numbers on the map are Target numbers corresponding to
the numbers in the top-right corners of the Target cards.
The small white caret on each map shows the
direction from which you are flying from your
aircraft carrier. This does not effect game play.
Air Defenses: These counters are double-sided. They have a
Site on one side and a Bandit on the other.
Help Sheet
Sites are ground-based enemy gun and missile
systems that Attack your Aircraft.
This sheet has helpful reference charts
and general information you’ll need to
play the game.
Bandits are enemy fighters that Attack your
Aircraft.
Place all the red Air Defense counters in a cup to
draw from when you are determining Sites and Bandits present.
Tactical
Display Sheet
Air Defenses have their Attack numbers across the top.
The counter’s range number is in the black circle and indicates
the maximum range of the counter’s Attack. If a counter does
not have a range number, it can only Attack Aircraft in its same
Area.
You will use this sheet
to resolve the Over
Target portion of each
mission. This sheet
shows the Sequence of
Play and has areas to
organize your cards.
The H or L indicates its ability to Attack Aircraft at High, Low,
or both Altitudes.
If the counter has an “R” in the upper left corner, the counter
can be Attacked with Anti-Radar weapons (AGM-88s) as well
as normal weapons.
Adjacent Areas
Always use the shortest path when calculating range for an
Attack or movement.
All Sites have an “S” in the top-left corner to indicate they are
Soft Targets. Some weapons get a bonus to Attack Soft Targets.
The bonus is shown on their Weapon counters.
The Areas adjacent to the Center Area are: the Approach Areas.
The Areas adjacent to an Approach Area are: the Center Area,
the Approach Areas that touch the Approach Area, and the PreApproach Areas that touch the Approach Area.
Some Sites and Bandits also have a positive or negative defense
number in their top left corner. Apply this modifier to your die
roll when Attacking them.
Example: If a Site has a “+1” defense modifier it is easier to Hit.
Add 1 to the die roll when you Attack the Site.
Component note: The Taiwan Defense campaign uses the
normal mix of Soviet fighters for the Chinese. China builds its
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own fighters, but they are very similar in capability to the
Soviet aircraft.
Weapons
Enemy Bombers: These counters are doublesided. They have a single enemy Bomber on one
side and two enemy Bombers on the other. Flip and
swap counters as needed as you Destroy the
Bombers.
Use these counters to represent the incoming enemy Bombers
during the Carrier Defense missions. Each counter has a
defense modifier that is added to your air combat Attacks
against the Bombers. Attack the Bombers as you would a
Bandit.
Arm your Aircraft with weapon counters during the Arm
Aircraft Phase. The military designation of each weapon is
printed vertically along its left edge.
Treat each Bomber as an individual Target that must be
Destroyed like a Bandit.
Weapons are either external munitions, internal munitions, or
systems carried by a Pilot's Aircraft. Each individual Aircraft is
limited on what it can and cannot carry due to weight,
hardpoints, and flight systems. In Hornet Leader it is your job
to arm your Aircraft with the right combination of weapons to
get the job done.
Example: One of your Pilots targets a Bomber counter with 2
Bombers. He fires 4 Sidewinders and scores 3 Hits. He
destroys 1 enemy Bomber. Flip the counter to its 1 Bomber
side.
Bomber counters do not move on the Tactical Display like
Bandits, they remain in the Center Area. Bomber counters do
not Attack your Aircraft.
Each weapon counter has a Weight Point cost. The weapon
counters provided limit your selection. You may not use more
of a given type of counter than the actual number of that
counter provided in the game. The counters have one type of
munition on one side and a different type on the other side. As
you select the weapon counters, place them on the appropriate
Aircraft cards.
Stress: Used to record the amount of Stress
suffered by each of your Pilots. When a Pilot
suffers Stress, immediately place the Stress counter
on his Aircraft card.
Types of Weapons
Situational Awareness: Used to record the
Situational Awareness Points each Pilot has during
a mission. Flip and swap counters as needed.
There are three types of munition counters: Air to Air, Air to
Ground, and Pods.
Air to Air weapons (AIM-9s, AIM-7s, AIM-120s and AIM-54s)
can only be fired against enemy Bandits. These counters have
yellow stripes as a visual reminder that they are Air to Air
weapons. They can only be fired at Bandit counters, which also
have yellow stripes.
Target Damage: Used to note the Hits you’ve
inflicted on the Target.
.
All other weapons are Air to Ground and can Attack Sites and
Targets, but not Bandits.
Campaign Sheet Counters: Place the “Target”
counter on the Campaign Sheet as a reminder of
which Area your Target is in.
ECM Pods are special. An ECM Pod helps to protect the
Aircraft carrying it from enemy Attacks. Reference the
Ordnance section for the specific rules.
Weapon Characteristics
Each weapon represented in the game has the following
characteristics:
Place the Recon, Intel, and
Infra counters on the
corresponding words of the
Campaign Sheet. When
referencing the Campaign
Sheet tracks, use the
information on the space to
the right of each counter.
Weight Points: Weight cost for arming an Aircraft
with this weapon counter.
Example: The Mk. 84 has a Weight Point cost of 3. It uses 3
Weight Points on an Aircraft.
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Attack Number: Roll this number or
higher to successfully Hit a target.
Aircraft Cards
Each Pilot/Aircraft card represents its crew and Aircraft. Each
card has two sides that show different experience levels for the
Pilot. Throughout these rules, the terms Aircraft and Pilot refer
to these cards.
Maximum Attack Range (black): The
maximum distance the weapon can travel
to Attack a target.
1 - Pilot Name - Pilot
call signs are for
reference purposes only.
They do not affect game
play.
Anti-Radar: Some Sites have an “R” (Radar)
notation. AGM-88s have a matching “R” (Radar)
notation. AGM-88s cannot Attack Targets, they can
only Attack Sites that have an “R” notation.
Cannot Attack Range (red): If the weapon
counter cannot Attack at a specific range, it will be
shown in red next to the black range information
indicating a range you can use.
2 - SA - Situational
Awareness - The Pilot’s
Situational Awareness
skill value. For every
point a Pilot has in this
skill, he can act twice
during a turn. Once
during the Slow step and
once during the Fast step.
Example: The AIM-7 cannot Attack at range 0, but it can Attack
at ranges 1 or 2. It cannot Attack at ranges beyond 2.
Dispersed: Some weapons have a “D” in a black
square to indicate they are immune to the
Dispersed limitation on Target cards of only being
able to score 1 Hit per counter.
3 - Skill Rating - Pilot
skills are: Newbie, Green, Average, Skilled, Veteran, or Ace.
The higher the rating, the better the Pilot skills.
High Altitude Attacks: The weapon can be used
by an Aircraft at High Altitude.
4 - Experience - The number of Experience Points the Pilot
must earn to be promoted to his next higher skill level.
High and Low Altitude Attacks: The weapon can
be used by an Aircraft at High or Low Altitude.
5 - Aircraft Type - The military designation for the Aircraft.
6 - Special Option Points - The number of SO (Special
Option) Points awarded or expended for choosing the Aircraft.
The 3 numbers note the SOs gained or expended based on the
Campaign length being played - Short, Medium, or Long.
Low Altitude Attacks: The weapon can be used by
an Aircraft at Low Altitude.
Example: If you choose to add an F/A-18F to your squadron,
for a Short Campaign, you need to spend 3 SO Points.
Independent: Some weapons have an “I” in a
black square to indicate they can be fired at
independent targets. Each counter can Attack the
Pilot’s declared target, or a different target.
Example: If you choose to add an A-7 Corsair II to your
squadron, for a Long Campaign, you gain an additional 12 SO
Points.
Example: Your F/A-18C at High Altitude in the Center Area
declares the Target to be his target. Usually, he can only Attack
the declared target, but because he has weapons with the
Independent trait, he can drop a Mk. 82 and GBU-38s on the
Target, a GBU-38 on a Site in the Center Area, and a GBU-38
on a Site in the North Approach Area.
7 - Years in Service - The years the Aircraft was in service.
Example: The F/A-18F entered service in 2001. It can
participate in all Campaigns from 2001 and after.
8 - C - Cool - Remove this number of Stress Points from the
Aircraft at the end of each Day (whether this Aircraft was
flown or not).
Soft: All Sites, and some Targets, have an “S” or
“Soft” notation. Some weapons gain a bonus to
their Attack rolls when Attacking Soft targets. The
specific bonus is noted on their weapon counters
next to the “S” in the black square.
9 - Stress - Pilots suffer Stress when they fly missions. Pilots
also suffer Stress when they are Attacked by Bandits and Sites.
Suppression: Some weapons gain a bonus to their
Attack rolls when Suppressing an enemy Air
Defense counter’s Attack against your Aircraft. The
specific bonus is noted on their weapon counters
next to the “S” in the yellow square.
If a Pilot’s Stress Points fall into the “Okay” range he uses the
stats in the Okay row on his card. The range on the sample card
is 0 to 5. Pilots exceeding the Okay range become Shaken.
If a Pilot’s Stress Points fall into the “Shaken” range he uses
the stats in the Shaken row on his card. The range on the
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sample card is 6 to 9. When a Pilot’s Stress exceeds the Shaken
range, he becomes Unfit.
Challenging Events
Some Events have a “XP 1” notation. After you resolve all of
the effects from these events, give each Pilot who encountered
and survived the Event 1 Experience Point. Record the
Experience Point on the Pilot Log, and check for Pilot
Promotion at the end of the mission, during the Pilot Promotion
step as normal.
When a Pilot becomes Unfit, (the Unfit range on this card is
10+) remove all weapons (not Pods) from the Aircraft. An Unfit
Pilot may not Attack or Suppress. Unfit Pilots can Evade
Attacks. Unfit Pilots may not be chosen for a mission.
10 - Status - Okay, Shaken, or Unfit. This is based on the
Pilot’s current Stress Points. A Shaken Pilot’s AtA and AtG
skills are reduced by 1 to 3 points.
Target Cards
Target cards detail your mission
objectives and their defenses.
11 - Speed - Fast or Slow. A Fast Pilot Attacks before enemy
Sites or Bandits each turn. A Slow Pilot Attacks after Sites and
Bandits Attack.
The Target number is in the topright corner and corresponds to
the numbers on the Campaign
Maps.
12 - AtA - Air to Air skill. This number is used to modify all
Air to Air Attacks and Suppressions made by the Pilot.
