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Welcome to Squadron Forward, a system designed to add personality and color to your wargames.
Those familiar with the Platoon Forward system, which does a similar job for platoon and company
sized actions in the twentieth century, will immediately see where the inspiration for these rules
comes from and find much here which is familiar.
The system herein is designed to be used with wargame rules depicting plane‐to‐plane combat in
the Second World War, although with a little imagination it can be extended to cover any part of
the twentieth century and beyond. Squadron Forward does not specify any particular set of air
combat rules, I normally use Bag the Hun by TooFatLardies, however the gamer is free to use any
set of tactical rules he fancies according to his own preferences; this system may be bolted on to
any set of rules I have come across without any issues.
Squadron Forward is made up of three parts. First is the character campaign system; this is where
you breathe personality into your squadron or flight by giving those pilots their own miniature
personalities so that throughout their aerial careers you can share both their triumphs and
tragedies.
Second is the scenario generation system. As the name suggests this is where you can create the
missions for your pilots to fly, for it will be in the crucible of combat that you test their mettle.
Thirdly is the events section. This adds variability and a level of uncertainty to your battle so that
each engagement will be slightly different, with external factors coming to bear that keep your
game fresh and exciting; a must for solitaire players.
Each of the three sections has been developed as stand‐alone modules that can be used
separately or together. You can choose exactly which parts of the system that you wish to use to
suit your particular gaming preferences. However, armed with the three sections of Squadron
Forward the gamer should be equipped to launch a full blown campaign. The time‐frame of the
campaign is flexible and left up to the individual gamer. You can have multiple missions per day or
only play one mission a season. This is possible because the focus of the campaign is not a military
objective but the flying careers of the pilots themselves.
Whilst Squadron Forward is not a full‐blown role playing game there are some similarities as we
are dealing predominantly with characters. In order for the game system to be flexible and
meaningful there must be some interpretation of events needed. Go with what makes sense and
is fun. After all, that is why you are playing in the first place!
As always I would like to thank Richard Clarke for his patience, professionalism and guidance.
Without him this would be a much poorer product. In addition, I would like to thank Brian
Weathersby for his appendix on adding medals to the “Forward” system.
Joseph Legan
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Right chaps, Squadron Leader Johnny Danger here. Listen carefully as I am
about to guide you through the first stage of Squadron Forward, populating your force with
its characters. These are the men you’ll be flying with so it pays to know what they’re like.
Now, you can have as many characters as you wish; the size of a fighter squadron varied
from nation to nation and tended to grow larger as the war progressed for the western
allies. Early war the Germans and Finns had elements of two planes each and flights of four
planes. Everyone else had elements of three planes with six planes to a flight. In 1941 the
US and UK had converted to the German system. In 1943 the USSR, French and Italians
had as well. The Japanese retained the older system but even they made the change in
1945.
Bearing the above in mind, I like to follow about ten pilots with Bag the Hun. More than a
dozen and their personal stories are hard to develop and less than eight and it is hard to
field enough in the air to battle the enemy, however with rule sets that focus on fewer
planes than Bag the Hun it is perfectly possible to run just one or two flights, in which case
you would just need the flight commanders and element leaders.
Our basic crew complement will be a Commanding Officer, an Operations Officer who acts as
the deputy commander and two to three flight commanders. These pilots will be the key
members of your game. If you choose to use the campaign system outlined later, other
characters may become involved with your squadron. For instance all pilots will know their
Group Commander. During the game you may get to know the flight surgeon, Wing
Commander or even Miss Rennison. These characters outside the squadron are Non-Player
Characters. As they come into play you will need to dice for their characteristics so you
know who you’re dealing with.
For each pilot we will create three attributes and check to see if they have any special
abilities. The attributes are personality, motivation or interest and combat skill. Special
abilities are talents that help them survive and thrive in combat. Finally for officers we also
look at their background.
