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Flaming Aces
Aerial Combat
1939 – 1945
By Robert Lloyd
'TheTabletopGamer'
Version 1.0
Written by Robert Lloyd 'TheTabletopGamer'
Introduction
'Flaming Aces' is a fast paced and easy to learn tabletop war game that is designed to
'simulate' World War 2 air combat with 1/200 scale aircraft (although any size can be
used with slight adjustments to the movement and shooting ranges). I say 'simulate'
because the game's number one priority is to remain fun, it will roughly replicate the
fighting style and tactics of the time but when realism and fun clash, fun will always
prevail.
The Game Turn
A game of 'Flaming Aces is played in turns, the number of turns is decided either by
the players or it is stated in the scenario. Each turn consists 2 phases, the movement
phase and the shooting phase. Each player moves all of their aircraft first, then they
fire at enemy aircraft. Once both players have finished all their movement and
shooting a new turn begins. To determine who goes first each player should roll 1 D6,
whoever gets the highest number decides who deploys their units and moves first.
Winning The Game
In order to win a game of 'Flaming Aces' you must complete one of two tasks:
1. Eliminate all opponent planes
2. Complete objectives set by the scenario
There are a number of ways that you can win a game of 'Flaming Aces' but these are
scenario specific and will be explained in detail with the specified scenario.
Written by Robert Lloyd 'TheTabletopGamer'
Beginning The Game
After deciding who will deploy and move first, deploy your aircraft no more than 6”
from your starting table edge.
At the start of the game you need to determine your fuel and ammunition levels, most
of the time a scenario type will dictate the fuel and ammunition levels for each
aircraft. Don't worry, fuel and ammunition are not complicated to keep track of, and
as you'll only be flying with one or two planes per player, it keeps things simple. I
advise starting with 1 plane per player while learning the rules.
Roll 1D6 for each aircraft participating in the battle (including reserves)
Fuel Level:
1 – 2: Low Fuel:
Start with 20 fuel
3 – 4: Medium Fuel:
Start with 40 Fuel
5 – 6: High Fuel:
Start with 60 Fuel
Ammunition Level:
1 – 2: Low Ammo:
Start with 10 Ammo
3 – 4: Medium Ammo:
Start with 15 Ammo
5 – 6: High Ammo:
Start with 20 Ammo
If you reach 0 fuel/ammo you lose the use of it, this means if you run out of ammo
you may no longer fire, and if you run out of fuel you stall and crash.
All of this information can be written down on the pilot sheets at the back of the rules
(it is a good idea to laminate these so you can quickly update them)
Some scenarios will dictate the fuel and ammunition levels for the aircraft, so this
step is not always necessary.
Written by Robert Lloyd 'TheTabletopGamer'
Movement
Lets talk about movement. In order to traverse your aircraft around on the battlefield
you'll need to understand the basics of movement. These are simple and easy to learn
rules so you should be up in the air in no time.
All movement is always measured in inches and the movement rate can vary
depending on the aircraft. These different stats can be found with the aircraft data at
the back of the rules set. You also 'spend' fuel in moving, you will use more or less
fuel depending on if you are damaged, your rate of climb, and your speed.
I have written these rules to be somewhat realistic, therefore all movement speeds for
the real life counterparts of your models have been considered when writing the stats
for the aircraft. The aircraft stats sheets will tell you the maximum speed the may
travel at. However modifiers such as diving may increase the speed past the
maximum normal movement rate.
Speed
For obvious reasons you cannot spend a turn in a stationary position, you MUST
move at least 6” per turn, regardless of speed or rate of climb. The 'Normal Speed'
and 'High Speed' rates will vary with different aircraft.
Example:
'F4F - 4 Wildcat'
Slow Speed
– move 6” lose no fuel
Normal Speed –
move 10” lose 1 fuel
High Speed –
move 16” lose 2 fuel
Written by Robert Lloyd 'TheTabletopGamer'
Turning
There are only a few simple rules that govern turning your aircraft I have tried to
keep the rules simple yet realistic, allowing you to move your aircraft around the
table with as much freedom and as little hassle as possible.
You must move your aircraft in increments at a maximum of 45 degrees before
moving forward, however there is no limit to the number of turns you can make in a
game turn. Depending on how steep you want the turn to be, you must move a certain
distance for every 45 degree turn you make:
Tight Turn
– 2” lose 4” of movement next turn
Normal Turn
– 4” lose 2” of movement next turn
Shallow Turn
– 6” lose no movement next turn
Example –
Phil wants to rotate his Spitfire 90 degrees to the right so he can fire on
his opponents BF-109, he decides that he'll make a tight turn so he can get right up
on the enemy's tail. Phil rotates his Spitfire 45 degrees to the right, then moves 2”
forwards. He then rotates the plane another 45 degrees to the right so that he is now
facing the enemy aircraft.
To use the template for making 45 degree turns, position the template alongside the
aircraft, with the front of the aircraft lining up with the base line of the template, next
move the aircraft around so that it is now in line with the next face of the template,
meaning it has rotated 45 degrees. Of course you may rotate the aircraft less than this
angle, but not more.
Written by Robert Lloyd 'TheTabletopGamer'
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