Target Trait Words
Many Target cards have trait
words in their Special text area.
13 - AtG - Air to Ground skill. This number is used to modify
all Air to Ground Attacks and Suppressions made by the Pilot.
Bandit - Draw the indicated
number of Bandit counters at the start of each turn Over Target.
Place the resulting Bandits in the Center Area.
14 - W - Weight Points. The maximum number of Munition
Weight Points the Aircraft can carry.
15 - Munitions and Special Abilities - A list of the types of
Munition counters you may load on the Aircraft. If a munition’s
name does not appear on the list, it cannot be loaded on the
Aircraft. If the Aircraft has special abilities, they will be listed
here. Reference the full descriptions of special abilities in the
Aircraft section at the end of these rules.
Bonus - If you Destroy the Target, in addition to the normal
effects, gain the noted benefit.
Dispersed - Each AtG counter cannot inflict more than 1 Hit on
the Target.
Fixed - JDAM weapons can only Attack Fixed Targets from
1999 to 2008.
16 - Gun and Special Abilities - Gun availability and Gun
Attack information is found in this Area, along with some
special ability information.
Friendly Fire - Inflict 1 Stress on the Attacking Pilot for each
of his AtG counters expended Over Target, that inflict 0 Hits or
fail to Suppress.
Event Cards
Hardened - Subtract 1 Hit from the Hits inflicted by each AtG
counter against the Target.
Improvement - This trait activates when the Target card is
drawn. Apply the effect until you Destroy the Target card. If
you do not select or Destroy these Target cards, do not discard
them. These cards remain available for mission selection, in
addition to your Recon Target draws, until Destroyed.
Example: Target #41 has the Improvement of giving all Targets
1 extra Hit. This means all Targets, including #41 requires 1
extra Hit to Destroy as soon as you reveal card #41.
When you are asked to draw an Event card, draw from this
deck. The top section shows mission events that occur on the
way to the Target. The center section shows any changes in the
defenses over the Target. The bottom section shows mission
events that occur on the way home from the Target.
Some Target cards have a Bonus of discarding an Improvement
card in play. When Targets are discarded their Improvement
effect immediately ends. Do not treat them as Destroyed.
Overkill - You gain the noted bonus if you inflict the specified
number of Hits on the Target.
Unless an Event card states otherwise, Events only apply to the
Aircraft/Pilots participating in the mission. Unless an Event
states otherwise, immediately apply its effect.
Objective - Place the indicated counters in the Center Area.
You must Destroy these counters to Destroy the Target. You do
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not need to Destroy any other counters in the Center Area to
Destroy the Target.
US Navy Campaign
If you fly a Navy Campaign, you’ll be flying from an Attack
Carrier. Attack Carriers are large ships that carry nearly 100
aircraft of all varieties. Circle “US Navy” on the Player Log
Sheet.
Some Target cards with Objectives also list Hits. To Destroy the
Target, you must Destroy the Objectives and inflict the noted
number of Hits.
Do not select any AV-8Bs for your squadron.
Some Objective Bandits and Sites might be on the backside of
Sites and Bandits removed from the Campaign due to the
Campaign Sheet notes. Use those counters as needed for
Objectives, but do not add them to your Bandit/Site counters
being used for the Campaign.
Look through the Target cards and select the cards that have a
Target number shown on the Campaign map. Use these cards to
form your Target deck. Place the other Target cards off to the
side. They will not be used during the Campaign.
Marine Corps Campaign
Penalty - If you select the card for a mission and do not
Destroy the Target, suffer the noted penalty. If you suffer an
“end campaign” penalty, your Campaign ends. Treat it as a
Dismal Evaluation.
If you fly a Marine Campaign, you’ll be flying from an Assault
Carrier. Assault Carriers are smaller and carry short take-off
and landing aircraft. Assault carriers operate Marine aircraft
that are used to support Marine shore assault operations.
Scramble - As soon as you draw one of these cards, stop
drawing Target cards. You must select this card as your Day’s
Primary mission.
Select only AV-8Bs and F-35B/Cs for your squadron. Circle
“Marine Corps” on the Player Log Sheet.
Secondary - In addition to flying the Primary mission each
Day, you can select 1 available Target card with the Secondary
trait and fly a second mission during the Day. You must decide
to fly a Secondary mission, or not, when you select the Primary
Target for the Day. A Pilot can fly in the Primary mission, or
the Secondary, not both. Assign Pilots to both missions when
you assign Pilots to the Primary mission. Do not determine the
Sites for the Secondary Target until after resolving the Primary
mission.
Look through the Target cards and only select the cards that
have a Target number shown in the closest range band of your
Campaign’s map. Use these cards to form your Target deck.
Place the other Target cards off to the side.
Example: In the Iraq 1991 Campaign, begin with Target cards
10, 20, 53, 56, and 57.
If the Campaign Notes instruct you to begin the Campaign with
specific Target cards in play, then begin with those cards in
play. You may fly missions against those Targets as normal,
even if you haven’t Secured the preceeding range bands.
Fly the Secondary mission after you fly the Primary mission.
Treat the Secondary mission in all ways like a Primary mission.
Adjust the Campaign tracks after completing both missions.
Once you Destroy at least one-half (rounding up) of the Targets
in a range band, the range band is “Secured”.
Secondary Targets can be selected as a Primary or Secondary
mission Target.
Once the first range band is Secured, look through the Target
cards and select the cards appearing in the second range band.
Add them to any undrawn Target cards remaining, and shuffle.
Small - Subtract 1 from all AtG die rolls against the Target.
Soft - Some weapons get a bonus to Attack Soft Targets.
Example: In the Iraq 1991 Campaign, the second range band
Target cards are: 1, 5, 6, 8, 12, and 44.
Stress - Add or subtract the indicated number of Stress Points
at the end of the mission to each Pilot who flew the mission.
Repeat as you Secure each range band until the end of the
Campaign.
Vehicle - Some weapons get a bonus to Attack Vehicle Targets.
Example: If the text refers to the word “Fleets”, it would apply
to any Target card that had the word Fleet in its title.
Marines do not fly Campaigns like the Navy. In Navy
Campaigns, you start with all the Campaign’s Target cards in
the Target deck. In Marine Campaigns, you start with only the
Target cards in the closest range band. You add the Target cards
for the next more distant range band as you Secure each range
band.
• Campaign Set-Up
Shuffling Card Decks
Words in Quotes - These effects apply to Target cards that
have the specified word in quotes in their title.
Shuffle the Target deck and Event deck and place them facedown in the appropriate sections of the Tactical Display Sheet.
During the game, shuffle the discards to form a new deck when
you need to draw a card and no cards remain in the deck.
Place the Tactical Display Sheet and Campaign Map Sheet in
front of you.
Next, decide if you are going to fly a US Navy or Marine Corps
Campaign.
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their vicinity. As the enemy’s intelligence abilities are damaged,
the number of Sites and Bandits placed to defend a Target is
reduced.
Enemy Air Defenses
Place the cup with the Air Defense counters near the Tactical
Display Sheet.
Choose the duration of the Campaign
you will fly. There are three Campaign
durations (Short, Medium, and Long)
which specify the number of Days that
you will fly in the Campaign.
Infra (Infrastructure)
This track represents the damage you’ve inflicted to the
enemy’s energy, transportation, and organizational resources.
As their infrastructure suffers damage, the number of Hits
required to Destroy a Target is reduced. If the number of Hits
required to Destroy a Target is reduced below 1, treat it as
needing 1 Hit to Destroy.
The Campaign duration also determines
the number of Special Option Points
that are available and the number of
Victory Points you must score for each
success level of the Campaign.
The adjustment of Hits does not change the number of counters
that must be Destroyed during Objective missions.
Special Option Points
Each Campaign Map Sheet specifies
the number of Special Option Points
available. The SO Points given to a
Campaign are the total number
available throughout the entire Campaign.
Example: If you fly an Iraq 1991 Campaign with a Medium
Duration, you will fly 6 Days, receive 45 initial SO Points, and
need 14 to 18 VPs to achieve a “Good” Campaign Evaluation.
Campaign Notes
Some Campaigns have a Notes
section that details special instructions
for the Campaign. If a note directs
you to “Remove” Site or Bandit
counters, do not include those
counters in your Air Defense cup.
You can purchase Special Weapons, Aircraft, or Priority
Options with your Special Option Points. The Special Weapons
are found on the Campaign Sheet. The Priority costs are found
on the Help Sheet. The Aircraft costs are found on the Aircraft
cards.
Each Campaign has its
own list of available
Standard Weapons and
Special Weapons. To
select a Special
Weapon, you must pay
Special Option Points
equal to its Weight Points. Standard Weapons do not have a
Special Option Point cost.
Campaign Tracks
Campaign Tracks record damage
inflicted on the enemy’s strategic
resources by your squadron.
Place the Intel, Recon, and Infra
counters on the corresponding
words of the Campaign Tracks.
Read the result to the immediate
right of the counter.
This is a per counter cost. Once you purchase a Special
Weapon, place it on an Aircraft. The Special Option Points used
to purchase Special Weapons are spent, even if the Special
Weapon is not expended during the mission.
Example: In the example graphic, the Recon counter is pointing
to a “3”, the Intel counter is pointing to “-1 Center Site”, and
the Infra counter is pointing to “-0 Hits”.
Recon (Reconnaissance)
This track represents the enemy’s ability to limit reconnaissance
efforts by the United States. As the enemy’s abilities are
damaged, it opens up more Target possibilities for your
squadron to choose from by increasing the number of Target
cards you may draw when selecting the Target for a mission.
Example: You must pay 2 Special Option Points for each GBU16 selected for a mission.
Player Log
Record your Campaign and Pilot
information on the Player Log.
This rating sets the upper limit on the number of cards you may
draw. You may choose to draw each card one at a time.
The information recorded on the
Player Log is used to determine Pilot
Promotion, Special Option Points
expenditures, Target status, and
Campaign outcome. Record any
Optional rules purchased in the
Campaign Notes area. This Sheet
should be photocopied or downloaded from www.dvg.com.
Example: If you already have several Improvement Target cards
lingering from previous missions, you may not want to draw
more Target cards and risk bringing more Improvement Target
cards into play.
