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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 pilots
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 enemys ability to
respond to future missions, so strategic as well as tactical mission
planning and execution is very important.

Pay Pal's buy page:

In Corsair Leader you wont 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. Youll 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 youre
good enough, youll 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 games
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 games 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.

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 nations ability to limit
reconnaissance efforts by your aircraft. As the enemys 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 nations ability to maintain and
repair its infrastructure (transportation, supplies, power, etc.). As
the enemys 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 nations ability to determine
which targets your aircraft may attack and to position defenses in
the area. As the enemys intelligence abilities are damaged, the
number of Sites available to defend a target is reduced.
Radar (Early Warning)
This track represents the enemy nations ability to detect, track,
and intercept air attacks launched against it. As the enemys
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
Pilots stats at different levels of experience. If you want to
promote a Pilot during the game, be sure and select the Pilots 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 youve


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 Aircrafts card.

Target-Bound Flight
This represents the time from when the Aircraft take off from your
base until they reach the Targets 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
targets 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 targets 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...
Andersons load-out: None
Wallaces load-out: 250# x2, 250# High Quality x1
Lemon Droppers load-out: 500# x2
This costs me a total of 8 Ordnance points.

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 Battleships 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. Andersons 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 Tracks 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 players 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 players 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 Bandits 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 players 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 pilots 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 Bandits 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
XPs 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 missions
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
Solomons 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

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

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

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
AverageCool:
Cool:01XP:
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.

XPs 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

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