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1 2 3 4 5 6
1 FANATIC Coarse Evil Pragmatic Glum Corrupt
So, for example, if we rolled a black 5 and a red 6 then the character would be classified as
optimistic.
If a characteristic is noted in blue then the character will generally be a friendly chap and popular
with his superiors and comrades, this will be useful later as he will normally get a +1 on many dice
rolls in the campaign progression stage of Squadron Forward. If however, a characteristic is noted
in red then this individual is often less than friendly and unpopular as a result. He will suffer a ‐1
penalty on many dice rolls in the campaign progression stage.
If the characteristic is underlined, that’s the ones in column 1, then he is an unreliable wingman;
he lacks the discipline to retain a formation and will seek ways to “lose” his leader and hunt on his
own. If he is an element or flight leader his tendency will be to lose his flight to go hunting. These
tendencies are not set in stone and will depend on any particular situation and will also need to
reflect the tactical rules being used. For Bag the Hun I will give a negative modifier for the Staying
in Formation test.
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Next we roll for Flying Officer Jimmy O’Rourke, one of our Section Leaders. We get
“Mercurial” and “Engineering”. Clearly Jimmy has a temper and grew up tinkering
with engines. We Christen him “Spanner” O’Rourke as a result. Because Spanner
rolled “Mercurial” on his personality he will get a -1 modifier on many rolls in part III
of these rules as few people like a hot head. In addition, although he is a Section
Leader he is also an unreliable wingman and will not be too concerned about keeping
his element intact. He will think nothing of doing multiple loops and barrel rolls and
heading off to bag his next Hun.
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The Luftwaffe
1939-40 EXPERTEN JUNIOR ACE VETERAN AVERAGE SPROG
Stabführer 1 2-3 4-9 N/A N/A
Schwarmführer 1 2-4 5-8 9-0 N/A
Rottenführer N/A 1-2 3-5 6-8 9-0
Rottenman N/A N/A 1-2 3-6 7-0
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Regia Aeronautica
1939-40 SENIOR ACE JUNIOR ACE VETERAN AVERAGE SPROG
Gruppo Commander N/A 1 2-5 6-0 N/A
Squadriglia Leader N/A 1 2-4 5-0 N/A
Section Leader N/A N/A 1-3 4-9 0
Pilot N/A N/A 1 2-6 7-0
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Next we roll for Flying Officer Jimmy O’Rourke, one of our Section Leaders. We use
the same table, but we use the Section Leader line. We roll a 6 for Jimmy, so he’s a
Veteran pilot.
D6 Result
1 Eagle Eye
2 Crack Shot
3 Leadership or Ironman
4 Leadership or Rabbits Foot
5 Flying Demon
6 Speed Demon
Eagle eye: This pilot has great eyesight and as a result he will get a bonus when looking for
enemy and friendly aircraft as explained later.
Crackshot: This pilot is an excellent marksman and gets a bonus when shooting. In Bag the Hun
we give him 2 extra D6.
Leadership or Ironman: Here the player has a choice between these two skills. Normally for
officers I will chose Leadership and for enlisted pilots I will chose Ironman. These work as follows:
Leadership: This pilot is a born leader. This skill means that the pilot may ignore the unreliable
wingman trait if he is the element leaded. It will also give a bonus to squadron morale for gut
checks and squadron checks in part III of the rules.
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Ironman: This pilot has an iron constitution and ignores the first wound or KIA result in your
tactical rules system.
Leadership or Rabbits Foot: The player has a choice between these two skills. Leadership is
described above.
Rabbit’s Foot: Pilot has the a charmed life. Once in any game the pilot can re‐roll any roll he has
made. He must accept the new result, even if it is worse than the original roll.
Flying Demon: This pilot is a natural born flyer. He flies as one level better than his experience
normally allows. So, if he is Average he flies as a Veteran, and so on. If your tactical rules don’t
not separate out flying ability, he can make turns, loops and barrel rolls one better than he
normally could.