Intel (Intelligence)
This track represents the enemy’s ability to determine which
Targets the United States may attack and to position defenses in
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Selecting Squadron Pilots
• Sequence of Play
At the start of the Campaign,
select Pilot cards based on the
experience levels of the Pilots
(Newbie through Veteran). You
can only select Aircraft that
have a Service Year range that
includes the Year of the
Campaign.
Pre-Flight
Draw Target Card(s)
Select Target
Determine and Place Sites Present
Assign Pilots
Arm Aircraft
Target-Bound Flight
Draw Target-Bound Event Card
Place Aircraft
Determine and Place Bandits
Intel Air Defense Adjustment
Draw Over Target Event Card
Phoenix Missile Attacks
Place Turn Counter in Turn Box #1
Record the Pilot Names, Skill Levels, XPs needed for
Promotion, and Cool on the Player Log Sheet.
Experience levels for a Short Campaign Squadron:
1 Newbie, 2 Green, 4 Average, and 1 Skilled.
Experience levels for a Medium Campaign Squadron:
1 Newbie, 2 Green, 5 Average, 1 Skilled, and 1 Veteran.
Over Target Resolution (5 Times)
Jettison Decision
Fast Pilots Attack
Sites and Bandits Attack
One Pilot may Suppress
Pilot under Attack may use Evasion
Slow Pilots Attack
Aircraft Move and Adjust Altitude
Bandits Move
Advance Turn Counter
Experience levels for a Long Campaign Squadron:
1 Newbie, 2 Green, 6 Average, 2 Skilled, and 1 Veteran.
Example: I selected a Long Campaign Squadron for Iraq 1991. I
decided to only select F/A-18C Aircraft, I choose:
Newbie - Wolf
Green - Cowboy, Mustang
Average - Talon, Griffin, Bear, Blackhawk, Panther, Hunter
Skilled - Banzai, Lightning
Veteran - Wedge
Home-Bound Flight
Aircraft Quality
Draw Home-Bound Event Card
Roll for SAR results
The F/A-18C is the baseline for Aircraft quality in the game.
Selecting an Aircraft with inferior abilities is compensated for
by giving you extra Special Option Points at the start of a
Campaign. Choosing a superior Aircraft will cost you SO
Points. The number of Special Option Points gained or spent
depends on the duration of the Campaign you choose.
Debriefing
Record Mission Outcome, Victory Points, Adjust Recon, Infra,
and Intel Counters
Add Target Card Stress to Pilots
Pilot Stress Recovery (all Pilots)
Record Pilot Experience and Stress
Each A-7, AV-8B gives you:
4, 8, 12 SO Points during a Short, Medium, Long Campaign
• Pre-Flight
Each F/A-18E or EA-18G costs you:
2, 4, 6 SO Points during a Short, Medium, Long Campaign
Draw Target Cards
Refer to the Recon Track on
the Campaign Map Sheet to
determine the maximum
number of Target cards you
may draw for the Day. The number shown to the right of the
counter (where the arrow is pointing) is the number of cards
you may choose to draw. Draw cards one at a time.
Each F/A-18F costs you:
4, 8, 12 SO Points during a Short, Medium, Long Campaign
Each F-35B/C costs you:
6, 12, 18 SO Points during a Short, Medium, Long Campaign
Example: If you place two A-7 Aircraft into your squadron, you
would start your Medium Campaign with +16 SO Points.
Example: Based on the Recon counter’s position in the sample
graphic, you can draw up to 3 Target cards.
Pilot Promotion Priority
Examine each of the Target cards and select one as the Target
of the mission. Place it in the Center Area of the Tactical
Display Sheet. Discard the other Target cards.
After you choose your Campaign length, you can use the Pilot
Priority Option. This allows you to immediately Promote one or
more of your Pilots to his next higher level. You can Promote a
Pilot more than once. Each Pilot Promotion for a Short
Campaign costs 6 SO, Medium costs 12 SO, and Long costs 18
SO.
In the column for the current mission, on the Mission Log
below the “Target #” header, write the number of the Target
card you have chosen to attack.
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Select the Pilots from your Squadron that will fly this mission
and place their cards in front of you so they can be armed.
Pilots that are Unfit may not be assigned to a mission.
Recon Priority
After you see the Target cards available to you, you can choose
to purchase the Recon Priority option with your SO Points.
Arm Aircraft
You can spend 2 SO Points to draw 2 more Target cards. Once
you see the additional Targets, you can do it again. You can
repeat this as many times as you like.
Allocate weapons and pods 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
aircraft can carry is limited in several ways: Weight Points per
Aircraft, the weapon list shown on the Aircraft card, the
weapon list shown on the Campaign Sheet, and the Special
Option Points you are able to spend on Special Weapons.
Down Time
You can choose not to fly a mission for the current Day.
If you are not flying a mission this Campaign Day, move the
Infra, Intel, and Recon counters 1 to the left. Then go to the
mission Debriefing and carry out those steps.
Determine and Place Sites
Once your Aircraft are armed, record the number of SO Points
spent on the Log.
There will usually be Sites in the Center Area and surrounding
Approach Areas.
Situational Awareness
Place Situational Awareness counters on the Pilot
cards that have Situational Awareness Points.
At the bottom left corner of each Target
card is a number noting the number of
Sites in each Approach Area (App), and a
second number showing the number of
Sites in the Center Area (Ctr).
Example: A Pilot has a Situational Awareness value
of 2. Place 2 Points of Situational Awareness counters on his
card.
Select Flight Leader
Example: For this Target, place 1 Site in each of the four
Approach Areas and 2 Sites in the Center Area.
Select the Pilot with the highest skill rating to be
the mission’s Flight Leader. If more than one Pilot
has the same highest skill rating, you may select
which of them will be the Flight Leader. Place the
Flight Leader counter on that Pilot’s Aircraft card.
Tactical Display Sheet
Use the Tactical
Display Sheet to
organize your tactical
air-to-air and air-toground combat. A
Turn track is included
to record the five turns
the Aircraft get to
spend Over Target
during each mission.
Example: The most highly skilled Pilot flying the mission is
Skilled. You have selected 2 Skilled Pilots for the mission. You
get to choose which Skilled Pilot will be the Flight Leader.
Weight Point Limit
Each Aircraft has a maximum
number of Weight Points (WPs) of
munition counters it can carry. This
number is reduced by the Target’s
location on the Campaign Map Sheet, (these Weight Points are
assumed to be used to carry extra fuel).
For each Approach Area and for the Center Area, randomly
draw the appropriate number of Air Defense counters from the
cup. Place the counters, with their Site side up, in the
Approach/Center Area for which they were drawn.
Example: If you were Attacking a
Target in this area of the Iraq
1991 Campaign, each Aircraft
would suffer a -3 Weight Point
penalty. An F/A-18C Hornet,
which can usually carry 8 Weight
Points, would only be able to
carry 5 WPs.
You may examine the backs of the Site counters to see which
Bandit/No Bandit possibilities have been eliminated from the
possible Bandit counter draws.
Assign Pilots
You must now decide which Pilots to send on the mission.
Each Target card indicates the maximum number
of Aircraft that can participate in the mission. This
number is shown above the graphic of the Aircraft
in the center of the Target card. You may send
fewer Aircraft on a mission, but you may not send
more than the listed number.
Tanker Priority
You can choose to purchase the Tanker Priority option during
the Arming Step. Having Tanker Priority reduces the mission’s
Weight Point penalty to -0 WPs. Pay 1 SO Point for each
Aircraft flying the mission.
Example: This Target indicates that 4 Aircraft can be taken on
the mission.
9
Over Target Event Card
• Target-Bound
There is a chance that the Target defenses will not be as you
were told. To determine any changes, draw an Event card and
resolve the event shown in the middle section.
This represents the time from when the Aircraft take off until
they reach the Target’s location.
Target-Bound Event Card
Phoenix Missile Attacks
Draw an Event card and resolve the Event in the top section.
If you have F-14 Tomcats equipped with Phoenix
missiles (AIM-54s), you can launch some or all of
them during this step against the enemy Bandits.
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.
Declare all Phoenix missiles to be launched, and the target of
each, before rolling any dice.
Aircraft that Abort do not gain Experience, but do suffer Target
Stress as normal. Aircraft that do not abort must participate in
the Over Target and Home-Bound Phases.
Apply the standard AtA modifiers to these Attacks. During this
step, Phoenix Missile Attacks ignore Range and are not
penalized due to the Aircraft carrying AtG counters.
Place Aircraft
Place each of your Aircraft
counters in one of the Stand-Off
Areas. More than one Aircraft
may begin in an Area. It is a
good idea to plan this at the
same time that you arm your
Aircraft. Also select the initial
Altitude for each Aircraft
counter.
Example: You have 2 F-14s carrying 2 Phoenix missiles each.
There are 4 Bandits on the Tactical Display, a MiG-21, MiG-23,
MiG-25, and MiG-29. You declare 2 Phoenix on the MiG-29, 1
on the MiG-25, and 1 on the MiG-23. You then roll for all 4
Attacks.
• Over Target
The Over Target Resolution phase is divided into five identical
turns. During each turn, resolve the movement and combat on
the Tactical Display Sheet. Use the “Turn” counter to keep
track of the current turn.
Determine and Place Bandits
Jettison Decision
The Target card shows the amount of fighter cover found over
the Target. The exact quantity and type of fighters present is not
known until you reach the Target.
Aircraft may now “jettison” (remove) 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 Dogfight penalties.
The bottom-left corner of each Target
card shows the number of Bandit
counters drawn for each Approach Area
and the Center Area.
Aircraft Attack Sequence
During the appropriate step of a turn, Aircraft can expend
munitions to Attack the Target, Sites, or Bandits. The Speed of
each Pilot is used to determine when his Aircraft Attacks.
Example: For this Target, draw 1 Bandit
counter for each Approach Area, and 1 for the Center Area.
Pilots with a Speed rating of Fast Attack before Sites and
Bandits Attack.
For each Approach Area and the Center Area, randomly draw
the appropriate number of Air Defense counters from the cup.
Place the counters, with their Bandit side up, in the Approach
or Center Area for which they were drawn.
Pilots with a Speed rating of Slow Attack after Sites and
Bandits Attack.
Each Aircraft Attacks individually and may only Attack one
target. Resolve the Attack for one Aircraft before declaring an
Attack for another Aircraft.
If the counter reads “No Bandit” remove it from
the Tactical Display Sheet and return it to the cup.
