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Playing The Game Setup Ok chaps its almost time for the off, but we need to clear a spot

of ground work first. Dull I know but essential for victory. 1.Choose your Mission card and place in the centre of your play area. 2.Place Squadron Cards and set a Die on the Squadron Strength areas as directed by the Mission Card. 3.Place the Dogfight Card directly below the Mission Card and set the Advantage Tracker Die as directed by the Mission Card. I say, its time to get up there and show those fellows a good innings. If you get in to a dash up there survival depends on your manoeuvring to get the advantage over the ruffian, before giving him a dam good thrashing. Advantage

Solitaire If you are playing solitaire follow the game loop below. 1. If you have the Advantage Choose an Attack manoeuvre from you Squadron Card. Roll 1D6, if your result + Advantage modifier is equal or higher the Attack Manoeuvre value then you pass. If you pass then roll on the Dogfight Card Attack table + Attack Manoeuvre modifier If you fail then increase the Advantage die by +1. 2. If the game has the Advantage Choose a Defensive Manoeuvre from you Squadron Card. Roll 1D6, if your result is equal or higher the Defensive Manoeuvre then you pass. If you pass then decrease the Advantage die by -1. If you fail roll on the Dogfight Card Defence table 1 your Defence Manoeuvre modifier Do until either your or the opponent is shot down.

Air combat is all about holding a better vector than your opponent giving you the Advantage. To model this 1D6 die is placed on the Advantage Tracker area found found on the Dogfight Card with the face up number showing how well your doing. There are three levels of advantage for each combatant. 3,2,(1 highest) for you and 4,5,(6 highest) for the opponent. At the highest 1 or 6 there will be a bonus modifier on any test of the Attack Table on the Dogfight Card. The starting Advantage will be stated on the Mission Card or decided by the player in a skirmish game without a Mission. Combat All the rules so far count for both solitaire and multi-player but now branch in there own directions. However in both instances 1 turn will be a shared event dictated by who has Advantage.

Of course the battle rages on outside of your individual combat and this is where the event table comes in. At the end of each turn in both solitaire and multi-player games the Event Table found on the Mission card is tested with the roll of 1D6. In a multi-player game it is the Advantaged player who roll this die. The results vary depending on Mission card but in general Squadrons Strength is sapped as planes flee the battle or are shot down steadily reducing lives available to both sides. If planes are lost and there are more than one Squadron decide randomly using 1D6 which squadron is effected.

Multi-player If you are playing against a live opponent then follow the game loop below. 1. The players both declare what Manoeuvre they will attempt this turn. The player with the Advantage declares their Attack Manoeuvre AFTER the player without Advantage declares their Defence Manoeuvre. 2. Both roll 1D6 to test if they pass their Manoeuvre. If both players succeed the one with the highest Manoeuvre Value wins. If its a draw there is no effect this turn. 3. Work out the outcome as follows. If the Attacking player wins then they roll 1D6 on the Attack table + Attack Manoeuvre modifier and move the Advantage die 1 in their favour. if the player on Defence wins then they roll on the Defence table - Defence Manoeuvre modifier and move the Advantage die 1 in their favour. Do until either of your is shot down.

If you are shot down you may jump in to any remaining plane in any of your Squadrons by decreasing the Squadrons Strength by 1. So effectively the total Squadron Strengths are your 'lives' in the game, the first side to lose all their planes loses the game.

Squadrons & Events Most Mission involve more than 2 planes duelling it out, rather multiple Squadrons and tens of planes. This is where the Squadron Strength area of the Squadron Card comes in. Place a Die in the Squadron Strength area, the face up number being the number of planes in that Squadron.

8 RadGames

8 RadGames

1945

You will need to muster your own dice. Things are a bit tight, there is a war on you know. You should find that you have the following. One Pocket mod rule book, one Dogfight Card, four Squadron Cards and two Mission Cards. Right for all you new chaps a few things before you get up there. Sort your kit out, bit of a faff I know but print out the PDF's provided, fold up the manual and cut out the cards. 1-2 Player Game time 10-30 mins Complexity Easy WW2 first person perspective dogfighting card/dice game, scaling from 1 on 1 duel to any number of squadrons.

8RadGames

Dice You will need your own dice, a minimum of two for a 1 on 1 battle and one extra per Squadron Card for larger engagements. 1D6 die = Rolling to test Tables. 1D6 Die = To track Advantage. 1D6 Die per Squadron = To track Squadron Strengths. The Dogfight Cards Are for resolving your personal combats. This card contains the Advantage Tracker and the Attack and Defence Results tables. The Dogfight Card is used in all Missions. The Mission Cards These are the missions you can undertake. Listing briefing, forces, Event Table and any special conditions. The Squadron Cards The fighting units in the game which show the Squadron Name, Squadron Strength, Attack Manoeuvres and Defence Manoeuvres. Rule Booklet A4 sheet folded in the standard pocketmod style containing rules. Component Description

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