Speed Demon: This pilot gets the most out of his engine. His plane goes 1 movement point
faster than normal. If your game system says his plane goes 5 he gets to go 6. For Bag the Hun
your roll a 3 he goes 4. In addition, he gets to ignore engine running rough results on the Aircraft
Malfunction Table explained later in the rules.
D6 Background
1 Up from the ranks. -1 when dealing with officers, +1 when
dealing with enlisted men.
2-4 An average type of man with no modifiers
5 From a military family. +1 when dealing with officers, +2 when
dealing with officers of Major rank and above
6 A privileged background. This man’s family has connections.
+1 in dealing with all ranks.
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Now, before we take to the skies now is a good time to introduce you to one of the key
components of this system, the All Knowing Odds Table. Throughout Squadron
Forward we will be using the “All Knowing Odds Table” to make decisions for us. At
many points in the game situations arise that need a decision to be made. How likely is
it that the replacement fighters will be the same type? How likely is it that my pilot
can find a nice flat field to make a belly-landing in? All of these can be answered by
deciding on the odds and rolling a D10 on the table below.
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Now that you have your pilots, it is time to lead them into battle. This section of Squadron
Forward is designed to provide the gamer with ready to play scenarios that are generated in a
random manner but that provide games that are typical of actions that a fighter squadron would
be called to perform during World War Two. These scenarios are very solitaire friendly in that the
opponent is generated for you. You will not know what you are facing until AFTER you have
selected your pilots and formations.
As stated earlier, this system can be used with parts One and Three of Squadron Forward or it can
be used as a simple stand alone scenario generator. Used together with the full Squadron Forward
campaign system this provides the gamer with a complete campaign system where the characters’
progress can be charted over numerous missions.
Step One - Receive Your Mission
While there are only four basic fighter missions, attack, defend, escort and hunt, the propensity of
each varied greatly with country, year and aircraft type. A squadron of ME 109s based in Germany
in 1940 carried out few intercept missions, whereas in 1945 that was all they did! This diversity
precludes a generic mission table such as was found for land warfare in Platoon Forward. Thus the
player will need to go to Appendix 1 and find their aircraft type, theater and year and roll on the
mission table.
While not every aircraft type is listed, most are and players should be able to extrapolate those
types that are not. If you need help with any part of this feel free to ask me either on my blog,
PlatoonForward.blogspot.com, the TooFatLardies Yahoo Group or The Miniatures Page forums.
Please be aware that the tables are skewed to allow for more varied missions for some aircraft
types. This is because it can become boring to just do Fighter bomber missions with your ME 110s
in Russia. If you prefer a different balance then feel free to modify the tables as you see fit.
The Mission Card: Once you have your mission you will go through several steps to set up the
mission parameters to get it to your table top. Let’s walk through a mission card and see how to
do this.
Squadron Leader Richie’s squadron of Tomahawks is in the desert in 1941. We find the
appropriate table in Appendix 2 and roll a D6. We roll a Combat Air patrol. At this stage of the
war Tomahawks often flew cover for convoys to Tobruk, so that’s the setting we’ll choose.
Next pull out the CAP mission card. It has the following sections:
Briefing: This provides details of the general mission. If you need to roll for a target or the type
of aircraft you are escorting the tables will be found here. At this point you will determine how
many aircraft you will allocate to the mission.
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The Enemy: Here you’ll be able to use the tables to find out what general types of aircraft you
will encounter on your mission. This will be followed by the number of aircraft that will you
encounter.
Timing of the Intercept: This determines when the intercept occurs in relation to the target. It
is used for all missions but fighter duels. An early intercept gives the defender extra time to attack
the bombers before they get near their targets. An average intercept as it implies would be an
average time, whereas a late intercept means you’ll have to work hard to stop the enemy reaching
their target. These times will vary with your rule set and how long you like your games. I like
about a 9 turn intercept for my games using Bag the Hun.