The remaining counters represent the enemy
fighters defending the Target.
Situational Awareness
Intel Air Defense Adjustment
A Slow Pilot can discard one of his Situational
Awareness counters during the Fast Pilot Attack
step to also Attack during the Fast step of the turn.
The Pilot can still Attack during the Slow step of
the turn as normal.
Consult the Intel track to determine if you must add or can
remove a Site and/or Bandit counter.
If the track notes “Center”, draw or Destroy the indicated type
of Defense from the Center Area. If the note does not read
“Center”, Destroy the indicated type of Defense counters from
the Center or any one Approach Area. If the track notes +1 Site
or +1 Bandit, draw and add it to the appropriate area of the
Tactical Display Sheet.
A Fast Pilot can discard one of his Situational Awareness
counters during the Slow Pilot Attack step to also Attack during
the Slow step of the turn. The Pilot can still do this even if he
Attacked during the Fast step of the turn.
10
Discarding a Situational Awareness counter only effects the
Pilot’s Attack for the current turn.
number, a Hit is scored on the Bandit. Remove each fired
weapon counter from the Aircraft. A Bandit is Destroyed when
it suffers 1 Hit.
A Pilot can only use his Situational Awareness counters to give
himself extra Attacks. He cannot use them for other Pilots.
Modifiers
Discard the counter when you want the extra Attack to occur.
Remove all unused Situational Awareness counters from the
Pilots at the end of each mission.
Add the current Pilot AtA modifier to the
die rolls. The current AtA modifier is
based on the Pilot’s current Stress Points
as well as other modifiers that might be in
effect.
Flight Leader
Unlike the other Pilots, the Flight Leader can use
his Situational Awareness counters to gain extra
Attacks for himself, or expend them for the other
Pilots flying the mission.
Some Bandits also have a defense modifier on their
counter.
Attack Restrictions
An Aircraft is limited to which enemy units it may Attack based
on its current position, Altitude, and weapons load. Each turn a
Pilot may declare one enemy to be the target of his Attack:
Example: When Hunter (as a Veteran) has 0 to 6 Stress, he uses
his Okay stats. He is Fast and has +1 Air Combat skill and +0
Ground Attack skill. When he has 7 to 11 Stress he becomes
Shaken. He becomes Slow with -2 Air Combat and -3 Ground
Attack skill. When he has 12 or more Stress, he is Unfit.
Attack the Target with any and all Air-to-Ground weapon
counters provided they are in range of the Target and the
Aircraft is at the proper Altitude.
OR
Attack the Target with Guns, if at Low Altitude and in the
Center Area.
OR
Attack any one Site with any and all Air-to-Ground weapon
counters provided they are in range of the Site and the Aircraft
is at the proper Altitude.
OR
Attack any one Site with Guns, if the Aircraft is at Low
Altitude and in the same Area as the Site.
OR
Attack any one Bandit with any and all Air-to-Air weapon
counters that are in range of the Bandit.
OR
Attack any one Bandit with Guns, if in the same Area as the
Bandit.
Example: When Hunter (as a Veteran) Attacks a MiG-21 Bandit,
he would be able to Attack the Bandit before the Bandit
Attacks, because he is Fast. I would also be able to add +3 to
his die roll (+1 for his AtA skill and +2 more for the MiG’s
defense modifier for a total of +3).
Dogfight Weight Point Penalty
The following table shows the penalty a Pilot suffers when
Attacking or Suppressing a range 0 Bandit while loaded with
Air to Ground munitions.
AtG Weight Points
2 or less
3
4
5 or more
When an Aircraft is ready to Attack, declare the target of the
Attack and the munitions to be expended, or if the Attack will
be made with Guns. Resolve the Attack as described in the
appropriate section below.
AtA Penalty
-0
-1
-2
-3
These penalties do not apply for Attacks or Suppressions made
at a range of 1 or greater. Do not count Weights Points from
Pods.
The number of Hits needed to destroy a
Target is listed on the Target card.
Air Combat Results
If a Hit is achieved, the targeted Bandit is Destroyed and
removed from the Tactical Display Sheet. Place the Bandit
counter back in the cup with the other counters. Remove each
expended weapon counter from the Aircraft, even if they were
not needed.
Example: You must inflict 7 Hits to
Destroy this Target.
Air to Air Attacks
When you expend Air-to-Air weapons or
Attack a Bandit with Guns you may score
a Hit on the Bandit. Roll a d10 for each
weapon fired and look at the Attack
number on the weapon. If the modified die
roll is equal to or greater than the Attack
Air to Air Combat Example:
Hunter is Attacking a MiG-21 with two AIM-9 AtA
missiles. I launch the missiles by removing them
from the Aircraft card and rolling one 10-sided die
for each counter (two rolls). I am attempting to roll
the Attack number at the top of the counter or higher. The AIM11
Example: After dropping a Mk. 84 onto an S-60, I roll a die and
get the result of 7. The S-60 is Destroyed and removed from
the Tactical Display Sheet and returned to the cup.
9 has an Attack number of 6. I also add my Pilot’s AtA Skill to
the die roll (+1), and the MiG-21’s defense modifier (+2). The
MiG-21 will be Destroyed if I Hit it once. I roll a 6 and a 2. The
modifiers change the die rolls to 9 and 5. The roll of 9 is equal
to or higher than the Attack number (6) on the AIM-9. The MiG21 is Destroyed.
Damage to the Target
Use the Target Damage counters to record the Hits inflicted on
the Target.
Air to Ground Attacks
When you expend air to ground weapons to Attack the Target
or a Site, you may score one or more Hits. Roll a d10 for each
weapon fired and look at the Attack number(s) on the weapon.
Example: After dropping a Mk. 84 on the Target, I
roll a die and get the result of 10. The Target
suffers 3 Hits. I place a 3-Hit Damage counter on
the Target card.
Attack Numbers
If the modified die roll is equal to the
first number but less than the second
number, one Hit is scored.
A Target is Destroyed if it suffers a number
of Hits equal to or greater than the number
listed in the lower-left corner of the Target
card. You do not have to destroy the Sites
and Bandits to Destroy the Target.
If the modified die roll is equal to the
second number but less than the third
number, two Hits are scored.
You do not have to inflict Hits
against a Target that does not have a
Hits rating. The Infra track on the
Campaign Sheets as well as other
game effects modify the number of
Hits needed to Destroy a Target. Do
not modify the Hits needed to
Destroy a Target card that lacks a
Hits rating.
If the modified die roll is equal to the third number but less
than the fourth number, three Hits are scored.
If the modified die roll is equal to or greater than the fourth
number, four 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.
Example: Target #58 “Fighter
Sweep” does not have a Hits rating.
Regardless of effects, you do not
have to inflict any Hits to Destroy the Target. In this case, you
just need to shoot-down the Objective Bandits
Examples:
When using a Mk. 82, if you roll 1-6 you miss. A roll
of 7 through 9 scores 1 Hit. A roll of 10+ scores 2
Hits.
Spill Over Damage
Damage never spills over to another target. Extra Hits inflicted
on a Site do not carry over to affect another Site or the Target.
Likewise, extra Hits scored against the Target do not affect
Sites.
When using a Mk. 84, if you roll 1-2 you miss. A roll
of 3-4 scores 1 Hit. A roll of 5-7 scores 2 Hits. A
roll of 8+ scores 3 Hits.
Site and Bandit Attacks
If you are Attacking the Target or a Site with Guns, the Aircraft
must be at Low Altitude. 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.
After Fast Aircraft Attack, all surviving Sites and Bandits
Attack. A Site is limited to which Aircraft it can Attack based
on the Altitude and range to the player’s Aircraft. A Bandit is
limited to the Aircraft it can Attack based on the Bandit’s range
to the player’s Aircraft.
Damage to Sites
If one or more Hits are inflicted on a Site, the Site is Destroyed
and removed from the Tactical Display Sheet. Place the Site
counter back in the cup.
Each Site and Bandit Attacks individually and may only Attack
one Aircraft. Resolve the Attack for the Site or Bandit before
starting an Attack for another Site or Bandit.
Some Sites also have a defense modifier on their
counter.
A Site or Bandit automatically targets the closest Aircraft. If
more than one Aircraft is equally close, randomly determine
which one is Attacked.
Aircraft Reactions
Example: When Hunter (as a Veteran) Attacks an SA-8A Site, he
would be able to Attack the Site before the Site’s Attack
because he is Fast. I would add +1 for the Site’s defense
modifier.
After the target of a Site or Bandit’s Attack is determined, you
may have your Aircraft react to the Attack. You can first attempt
to Suppress the Attack. If you choose not to Suppress, or it
fails, you can try Evading.
12
Suppression
Any one Aircraft may perform a Suppression Attack on the Site
or Bandit. Specify a Gun Attack, or the weapon counter(s) to be
expended. Apply all Attack modifiers and Options to the
Suppression rolls as normal. If the Suppression die rolls
indicate that a Hit is inflicted, the Site or Bandit Attack is
cancelled. However, the Site or Bandit does not suffer damage
from the Suppression Attack. If the Suppression attempt(s) fail,
the Aircraft cannot try again for that Attack, but can try to
Suppress future Attacks.
Example: Scout is flying at High Altitude in the
same Area as an S-60. The S-60 can only Target
Low Altitude Aircraft. Scout cannot be Targeted.
Aircraft Movement
During this step you may move your Aircraft from their current
Area to an adjacent Area.
You may also change the Altitude of your Aircraft. There are
two Altitude levels in the game: High and Low. The Altitude
levels affect which weapons an Aircraft can use and which Sites
can Attack them.
Example: Bison has been targeted by an SA-10 Site. Raider
drops a Mk. 82, Hitting the SA-10. The SA-10’s Attack against
Bison is cancelled, but the Site is not Destroyed.
Example: I have an A-6 at High Altitude in the East Approach
Area. It can move to any 1 of the following Areas: the Center
Area, the North or South Approach Areas, or any of the 3
Eastern Pre-Approach Areas. When I move the Intruder, it can
remain at High Altitude or change to Low Altitude.
Evasion
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 2 Stress Points on its card. When rolling for
the Site or Bandit Attack, roll 2 dice, and use the lower roll.
You may exit the Tactical Display and end the Over Target
portion of the mission during the Aircraft Movement step of
any turn. If you choose to do so, remove all your Aircraft from
the display. At the end of Turn #5, remove all your Aircraft
from the display.
