Movement

Maximum Speed - The maximum number of speed points a plane may use in a move while climbing or in level flight. May exceed this limit with a roll for engine failure.

Minimum speed - The minimum number of speed points a plane may use in a move. May go below minimum but plane must roll for stall.

Climb cost - this is the number of speed points lost to climb one level. For each "x" points lost move up one level and forward one hex. If speed points used are below minimum must roll for stall. If above maximum roll for engine failure.

Dive speeds - Read x - y where "x" is the gain in speed points for each level the plane dives and "y" is maximum dive speed. Minimum speed while diving is plane's minimum speed plus two per level of the dive. If move less than minimum must roll for stall. If exceed maximum dive speeds must roll for breakup.

Adjacent planes - When two planes end the turn at the same altitude and in immediately adjacent hexes they roll for collision.

Turn: The number of hexes traveled straight ahead (making no other maneuvers) before the plane can turn 60 degrees to either port or starboard

Example: Plane is turned 60 degrees to starboard and continues its move facing that direction.

Loop - The number of hexes traveled straight ahead (making no other maneuvers) prior to executing a loop. Plane stays on same level but is turned 180 degrees.

Slip: The number of hexes traveled straight ahead (making no other maneuvers) before the plane can use one movement to move to an immediately adjacent hex row, either port or starboard.

Example: Plane uses one movement point to "slip" one hex row to starboard. Plane continues to face in the same direction it was facing prior to the slip.

Breakup Roll - Roll 2d6. Add two per speed point over maximum speed. Roll of 10 or more means plane breaks up.

Engine Failure Roll - Roll 2d6. Add two per speed point over maximum speed. Roll of 10 or more means engine is out. If multi-engine plane, roll for each engine.

Stall Roll - Roll 2d6. Add two per speed point below minimum speed. Roll of 10 or more means plane stalls. On next move fighters must dive two levels and use only dive bonus for movement. Bombers move as with number of engines out, or dive as fighters if both engines out. Roll 2d6 after movement each turn with a roll of 10 or more meaning the engine has restarted. Add one for each level the plane dives.


Specific Plane Movement

FW-190

Turn  4 hex Max speed 12
Slip 2 hex Min Speed 8
Loop 8 hex Climb Cost -3
Weapons = 2/2/2 Dive speeds +2. max 18

 

P – 47

Turn  5 hex Max speed 12
Slip 3 hex Min Speed 9
Loop 10 hex Climb Cost -4
Weapons = 4/0/4 Dive speeds +3. max 21

 

 JU-88 Movement  

Turn  8 hex Max speed 6
Slip 3 hex Min Speed 5
Loop N/A Climb Cost -3
  Dive speeds +2. max 10

Ju-88 Weapons

Nose Gun (Pilot) Forward; all levels
Rear Gun (Observer) Rear; Same and high
Ventral Gun  (Co-Pilot) Side; Same and low



Ju-88 Index


Web page by Tom Sparhawk.
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Copyright 2004