Advantage: In air combat position is everything; whoever sees the enemy first has a read
advantage. Roll a D6 for each side to establish who has the advantage in the coming action
applying the following Standard Modifiers for the best pilot present with both forces: Ace +2,
Veteran +1, Rookie ‐1, Eagle Eye +2. In a solo game if your opponent is German, Japanese or
British add a further +1.
The side which rolls the highest has the advantage in combat. If a tie is rolled then the defender
has the advantage. There are three possible results here:
Option One: A Moderate Advantage
If one side rolls between 1 to 3 pips more than their opponent then the loser’s planes are set up in
the middle of the table three. The winner then rolls a D6 to check his direction of approach, with 1
being directly behind the enemy. He then sets up his planes two hexes beyond maximum spotting
range. The winner has seen his target but they have not yet spotted him. The game can now
begin.
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The Italians’ best pilot is a Veteran so he gets a +1. Angus rolls 4, the Italian a 2, so
that’s an adjusted 7 versus 3. Good show, our chaps have got round the back of the
Eyeties with a net +4.
We now set up Angus and his flight at the Italians 6 o’ clock position at half maximum
spotting distance. They get a free spot to see if they see any escorting fighters from
this distance and if they do can adjust their set up accordingly. The Italians are
quite unaware of their presence. Tally Ho!
VICTORY: This is the final criteria on each card. It provides the victory conditions for that
scenario.
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Mission A
Fighter Sweep
In Mission A you are tasked with providing fighters to sweep along the front line looking for any
enemy attempts to fly over our forces. It is suggested that you send one flight of planes on this
mission, however you may choose to send more.
As with any mission you’ll need to do your pre‐flight checks, as follows:
1. Pick your force
2. Check for weather
3. Check for any in‐game event using Section Three of this book
Once you completed your preparation you can take to the skies. Roll a D10 on the table below to
see what you type of enemy forces you encounter on your patrol.
D10 Aircraft encountered Go to Card
1-3 Fighters 1
4-5 Escorted Target 2
6-8 Tactical bombers 3
9-0 Operational bombers 3
The right hand column will now act as a guide to which of the Mission Cards you’ll need to consult
to get full details of your mission, your opponent and sufficient background information so you
know what you need to do to win. Now go to the cards below.
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Victory: Give better than you get! Ensure that you inflict more damage on the enemy than
you suffer.
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Briefing: You have encountered or been vectored to intercept tactical bombers or fighters on a
fighter bombing mission. Your choice as to which can be based on period and theater or
alternatively roll a D6. On a 1 to 4 your target is bombers, on a 5 or 6 it is fighters, either on a
strafing mission or armed with bombs or rockets in order to attack a ground target. This target
can also be period and theatre dependent, or on a D6 1 or 2 means it is a naval target, on 3 to 6
the target is on land.
For a naval target roll a D10. On 1 to 3 the target is a coastal convoy, a 4 means it is barges in a
port, 5 or 6 is an attack on light fighting craft, 7 or 8 an attack on a destroyer, 9 or 0 an attack on
port installations. For a ground target a D6 roll of 1 means it is an attack on front line positions, 2
is an artillery battery, 3 an enemy HQ, 4 road traffic, 5 rail lines, 6 or 7 a bridge, 8 river traffic and 9
or 0 an airfield.
Enemy Aircraft
D6 Bombers Fighter Bombers
1 6 4
2-3 8 6
4-5 10 6
6 12 7
Number of Escorting Fighters
D6 Tactical Bombers Fighter Bombers
1 2 2
2 3 2
3 3 2
4 4 2
5 5 2
6 6 3
Reduce the numbers by one if you have only two fighters. Add
one enemy fighter if you have six or seven planes, add two
enemy fighters if you have eight or more planes.
Intercept: Roll a D6. On a 1 you have intercepted early, 2‐5 is normal, 6 is late.
Advantage: Add +2 if intercepting tactical bombers. +1 if intercepting fighter bombers.