Example: Hoss has been targeted by a MiG-23. He chooses to
go Evasive and rolls two dice for the MiG’s Attack. The rolls are
10 and 1. Using the 1 result, Hoss is missed by the MiG-23.
Evasion can be used for Site and Bandit Attacks while an
Aircraft is Over Target or when reacting to a Special Event
Attack when weapon counters can be expended to reduce the
number of Special Event Attacks.
Example: At the end of turn #3 Over Target, I have Destroyed
the Target and decide to end the Over Target phase. I remove
all my Aircraft counters from the Tactical Display during the
Aircraft Movement step.
Attack Resolution
Roll a d10 for the Air Defense counter and look at the Attack
numbers on the Site/Bandit to resolve the Attack.
Example: At the end of turn #5, I have not Destroyed the
Target, but I must end the Over Target phase. I remove the
Aircraft counters from the Tactical Display Sheet.
If the modified die roll is less than the first number, there is no
effect on the player’s Aircraft.
Bandit Movement
If the modified die roll is equal to the first number but less than
the second number, add 1 Stress Point to the target Pilot’s
current Stress level.
Bandits move after your Aircraft move. Each Bandit may move
one Area but is not required to move. Bandits do not use
Altitude. Use the following rules to determine if and where a
Bandit moves:
If the modified die roll is equal to the second number but less
than the third number, the target Aircraft is Damaged. Remove
all weapon, pod, and Situational Awareness counters and give
the Pilot 2 Stress Points. If an Aircraft is Damaged a second
time during a mission it is Destroyed.
If there are one or more Aircraft within the Bandit’s range, the
Bandit does not move.
If no Aircraft are within the Bandit’s range, move the Bandit
one Area closer to the closest Aircraft. If more than one Aircraft
is equally close, randomly determine which Aircraft the Bandit
moves toward.
If the modified die roll is equal to or greater than the third
number, the target Aircraft is Destroyed. Remove the Destroyed
Aircraft from the mission. Conduct a SAR (Search And
Rescue) check for each Destroyed Aircraft during the HomeBound Flight phase.
Example: During the Bandits Move step, a MiG-21 is in the
Center Area and Wolf is in the South Pre-Approach Area. The
MiG-21 moves into the South Approach Area. If I have an
Aircraft in both the North and South Pre-Approach Areas, the
MiG-21 will randomly move into one of the two Areas. If my
Aircraft were in the North or South Approach Areas, the MiG21 would not move because it has an Attack range of 1.
Example: Farmboy has been targeted by a Zu-23-4
Site in his Area. Farmboy does not Suppress or
Evade. I roll once for the Site. If I roll a 1 or lower
Farmboy is missed and suffers no ill effect. If I roll
a 2 through 4, he suffers 1 Stress. If I roll a 5 through 7 he is
Damaged. If I roll an 8 or higher he is Destroyed.
13
• Home-Bound
• Debriefing
Home-Bound Event Card
Record the number of Special Option Points you spent during
the mission, and the number you have remaining below the
Pilot information.
Draw an Event card and resolve the Event shown in the bottom
section.
Below the Special Options 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.
Search And Rescue
After resolving the Home-Bound Event, check the Search And
Rescue, or SAR (pronounced “sar”) results for any Aircraft that
were Destroyed 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,
and modify it as shown below, for each Pilot shot-down.
Roll
9+
Result:
Quick Recovery: The Pilot suffers 3 Stress in addition
to any mission Stress suffered, and gains 1 Experience
Point for flying the mission as normal.
6 to 8
Recovered Under Fire: The Pilot suffers 5 Stress in
addition to any mission Stress suffered, and gains 1
Experience Point for flying the mission as normal.
5-
Missing in Action: The Pilot becomes Unfit for the rest
of the Campaign unless rescued by an Event card. If he
is rescued, he returns with 1 Experience Point for
flying the mission as normal, and resets his Stress to 3.
Adjust Campaign Tracks
If the Target was Destroyed, refer to the Target
card to determine which tracks are adjusted,
and by how many spaces.
Move the Intel, Recon and Infra counters to
the right along their tracks the number of
spaces equal to the number found on the Target card. A counter
is never moved to cover the last space on the track.
Example: If the Target is Destroyed, move the Recon counter 1
space to the right and the Infra counter 2 spaces to the right.
If the Target was not Destroyed, do not adjust the Campaign
Map Sheet tracks.
The SAR check roll is modified as follows:
• Subtract the Weight Point penalty for the Target (shown on the
Campaign Map Sheet). This is not modified by the Tanker
Priority option.
Target Status
If the Target was Destroyed during the mission, set the Target
card aside until the Campaign is over. If the Target was not
Destroyed, discard it.
• Add 1 to the roll for each Weight Point of AtG weapons
expended by any Aircraft still flying the mission for this roll.
This modifier only applies to the current SAR die roll not for
all SAR die rolls.
Campaign Outcome
If this mission was the last
mission of a Campaign, find your
Campaign result on the Campaign
Map Sheet. Compare your total
Victory Points to the numbers
listed by the Campaign duration
you were playing.
• Add 2 to the roll if the Aircraft was Shot-Down during TargetBound, or 1 if Shot-Down during the Home-Bound step.
Example: During the mission, 2 of my 3 Pilots were shot down.
Bear was shot down during the Target-Bound step, and Banzai
was shot down during the Over-Target step. Shifty remains
unharmed and still carries a few weapon counters.
Example: If you were playing a Short, Libya 1984 Campaign,
and earned 11 Victory Points over the 4 Days, you would have
earned a Good Campaign Victory outcome.
I choose to expend a Mk. 83 (2 Weight Points of AtG) from
Shifty for Bear’s SAR roll. The Target had a -2 WP modifier due
to its location on the Campaign Map Sheet. I roll a die and get
a 5. I add +2 to the roll for the expended Mk. 83, +2 more
because Bear was shot down during the Target-Bound step,
and -2 for the Target WP penalty. Bear’s Search and Rescue
result is a 7. He is Recovered Under Fire. I place 5 more Stress
Points on his Pilot card and return him to the squadron.
Destroyed Aircraft
Lose 1 Victory Point for each of your Aircraft that was
Destroyed during the Campaign.
Lose an additional 1VP, 2VP, or 3VP during a Short, Medium,
or Long Campaign for each of your Pilots that suffered a
Missing In Action result (and was not later recovered with the
Search and Rescue Event card).
Shifty does not have any more AtG counters to use for Banzai. I
roll a 6 for Banzai’s Search And Rescue result. I subtract 2 for
the Target’s WP penalty. Banzai is Missing in Action. I remove
his card from the squadron for the rest of the Campaign.
Pilot Stress, Recovery and
Experience
During the mission, Pilots that fly a mission suffer Stress and
gain Experience Points. The number of Stress Points a Pilot has
14
suffered modifies his skills. The number of Experience Points a
Pilot has earned determines promotion for the Pilot.
gains 1 additional Experience Point. You can also gain
Experience due to Target cards, Target Range, or Event cards.
Adding Target Stress
Long Range Bonus Target Experience
After the mission is over, each
Pilot that flew the mission also
suffers Stress based on the
Target’s Area on the Campaign
map.
The Targets in the most distant
range band in some Campaigns
are worth 1 bonus Experience
Point. Such range bands are
noted with a “+1XP” on the
Campaign sheet.
All the Pilots who fly a mission
against one of these Targets, and Destroy the Target, gain 1
extra Experience Point.
Example: All Pilots who fly a
mission against Target #44 (see graphic) suffer 2 Stress Points.
Pilot Stress Recovery
After the Target Stress Points are determined,
the total Stress Points for a Pilot are reduced
by the Cool number shown on the Pilot card.
This number was also written on the Player
Log at the start of the Campaign.
Example: You fly a mission against Target #24 (see graphic) and
Destroy the Target. Each Pilot flying the mission gains 1 extra
Experience Point.
Promoting Pilots
Check for Pilot Promotion after resolving all mission Stress. If
the Experience Point total for a Pilot is equal to or greater than
the Promotion number for the Pilot, he is promoted. Promotion
consists of switching the Pilot card for his next higher Pilot
Experience Level and noting his new Experience Level on the
Player Log Sheet. Pilots Promote from: Newbie to Green,
Green to Average, Average to Skilled, Skilled to Veteran, and
Veteran to Ace.
When a Pilot does not fly during a
Day, he recovers Stress equal to
his Cool plus 2.
Example: Hunter gained 7 Stress
during the last two missions. He is
Shaken and will not be flying the
current mission. After the mission,
he will recover 1 Stress due to his
point of Cool and 2 more Stress
because he rested during the Day
instead of participating. At the beginning of the next Day he will
only have 4 Stress on his Aircraft and he will be able to use his
Okay stats.
Example: Hunter just completed a successful mission. He has
earned 2 more Experience Points, bringing his new total to 12.
He Promotes from Veteran to Ace.
If a Pilot is promoted, recheck his Stress Points total to
determine if he is Okay, Shaken, or Unfit. Also check to see if
his Cool rating changed, and record his new Cool on the Player
Log Sheet.
Priority R&R
Once after every mission you may spend 9 SO Points to remove
2 Stress plus the Pilot’s Cool from every Pilot in your squadron.
Once a Pilot is Promoted, he loses the Experience Points that
gained him the Promotion. Record the new number of
Experience Points he must earn to reach the next Experience
Level on the Player Log Sheet.
Damaged Aircraft
Damaged Aircraft are automatically repaired and fly the next
mission as normal. The only limitation on availability for the
next mission is the Stress accumulated by the Pilot.
Example: Newbie Banzai has just returned from a mission. He
earned 2 Experience Points, bringing his total to 5 Experience
Points. He Promotes to Green.
Destroyed Aircraft
If the Pilot is recovered by SAR, add the indicated amount of
Stress to his card, the Pilot rejoins the Squadron, and continues
as normal.
Example: If Newbie Banzai’s 2 Experience Points give him a
total of 6 Experience Points, he Promotes to Green (using 5 of
his Experience Points) and has 1 Experience Point toward
Promoting to Average.
If the SAR result is Missing In Action, remove the Pilot from
the Campaign.
Recording Pilot Experience & Stress
Write the current number of Stress Points for each Pilot on the
Player Log in the column for the current mission.