Victory: Protect the target by breaking up the attack. It will be a major victory if you can shoot
down some fighters as well.
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Advantage: Roll with a +2 in your favor
Victory: Protect the target by breaking up the attack. It will be a major victory if you can shoot
down some fighters as well.
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Mission B
Combat Air Patrol or Intercept
Briefing: Your squadron is tasked to fly either a combat air patrol over a high value target or you
have just been scrambled to intercept an incoming raid. I suggest you send one flight on this
mission but an extra element added wouldn’t hurt.
Roll A D6 on one of the following tables to see what you encounter. Choose the table that best
represents the type of target you are guarding. For example, if you are providing CAP over the
front lines use the Tactical column. If you are in the Battle of Britain and you are guarding London
or defending the Reich in the late war then use the Operational column.
Tactical Result Operational
1 Enemy Fighters – Card 1 1
2-4 Tactical Bombers – Card 3 2
5-6 Operational Bombers – Card 4 3-6
The Enemy: Go to the appropriate card to see how many enemy aircraft you encounter,
however ignore any section which deals with choosing the target and remember to add the
appropriate modifiers as above.
Timing of the Intercept: As per the scenario card, however subtract ‐1 from your timing roll as
whilst you know where the enemy is they are already close to their target. Speed is of the
essence!
Advantage: Roll as indicated on the scenario card however add a +1 to your roll.
Victory: Check the objective on the cards.
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Mission C
Fighter Bomber
Briefing: You have been assigned to a close support mission today. You may choose your target
or roll a D10 to see what your objective is. On a 1 or 2 you will be hitting a front line position, on
a 3 you must attack an artillery battery, on a 4 your target is an enemy HQ, 5 is road traffic, 6 rail
or river traffic, 7 or 8 is a bridge, 9 or 0 you must attack an airfield . I suggest you take two flights,
however you can have an element fly top‐cover.
The Enemy: Roll a D6 on the following table and check the column relevant to your normal flight
size.
D6 Flight of four aircraft Flight of six aircraft
1 2 2
2 2 3
3 3 3
4 3 3
5 4 4
6 4 5
Reduce the number of enemy aircraft by one if you
have only 3 planes, increase it by one if you have eight
planes or more.
Intercept: Roll a D6. On a 1 you intercept the enemy early, on 2 to 4 it is normal, on 5 or 6 you
intercept late
Advantage: Roll as normal but subtracting ‐1 from the roll
Victory: Inflict any damage on the target whilst not losing more than one plane for a minimal
victory. Inflict major damage or shoot down one or more enemy fighters to earn a major victory.
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Mission D
Escort Mission
Briefing: You are to escort either a reconnaissance or bombing mission. Roll a D6. On a 1 it is a
reconnaissance mission, on any other roll if is a bombing mission. I suggest you allocate one
element for a reconnaissance mission or a flight for a bombing mission.
Friendly Forces: For a reconnaissance mission roll a D6. On a roll of 1 to 4 there will be one
reconnaissance plane, on a 5 or 6 there will be two planes. Now roll a second D6. On a 1 your
target is an enemy supply dump, on a 2 it is an artillery position or troop concentration, on a 3 a
railyard, a 4 a port, 5 a bridge or 6 an airfield.
Bombing mission: Choose whether you are escorting tactical or operational bombers based on
nationality, theater and year. Then choose a target or roll as below:
Tactical: Roll a D10. On a 1 or 2 you are to attack a front line position, on a 3 an artillery position,
on a 4 you must hit an enemy HQ, a 5 is road traffic, a 6 is rail or river traffic, 7 or 8 is a bridge, 9
or 0 an airfield .
Operational: Roll a D6. On a 1 your target is an enemy supply dump, on a 2 it is an artillery
position or troop concentration, on a 3 a railyard, a 4 a port, 5 a bridge or 6 an airfield.
Naval d10 1‐3 coastal convoy, 4 barges, 5‐6 Light fighting craft, 7‐8 Destroyer, 9‐0 Port
Bombers: Now roll 1D6 to see how many bombers you will be escorting.
Friendly Bombers
D6 Result
1 6
2-3 8
4-5 10
6 12
Subtract -1 from the roll if
dive bombers
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Rendezvous: Next we need to roll to see how the rendezvous went with the bombers. Roll a D10
D6 Result
1-2 You take a long time to find the bombers. You arrive 1 to 3
turns late. You will be short on fuel and lose one reputation
point.
3 You are late for the link-up. You are short on fuel for this
mission.
4-0 You link up with the bombers on schedule.
Subtract -1 from your roll if there are scattered clouds or you
have poor communications, -2 if there are storms. Add +1 if you
have a pilot with Eagle Eyes.
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Mission E
Escort Strategic Bombers
Briefing: You are to escort a strategic bombing mission deep into enemy occupied territory.
You will only be with the bombers for part of their journey. I suggest you take a flight to six
aircraft for this mission. Determine what leg you get with a D6. On a 1 you get the outbound early
leg, on 2 or 3 you get the outbound late, on 4 or 5 the inbound early and on 6 the inbound late.
You don’t need to determine a target but if you are keeping a campaign diary then you may roll a
D6, with a 1 or 2 being a railyard, a 3 or 4 industry, 5 a port or 6 an airfield.
Friendly Bombers: To establish how many bombers you are escorting roll a D6 on the following
table:
D6 Result
1 8
2-3 10
4-5 11
6 12
Subtract -1 from the roll of outbound late or
inbound early, subtract -2 if inbound late.
Rendezvous: Next we need to roll to see how the rendezvous went with the bombers. Roll a D10
D6 Result
1-2 You take a long time to find the bombers. You arrive 1 to 3
turns late. You will be short on fuel and lose one reputation
point.
3 You are late for the link-up. You are short on fuel for this
mission.
4-0 You link up with the bombers on schedule.
Subtract -1 from your roll if there are scattered clouds or you
have poor communications, -2 if there are storms. Add +1 if you
have a pilot with Eagle Eyes.
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The Enemy: Roll a D6 on the following table to see what enemy forces are deployed against you.
D6 Result
1–2 5
3–4 6
5 7
6 8
Reduce by one aircraft if you have only three
fighters, increase by one if you have eight or more
aircraft.
Historical Alternative: In 1944 and 1945 the Germans started using special “bomber destroyers”
such as the ME 110 and FW 190 Sturmbocks. These were often escorted by ME 109Gs. The idea
was the ME 109Gs would take care of the fighter escort while the destroyers did their thing. If
playing a game in 1944 or ‘45 when you first spot an enemy fighter roll a D4. On a 1 you have run
into bomber destroyers. (In truth the odds weren’t that high, but makes for an interesting game)
Make that plane either the destroyer or the escort whichever is worse for you. Then roll on both
tables below.
Bomber Destroyers D6 Escort Fighters
5 1-2 3
6 3-4 4
7 5 4
8 6 5
Subtract one aircraft if you have three
flghters, add one if you have eight or more.
Interception: Not applicable for this scenario.
Advantage: Roll with a ‐2 adjustment. Please note you will normally not have to roll for timing
of interception for this scenario. The enemy are watching waiting to strike. They will get a normal
time (usually 6 turns) If you get “inbound late” you can have this part of the bombing run and roll
for interception. Give the enemy a ‐1 to the die.
Victory : Protect those bombers! If outnumbered by at least 3:2 don’t lose more than one
bomber during your watch.
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Now you have your pilots and you have your scenario it’s time to breathe life into your
battle and campaign. This part of Squadron Forward contains three sections: Pre-
Battle Events, In-Battle Events and Post Battle Events. Like all parts of this system
you can use whichever bits you wish.