Give each Pilot that flew the mission 1 Experience Point in the
XP’s Gained column on the Player Log, even if he was ShotDown. If the Target was Destroyed and no Aircraft were
Destroyed during the mission, each Pilot that flew the mission
15
Example: I am preparing my Navy squadron for the Short Iraq
1991 Campaign. I place all the Navy Aircraft into a cup that can
fly in 1991. I draw one counter and assign him to be my Newbie
Pilot. I then draw two more counters for my Green Pilots, etc.
• Optional Rules
At the start of a Campaign, decide which Optional Rules you
want to use and record them in the Campaign Notes section of
the Player Log.
Campaign Difficulty
Night Missions
The core Campaign is “Average” difficulty. You can adjust the
difficulty by selecting Disadvantages and Advantages. Record
the Difficulty you choose and adjustments for the Campaign.
Some of the Target cards have a night-vision
view of the Target (2, 3, 14, 15, 19, 24, 25,
26, 27, 38, 39, 40, 41, 42, 47, 48, 49, 50, 51).
You can choose to fly each of these missions
at “night”. If you fly them during the “day”,
fly them as normal.
Difficulty
Ace
Veteran
Skilled
Average
Green
Newbie
Make this decision during the Arm Aircraft
step. If you choose to fly the mission at night, use the following
rules.
Do not use
the standard
sequence
each turn
Over Target (Fast, Enemy Defenses, Slow). At the start of each
turn Over Target, randomly draw one of the four “Fast”,
“Slow”, “Bandits”, and “Sites” counters to determine which
Aircraft and enemies will act. All your Slow Pilots act when
you draw the Slow counter, all their Sites act when you draw
the Sites counter, etc. Once you resolve all attacks, draw the
next counter, and so on until all four counters have been drawn
for the turn.
Adjustments
Select 3 Disadvantages
Select 2 Disadvantages
Select 1 Disadvantage
No Adjustment
Select 1 Advantage
Select 2 Advantages
Disadvantages
Extra Stress: Pilots suffer 1 extra Stress when flying a
mission.
Improved Sites/Bandits: Add 1 to Site and Bandit die rolls.
Extra Sites/Bandits: Place 1 extra Site counter when placing
Center Area Sites and draw 1 extra Bandit counter when
determining Center Area Bandits.
Reduced SOs: Start with fewer SO Points. Short = -6, Medium
= -15, and Long = -24.
All Pilots flying the mission suffer 1 Stress at the start of the
mission.
Advantages
Less Stress: Pilots suffer 1 less Stress when flying a mission.
If you Destroy the Target, you gain Special Option points equal
to the number of Aircraft specified by the Target card.
Downgraded Sites/Bandits: Subtract 1 from Site and Bandit
die rolls.
Example: If you Destroy Target 14, you receive 3 SO points.
Fewer Sites/Bandits: Place 1 fewer Site counter when placing
Center Area Sites and draw 1 fewer Bandit counter when
determining Center Area Bandits.
There is no Short, Medium, or Long Campaign SO cost to
being able to fly Night Missions.
Increased SOs: Start with more SO Points. Short = +6,
Medium = +15, and Long = +24.
Note: Flying a mission at “Night” does not have any other
effects. Each Pilot can still only fly one mission per Campaign
Day, Secondary Target rules still work as normal, etc.
High Stress Attacks/Suppressions
Before any Pilot performs an Attack or Suppression for the
turn, you can decide to gain +1 on all his Attack and
Suppression rolls for the turn. The Pilot suffers 1 Stress Point
each turn this is used. A Pilot may only do this once per turn. If
you select this option, pay 3, 6, or 9 SO’s for Short, Medium,
or Long Campaigns.
Flying 1 Less, or 1 More, Aircraft
You can take 1 more Aircraft than the Target card specifies, but
you lose 1 VP. If you take 1 less Aircraft than the Target card
specifies, and still Destroy the Target, you gain 1 extra VP. If
you select this option, pay 3, 6, or 9 SOs for Short, Medium, or
Long Campaigns.
Large Deck Marine Campaigns
Random Squadron Selection
Marines also operate squadrons of strike aircraft from large
deck Navy Attack Carriers. Use the following rules to
command one of these squadrons.
Instead of selecting your Pilots, randomly determine them.
Place all the selectable Aircraft counters (based on Service
Life) in a cup. Randomly select the appropriate number of
counters from the cup. Assign each set of draws to a Skill Level
before you draw. Pay and/or gain SO’s as normal for the
Aircraft drawn. If you use this option, gain 6, 12, or 18 SOs for
Short, Medium, or Long Campaigns. If you end up with less
than 0 SO Points, return the Aircraft counters and draw again.
Use the standard Marine Target card selection, range band, and
“Secure” rules.
Do not select AV-8B Harrier IIs.
16
Subtract 1 from the number of Aircraft assigned to each Target
card.
• Aircraft and Ordnance
Aircraft
Example: You could normally assign 3 Aircraft to attack Target
card #58, but when using this Option you can only assign 2
Aircraft.
If you select this option, pay 3, 6, or 9 SOs for Short, Medium,
or Long Campaigns.
A-6 Intruder:
A two-seater aircraft that first saw
combat in the skies over Vietnam. The
A-6 remained the Navy’s primary strike
aircraft until it was replaced by the
Hornet.
Replacement Pilots
Each time you have a Pilot suffer a Missing In Action result,
you can make one attempt to replace the Pilot during the Assign
Pilots step of one future mission. Select a random Pilot (not in
your squadron) flying the same Aircraft type as the Missing
Pilot. If there are no remaining Pilots for that Aircraft type, you
cannot receive a replacement. Roll to determine the Skill Level
and SO cost of the replacement Pilot. Once you see the result
of the die roll, you can choose to accept or decline the
replacement. If you accept, add the Pilot to your Squadron and
pay his SO cost. If you decline, you cannot roll again in the
future for that Missing Pilot. If the Missing Pilot is later
recovered, choose which of the 2 Pilots to keep and remove the
other from the Campaign.
Roll
1
2-4
5-7
8-9
10
Skill Level
Newbie
Green
Average
Skilled
Veteran
Special Rules: A-6s do not have internal guns and cannot carry
air-to-air weapons.
A-7 Corsair II:
Another aircraft that first saw action
during the Vietnam War. The A-7 was
designed to be a maneuverable strike
fighter that also had limited air combat
capability. It last saw action over Iraq
during Operation Desert Storm.
SO Cost
0
1
4
7
10
Special Rules: You gain 4, 8, or 12 Special Option Points for
each A-7 you select for a Short, Medium, or Long Campaign.
You cannot arm an A-7 with more than 2 AIM-9s.
Damaging Targets
If you score at least one-half the Hits needed to Destroy a
Target, but less than the Hits needed to Destroy the Target, you
Damage the Target. Note on your Log the number of Hits you
scored on the Target. You score one-half the Target’s VPs,
rounding down. If you later shuffle the Target deck and draw
the Target, it begins with the Hits you previously inflicted on it.
Do not discard “Improvement” Targets, they remain selectable.
If you then Destroy the Target, gain one-half the Target’s VPs,
rounding up, and its normal Intel, Infra, and Recon track
adjustments. If you select this option, pay 3, 6, or 9 SO’s for
Short, Medium, or Long Campaigns.
AV-8B Harrier II:
The Harrier is operated by the US
Marine Corps Also known as the
“Harrier Jump Jet”. It is capable of
taking-off and landing vertically. This
made the aircraft a perfect choice to
operate from the Marine’s small deck
shore assault carriers. These aircraft are
well-suited for both air-to-ground and air-to-air combat.
• Credits
Game Design
Game Development
Suggestions and Ideas
Game Art:
Rulebook Edits:
Dan Verssen
Holly Verssen
Dave Schueler, Chris Fawcett
Wan Chiu
Hans Korting, Christoph Haeberling
Special Rules: Harriers flying at Low Altitude are assumed to
be flying “Nap of the Earth” (tree top level). Low Altitude
Harriers treat Site and Bandit Damaged results as if they were
Stress results. This rule has no affect on Special Event cards.
You gain 4, 8, or 12 Special Option Points for each AV-8B you
select for a Short, Medium, or Long Campaign.
Example: Normally, an SA-11 would inflict a Stress point on a
die roll of 2, 3, 4, or 5, a Damage on a roll of 6 or 7, and a
Destroyed on a roll of 8, 9, or 10. If the SA-11 was attacking a
Low Altitude Harrier, it would inflict a Stress point on a roll of 2,
3, 4, 5, 6, or 7, and a Destroyed on a roll of 8, 9, or 10.
17
E-2C Hawkeye:
An aircraft with multiple crew
members. The Hawkeye also began its
service life during the Vietnam War. It
continues to serve as the long-range
eyes and ears of the fleet, and will do
so into the foreseeable future.
F-14 Tomcat:
A two-seater aircraft. The Tomcat was
designed as a long-range missile slinger
to bring down Soviet bombers during
the Cold War. The F-14 is the only
aircraft to carry the AIM-54 Phoenix
missile.
Special Rules: The E-2C cannot carry any munition counters
and does not have an internal gun.
Special Rules: The F-14 can carry the air-to-ground weapon
counters listed on its card, but it cannot carry more than 4
Weight Points of them. The F-14 cannot carry more than 6
AIM-54 Phoenix missiles.
Some Hawkeye cards list a die roll to ignore a Special Event. If
you draw a Special Event card that you would like to ignore
and there is a Hawkeye participating in the mission, roll a die.
If you roll the specified number or higher, ignore the Event. E2Cs have the ability to expend their Situational Awareness
counters for the other Aircraft in your mission even if the E-2C
is not the Flight Leader.
F/A-18C Hornet:
The Hornet was the first multi-role
aircraft fielded by the US Navy since
the retirement of the F-4 Phantom. The
F/A-18 carries a wide variety of air-toair and air-to-ground weapons.
Additionally, its pilots are able to
quickly switch between AtA and AtG
modes, which further enhances its flexibility.
Some Hawkeye cards will also give the other Aircraft a bonus
on their air-to-air and/or air-to-ground die rolls. When you add
a Hawkeye to a mission, it does not count against the number
of Aircraft you can send on the mission.
EA-6B Prowler:
A two-seater aircraft. The EA-6B
evolved from the EA-6A, which in turn
was an extension of the A-6. The
Prowler is responsible for jamming
enemy radar and sensor systems to
protect the strike aircraft.
F/A-18E Hornet:
The E version of the Hornet was
developed to expand on its already
formidable air-to-ground capability.
Nicknamed the “Super Hornet”, these
aircraft can carry even heavier loads.
Special Rules: Subtract 1 from all enemy die rolls that are
targeting one of your Aircraft (including the Prowler) in the
Prowler’s Area. Additionally, subtract 1 more (for a total of -2)
from any enemy die rolls targeting the Prowler itself. These
subtractions are used for Site and Bandit Attacks while Over
Target or when reacting to a Special Event Attack when weapon
counters can be expended to reduce the number of Special
Event Attacks. The Prowler does not use Weight Points, it
always carries 4 AGM-88s. Arm fewer AGM-88s if you run out
of AGM-88 counters. The Prowler does not have an internal
gun and cannot carry air-to-air weapons.
Special Rules: You must pay 2, 4, or 6
Special Option Points for each F/A-18E you select for a Short,
Medium, or Long Campaign.
F/A-18F Hornet:
A two-seater aircraft. The F version is
based on the F/A-18E Super Hornet’s
airframe and adds a second cockpit
position. This version of the Hornet is
oriented toward air-to-ground missions.
In Navy jargon, the E and F are
referred to as “Rhino” to avoid
confusion with the earlier C model Hornets.
Special Rules: You must pay 3, 6, or 9 Special Option Points
18
for each F/A-18F you select for a Short, Medium, or Long
Campaign.
AIM-9 Sidewinder: The Sidewinder has been used
by US aircraft since the 1950s. It is a heat-seeking
weapon that homes in on the heat produced by jet
engine exhaust. A pilot declares the launch of a
Sidewinder with the radio call of “Fox Two!”.
AIM-54 Phoenix: The Phoenix was designed to
engage Soviet bombers before they could launch
cruise missiles at the carrier and its task force. The
launching aircraft must first designate the target
with its radar, but unlike the Sparrow, the AIM-54 possesses its
own radar and can guide itself to the target. A pilot declares the
launch of a Phoenix with the radio call of “Fox Three!”.
EA-18G Hornet:
A two-seater aircraft. The G model is a
specialized version of the F/A-18F. It
replaces the Navy’s EA-6B Prowlers
and takes over the role of jamming
enemy radars and sensors. It carries
AIM-120s for defense, but is usually
loaded to attack and suppress enemy
ground sites. Nicknames include “Growler” and “Grizzly”.
Special Rules: AIM-54s can only be carried by the F-14
Tomcat. You can fire Phoenix missiles during the Phoenix
Missile Attacks step of the Target-Bound Phase as well as
during Over Target turns. During the Phoenix Missile Attack
step, each Phoenix missile can target a different Bandit.
Designate all targets before rolling any dice.
Special Rules: Subtract 1 from all enemy die rolls that are
targeting one of your Aircraft (including the EA-18G) in the
EA-18G’s Area. Additionally, subtract 1 more (for a total of -2)
from any enemy die rolls targeting the EA-18G itself. These
subtractions are used for Site and Bandit Attacks while Over
Target or when reacting to a Special Event Attack when weapon
counters can be expended to reduce the number of Special
Event Attacks. The EA-18G does not have an internal gun. You
must pay 2, 4, or 6 Special Option Points for each EA-18G you
select for a Short, Medium, or Long Campaign.
AIM-120 AMRAAM: The AMRAAM
(pronounced “am-ram”) is much like the Phoenix
missile in that it can self-guide to the target. The
AIM-120 is however more agile than the AIM-54,
and can be effectively used in close range combat. It has the
nickname of “Slammer”. As with the Phoenix, a pilot declares
the launch of an AMRAAM with the radio call of “Fox
Three!”.
Special Rules: AMRAAMs have the Independent ability, but
cannot use it to target a Bandit at range 0 or 1. To Attack a
Bandit at range 0 or 1 it must be your Pilot’s declared target.
F-35B/C Lightning II:
The F-35B/C is the Navy’s first
generation of “Stealth” fighters. These
aircraft are very capable in both the airto-air and air-to-ground roles.
Example: Your F/A-18E is in the South Pre-Approach Area and
selects a MiG-21 in the South Approach Area for his Attack. He
fires an AIM-9 at the MiG-21. At the same time, he can fire
some of the AIM-120s he his carrying. You could fire 1 at the
MiG-21, 1 at a Bandit in the North Approach Area, and 1 at a
Bandit in the Center Area. He could not fire 1 at a MiG-23 in
the South Approach Area, because it is only at range 1 and is
not the declared target.
Special Rules: The enemy Bandits and
Sites ignore (do not Move toward or
Attack) F-35B/Cs at a range of 1 or more. Each F-35B/C
Aircraft card has a Stealth notation with a die roll. Roll a die
for Stealth for Site and Bandit Attacks while an F-35B/C is
Over Target or when reacting to a Special Event Attack when
weapon counters can be expended to reduce the number of
Special Event Attacks. If you roll the Stealth rating or higher,
you cancel the enemy Attack. Roll for Stealth before
Suppressing and Evading. You must pay 3, 6, or 9 Special
Option Points for each F-35B/C you select for a Short,
Medium, or Long Campaign.
Air to Ground Weapons (AtG weapons)
Mk. 20 Rockeye: The Rockeye evolved out of the
Vietnam era CBUs (Cluster Bomb Units). As the
bomb approaches the ground, the outer casing
breaks open, scattering hundreds of hand-grenade
sized bomblets over an area the size of a football field.
Special Rules: If you use Rockeyes to Attack a Soft Target or
Site, add 5 to its Attack die rolls. Rockeyes are immune to the
Dispersed limitation of only being able to score 1 Hit per
counter.
Ordnance Counters
Air to Air Missiles (AtA weapons)
AIM-7 Sparrow: The Sparrow has been the
primary US Navy radar-guided air-to-air missile
since the Vietnam War. To launch an AIM-7, the
attacking aircraft “paints” the bandit with its radar
energy. The Sparrow then engages the target by homing in on
the reflected radar energy. When a pilot launches a Sparrow, he
puts out the radio call of “Fox One!” to notify friendly pilots.
Mk. 82 Iron Bomb: This category represents a
wide variety of close range ground attack
weaponry in the 500-pound weight range. These
weapons are unguided and trace their ancestry back
to the bombs carried by WWII aircraft.
19
Mk. 83 Iron Bomb: These weapons are a larger
version of the Mk. 82. Each weighs 1000 pounds.
Dispersed limitation of only being able to score 1 Hit per
counter.
GBU-10: The GBU-10 is the laser-guided version
of the 2000 pound Mk. 84 bomb. The GBU
(Guided Bomb Unit) adds a laser seeker head and
guidance fins to convert the unguided bomb into a
precision weapon. The original Paveway system entered service
in 1968.
Mk. 84 Iron Bomb: These weapons are an even
larger version of the Mk. 82. Each weighs 2000
pounds.
AGM-62 Walleye: The AGM-62 was first used
during the Vietnam War. Walleyes are guided to the
target by the launching aircraft through the use of a
television camera in the nose of the weapon. The
AGM-62 is an unpowered glide bomb. Once launched, they can
glide for many miles.
GBU-16: The GBU-16 is based on the 1000 pound
Mk. 83.
GBU-12: The GBU-12 is based on the 500 pound
Mk. 82.
AGM-65 Maverick: The Maverick is a rocketpowered precision-guided missile that has been in
the Navy’s inventory since the 1970s, having
replaced the AGM-12 Bullpup. The weapon can be
equipped with several different types of seeker-heads including
television, infra-red, and laser.
GBU-31 JDAM: The JDAM (Joint Direct Attack
Munition) is the latest generation of smart weapons
fielded by the US military forces. The GBU-31 is a
bolt-on kit that attaches to a 2000 pound Mk. 84
bomb. It initially used a GPS system to direct it to a Fixed
(immobile) target. Later, a laser guidance option was added to
allow it to attack mobile targets.
Special Rules: If you use AGM-65s to Attack a Vehicle Target,
add 3 to its Attack die rolls. Mavericks are immune to the
Dispersed limitation of only being able to score 1 Hit per
counter.
AGM-84 Harpoon: The Harpoon entered service
in 1979 as the premier anti-ship stand-off weapon
carried by Navy aircraft. In 1991, the AGM-84
weapon system was upgraded to include the SLAM
(Stand-off Land Attack Missile) variant to attack land targets.
GBU-32 JDAM: The GBU-32 is based on the
1000 pound Mk. 83.
GBU-38 JDAM: The GBU-38 is based on the 500
pound Mk. 82.
AGM-88 HARM: The HARM (High-speed AntiRadiation Missile) is used exclusively to engage
enemy radar systems. Once launched, it locks-on to
the source of enemy radar emissions, homes-in,
and destroys the radar energy emitting components.
Special Rules: These rules apply to all JDAM weapons. Unlike
other Special Weapons, JDAMs do not have a per counter SO
cost. JDAMs always cost 12 Special Option Points per mission.
If you pay the 12 SO, you can carry as many JDAMs as can be
loaded on to your Aircraft for that mission. JDAMs can only
target Fixed Targets and the Sites of Fixed Targets from 1999 to
2008. JDAMs have a range of 1 when dropped from High
Altitude, or a range of 0 when dropped from Low Altitude.
JDAMs have the Independent ability.
Special Rules: AGM-88s can only be fired against Sites that
have an “R” in their top-left corner. They can also be used to
meet the requirement when AtG counters must be discarded as
part of an Event card or to modify a SAR roll.
AGM-130: The AGM-130 is a precision-guided
rocket mounted to a 2000 pound bomb. It is an
excellent long-range weapon for attacking
hardened targets. The weapon became operational
during the mid-1990’s.
Example: Your F/A-18C at High Altitude is in the Center Area
and selects the Target for his Attack. He drops the 4 GBU-38s
he is carrying. You could have 2 Attack the Target, 1 Attack a
Site in the Center Area, and 1 Attack a Site in an Approach
Area.
AGM-154 JSOW: The AGM-154 JSOW (Joint
Stand-Off Weapon) was developed as a long-range
weapon to engage enemy air defenses from a safe
distance. Once the missile arrives at the target, its
casing separates to spread sub-munition bomblets over the
target area.
Rockets: Each Rocket counter represents a tube
holding several rockets. Rockets trace their lineage
back to the rocket pods carried by fighter-bombers
in WWII.