For me I find this section allows me to get the most out of solo gaming; those
elements of unpredictability combined with an on-going narrative, that background
story that turns a collection of games into a miniature campaign with a coherent theme
identifiable throughout. To do this the following system focuses on the characters
involved and helps take control away from the player and introduces some external
forces that come to bear which can in themselves provide us with some interesting
story lines and in-game friction, moving in some areas towards aspects of the role-
playing game. The system is designed to be flexible enough to accommodate the whole
of the Second World War with different nationalities, fronts and strategic situations.
As a result it requires, like most role playing situations, some logical interpretation of
events by the gamer to reflect their own particular situation. In essence it is 90%
solution 90% of the time; to get the most from this the gamer will need to add the
extra theater and force specific 10% himself.
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PRE-COMBAT EVENTS
You have picked your scenario and assigned your pilots. Now let’s see if anything happens before
you get into combat. Roll a D6. A 5 or 6 means you have to roll a D10 on the event table below
then check to see what the results mean for your mission.
D10 Result
1 Pilot DNIF
2 Navigation error
3-4 Flak
5-7 Aircraft encounter
8-0 Aircraft malfunction
Pilot DNIF: Randomly determine which pilot is sick today and cannot fly so is listed in the log as
DNIF, Duties Not Involving Flying. You may make a last minute substitution. If it is your mission
leader and you need to use the Rendezvous Table subtract 2.
Navigation Error: Your mission is off course. If you need the Rendezvous Table don’t bother,
you blew it. If it is any other mission your boys will already be low on fuel. Watch out for gas tank
hits!
Flak: En route you encounter Flak (either enemy or friendly). Use your rules to resolve it.
Aircraft Encounter: You have encountered aircraft en route to your mission. If you are on a
Patrol Mission and the aircraft are enemy you can count this as your mission. Roll on the table
below to see what you have encountered:
D6 Result
1-2 Two friendly fighters
3 Three friendly fighters
4 Friendly plane under attack
5 Three enemy fighters
6 Four enemy fighters
If you encounter two or three friendly fighters, these have lost their squadron and will join up with
you for mutual protection. For the sake of variety I always make these a different type of aircraft.
You can use the aircraft encounter tables in Appendix Two to decide which type they are.
If you encounter a friendly plane under attack, this will be a bomber or transport plane being
pursued by two or three enemy aircraft. Roll for Advantage with a +2 for you since they are
distracted by their target. If you gain the advantage you can choose to ignore the bomber and
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continue with your primary mission but you will lose 1 point of “Glory” from your Squadron
reputation. You can also split your force; some helping the bomber and some moving to
accomplish the primary mission. Any fighters that survive this secondary mission can continue on
to their primary but if using the Rendezvous Table will automatically be late.
If you encounter three or four enemy fighters you will roll to see who has the advantage. If you
win that roll you can decide whether to engage these planes or not. If you lose the Advantage roll
you have no choice but to engage them. Any fighters that survive this secondary mission can
continue on to their primary but if using the Rendezvous Table will automatically be late.
Aircraft Malfunction: Determine randomly which of your aircraft has had a mechanical
problem and then roll a D6 on the following table:
D10 Result
1 Oxygen System failure
2 Radio or Engine failure
3 Manifold problem
4 Tank transfer problem
5-0 Serious engine or controls malfunction
Oxygen System failure: Pilot may not fly higher than 12,000 ft. May have to abort mission. In
reality this was often not noticed until the pilot blacked out, however that makes for a poor game
though so our guys notice.
Radio or Engine failure: In planes with unreliable engines there is engine trouble and the plane
must abort. (Examples would include early models of the FW‐190, the Tony and the George.) In
all other planes the radio is out making teamwork flying almost impossible. May have to abort
mission. If your plane doesn’t have a radio (most Japanese, Russian and Italian) then roll again for
a different result.
Manifold problem: Manifold pressure is low which reduces power and acceleration. The plane
will have reduced power and acceleration and will lose the use of its super‐changer. The effects of
this will depend on your rules. May have to abort mission.