Special Rules: The AGM-154 has a range of 3 when launched
from High Altitude, or a range of 1 when launched from Low
Altitude. If you use AGM-154s to Attack a Soft Target or Site,
add 3 to its Attack die rolls. JSOW’s are immune to the
Special Rules: If you use Rockets to Suppress a Site Attack,
add 3 to its Suppression die rolls.
20
• Sample Mission
Pods
Pods are not expended like other weapons. They remain with
the Aircraft throughout the mission and are always in effect.
I’ve decided to play a Short Iraq 1991 Introductory Campaign.
My first choice is to fly as US Navy or Marine Corps I choose
the Navy. I begin by choosing my eight Pilots. In 1991, I can
choose from F/A-18Cs, F-14s, A-7s, A-6s, EA-6Bs, and E-2Cs.
Here are my selections...
ECM Pod: This is an electronic counter-measures
pod used to defend the Aircraft carrying it from
enemy attacks.
F-14
A-7
A-6
F/A-18C
F/A-18C
F-14
A-6
F/A-18C
Special Rules: Each time the Aircraft is Attacked by a Site or
Bandit or when reacting to a Special Event Attack when
weapon counters can be expended to reduce the number of
Special Event Attacks., roll a die for the ECM Pod before
Suppressing or Evading. Negate the Attack on a roll of 6 or
higher. A Pilot whose Aircraft is equipped with an ECM Pod
only suffers 1 Stress when Evading (instead of 2). Each Aircraft
can only carry 1 ECM Pod.
Newbie
Green
Green
Average
Average
Average
Average
Skilled
Kermit
Pluto
Bug
Banzai
Wedge
Teflon
Dingo
Blackhawk
The campaign gives me 22 Special Option points. I gain 4 more
for selecting one A-7 to be part of my squadron (total of 26). I
spend 6 to Priority Promote Kermit to Green and I purchase the
Target Damage Option for 3. This leaves me with 17 SOs to
start the campaign.
Internal Guns
In addition to the munition
counters you load on the
aircraft, many aircraft are
equipped with guns.
Campaign Prep
Special Rules: In Air-to-Ground combat, Guns may be used to
Attack the Target or a Site in the same Area as the Aircraft. The
Aircraft must be at Low Altitude. A successful Attack will
inflict 1 Hit. Use the Pilot’s Air to Ground Skill to modify the
Attack. In Air-to-Air combat, Guns may be used to Attack
Bandits in the same Area as the Aircraft. When Attacking a
Bandit, the Aircraft may be at Low or High Altitude. Use the
Pilot’s Air to Air Skill to modify the Attack.
I reference the Campaign sheet and remove all the SA-15 Site
counters from the mix and separate the Iraq 1991 Target cards.
Mission Prep
I can draw up to 3 Target cards for
my first mission. I draw them one
at a time. I draw Target #31 Weapon Factory. Not good, it is a
huge 7 plane mission and the
enemy gains an Improvement until
I Destroy it. I draw again and get
Target #1 - Minor Airfield.
Another Improvement! The enemy
also gets +1 to their Center Bandit
Target values.
I decide to stop drawing Targets
and attack the Minor Airfield.
Next, I determine the Sites
present. There will be 1 Site in
each Approach Area and 2 Sites
in the Center Area. I draw the
following Site counters:
North: SA-6
South: SA-8B
East: SA-7
West: SA-2
Center: SA-10, M1939
I choose 4 Aircraft to participate
in this mission. Each Aircraft has
a -1 Weight Point Penalty due to
the Target’s location on the
Campaign sheet.
21
Turn 1
I arm my Aircraft as follows:
Teflon:
Banzai:
Pluto:
Blackhawk:
At the start of each Turn
Over Target, I must draw
a Bandit counter for the
Center Area due to the
Target’s “1 Bandit”
notation. I draw a counter,
it is a MiG-21, and I place
it in the Center Area.
AIM-54, AIM-54, AIM-7, AIM-7, AIM-9,
AIM-9, AIM-9
AIM-7, AGM-88, AGM-88, Mk.20,
Mk.82, Mk.83
AIM-9, AGM-88, Rockets, Mk.84
AIM-7, AIM-7, ECM Pod, Mk.83, Mk.83
I record 2 SOs spent for the AIM-54s on my Campaign Log.
Here is what the Tactical
Display Sheet looks like
at this point.
Flight Leader
Blackhawk is my highest skill level Pilot flying the mission, so
he is my Flight Leader.
My Fast Pilots begin the
attack. Teflon uses his 1
Situational Awareness
counter to act during the Fast step this turn. He fires 2 AIM-7s
at the MiG-29. He needs 5s to Hit, and rolls a 4 and 9,
Destroying the MiG. Banzai fires an AIM-7 at the MiG-21 up
North. He needs a 6 and rolls a 6, Destroying the MiG-21.
I place Situational Awareness counters on my Aircraft cards.
Blackhawk receives 2 and Teflon receives 1.
My Aircraft are now ready to launch from the carrier.
Target-Bound
On the way to the Airfield, I draw the Target-Bound Event Charlie Foxtrot. I can only spend 4 Turns Over Target, and
each Pilot gains 1 Experience point. I record the point for each
of them on the Player Log.
The Sites and Bandits then attack. The SA-10 randomly targets
Pluto. Banzai fires an AGM-88 and Suppresses it with a die roll
of a 5. The SA-2 randomly selects between Pluto and
Blackhawk, and targets Blackhawk. Blackhawk rolls a 9 for his
ECM Pod and negates the attack.
I place Teflon and Banzai in the Eastern portion of the North
Stand-Off Area, and Pluto and Blackhawk in the Western
portion of the South Stand-Off Area. All start at High Altitude.
My Slow Pilot now gets to attack. Blackhawk uses 1 Situational
Awareness to allow Banzai to act during the step. Banzai fires
an AGM-88 and Destroys the SA-10. Pluto fires an AGM-88 at
the SA-8B and misses with a roll of a 2.
Once I approach the Airfield, enemy Bandits start appearing on
my radar screens. I draw 1 Bandit for each Approach Area and
1 for the Center Area. I draw an extra Bandit for the Center
Area due to this Target’s Improvement. I draw the following
Bandits:
I now move my Aircraft. Teflon and Banzai move into the
central North Pre-Approach Area, and Pluto and Blackhawk
move into the central South Pre-Approach Area. They all dive
to Low Altitude.
North: MiG-21
South: No Bandit
East: MiG-29
West: No Bandit
Center: Mirage III and No Bandit
The MiG-21 randomly moves toward Pluto.
Turn 2
I draw another Bandit
counter, and luckily it is a
No Bandit.
I remove the “No Bandit” counters and return them to the cup.
I draw Elusive Flight Path as my Over Target Event with the
result of No Adjustment.
Here is the current
situation.
Phoenix Missile Attacks
I get to declare AIM-54 Phoenix missile attacks. I will launch
two, one against the MiG-29 and one against the Mirage III.
I do not make any Fast
attacks.
AIM-54s need to roll a 6 or higher to Hit. Teflon gets +1, and
he gets +2 more against the Mirage III. Teflon rolls a 4 against
the MiG-29 and misses, and a 7 against the Mirage III. The
Mirage III is Destroyed.
The SA-6 targets Banzai,
who evades. The SA-6
rolls a 1 and 4. Banzai
gains 2 Stress for Evading.
The SA-8B targets
Blackhawk. He rolls for
his ECM Pod and rolls a 3, failing. He Evades and the Site rolls
a 4 and 9. Blackhawk gains 1 Stress for Evading and 1 more
Stress from the Site Attack. The MiG-21 targets Pluto, who
Evades, and the Bandit rolls a 2 and 10. Pluto suffers 2 Stress
22
Home-Bound
from Evading.
I draw Aerial Refueling as the Home-Bound Event. Very nice!
During my next mission, I can select Priority Refueling and not
have to spend any SO points.
Time for my Slow Attacks. Blackhawk fires 2 AIM-7s at the
MiG-21, rolls 3 and 4, and Destroys it. Pluto fires his Rockets
at the SA-8B and Destroys it.
Debriefing
Teflon and Banzai move into the North Approach Area and
Blackhawk and Pluto move into the South Approach Area.
The Mission is successful and I gain 2 Victory Points. I also
move the Recon counter by 1 to the right and the Infra counter
by 2 to the right. The Improvement on the Weapon Factory
Target has no effect.
Turn 3
I draw a No Bandit for the
Airfield.
At the end of the mission each Pilot gains 2 more Experience
points for Destroying the Target and not having any Aircraft
Destroyed. Each Pilot also suffers 2 Stress for flying a mission
in this range band of Iraq. Teflon and Blackhawk reduce their
Stress by 1 each due to their Cool ratings. The Pilots end with
the following:
Here is the situation. This
is my third turn. I could
normally stay for 2 more
turns, but the Charlie
Foxtrot Event means next
turn will be my last.
Teflon - 5 Stress (Okay)
Banzai - 4 Stress (Shaken)
Pluto - 4 Stress (Okay)
Blackhawk - 3 Stress (Okay)
Banzai drops his Mk.20 on
the Soft SA-6, rolls a 3,
and Destroys it.
No Sites can Attack my
Aircraft.
I can’t make any Slow Attacks.
All Aircraft move into the Center Area.
Turn 4
I draw a MiG-21 for the
Airfield.
Here is the situation. This
is my last turn Over
Target.
Banzai drops a Mk.82 and
Mk.83 on the Target and
rolls a 6 and 8, which
become 7 and 9, scoring 3
Hits. Blackhawk uses his
last Situational Awareness
point to allow himself to
act. He drops his two
Mk.83s on the Target,
rolls a 5 and 7, and scores 3 Hits.
The MiG-21 targets Pluto. Teflon fires 1 AIM-9 to Suppress
and rolls a 7. Success! The Bandit’s attack is cancelled. The
M1939 attacks Teflon. Banzai attempts to Suppress with his
Cannon, rolls a 3, and fails. Teflon Evades, and rolls a 6 and 10.
Teflon is Damaged. I remove all his remaining munition
counters, and he suffers 2 Stress from Evading and 2 Stress
from getting Damaged.
Blackhawk Strafes the Target, rolls a 6, and misses. Pluto drops
his Mk.84 on the Target, rolls an 8 and scores 3 Hits. The
Target is Destroyed!
23
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