Tank Transfer: The Tank Transferring system is not working. The plane will have extremely short
range. If you are flying an intercept or quick mission on the Russian front you are probably okay,
otherwise the plane will probably have to abort the mission.
Serious engine or controls malfunction: Big problem with the plane. It has to abort and you are
down one for your mission.
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Ritchie is taking 4 Tomahawks on his CAP mission today. He
has an encounter on the way to the Med. Sergeant Hobbs
radios that his tank transfer system is not working. Ritchie
thinks for a moment, without petrol Hobbs wont’ be able to loiter
over the convoy. He sends Hobbs home and the three
Tomahawks continue on.
Lieutenant Skinerovski is leading six P-39s on a Fighter-Bombing mission of an
artillery park. He has two P-39s clean and the rest loaded with bombs. He
encounters three German fighters on the way. (He doesn’t know what type; at this
distance they look like ME 109Gs). He rolls for Advantage and gets it. While he
would love to attack the Germans with odds of two to one his mission is bombing
today. His men follow his orders and streak right under the Germans’ noses towards
the waiting enemy guns.
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Weather
Next you have to determine the weather over the battle area or the rendezvous if you are joining
bombers. Roll a D10 on the following table.
D10 Result
1 Storms
2-3 Cloudy or rain
4-5 Scattered clouds
6-0 Fine
Europe Summer +1
Europe Winter -1
Pacific Winter +2
Desert +2
Mediterranean +1
An unmodified 1 is always Storms
Lieutenant Skinerovski is approaching the target. He rolls for weather this summer
day and gets scattered clouds. This will be scattered over the board. Next he rolls
on the Fighter-Bomber scenario card for enemy fighters. The Germans use flights of
four so a “3” will result in three enemy fighters. Next we have to go to advantage.
The Russians have a -1 for this scenario as they are fighter-bombers, they get a -1 as
the Germans always get an advantage on the Russian front. Lieutenant Skinerovski is
an Ace so he gets +2 resulting in a total modifier of 0. The Russians roll a 3 and the
Germans roll a 3 resulting is a tie which the Germans win as they are the defenders in
this scenario.
Rolling for timing of intercept the player rolls a 3 resulting in an average intercept
time. The P-39s are set up on the board whatever your average distance away from
the artillery is (about seven turns for me). Two clean P-39s begin at slightly higher
altitude than the rest. A d6 is rolled to see where the Germans start the game enter
from moving towards the Russians whom they have just spotted. A 4 is rolled so the
Germans will start directly in front of the Russians. They will be near maximum
visibility range. I often will roll a D4 to check for altitude with 1 being lower, 2-3
being same and 4 being higher. Here the Germans would not be lower as the Russians
often flew low so I would say 1-2 same and 3-4 one level higher (same as the clean P-
39s). So now we’re all set and Skinerovski can now go and get those guns.
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IN COMBAT EVENTS
Air combat is quick and intense. But even in this environment chance events can affect combat;
be they a jammed gun or a loss of nerve. These events can be portrayed through a random events
chart. The frequency of events is up to the player. I use 20% per turn meaning 1 or 2 events
should occur per game. For those of use using Bag the Hun add a Random events card to your
Game Deck. On this card being dealt a roll a D10. On 1 or 2 I roll on the following chart:
D10 Result
1 Friendly reinforcement
2 Enemy reinforcement
3 Friendly Guts test
4 Enemy Guts test
5-6 Good things happen
7-8 Bad things happen
9 Good things for your character
0 Good things for a Non-player character
Friendly Reinforcement: Friendly fighters fly towards the sound of guns! Two to four fighters
arrive at a random table edge. Roll a D6 with 1 or 2 being two planes, 3 or 4 being three, and 5 or
6 being four planes. Use Appendix Two to determine type.
Enemy Reinforcement: Enemy fighters fly towards the sound of guns! Two to four fighters
arrive at a random table edge. Roll a D6 with 1 or 2 being two planes, 3 or 4 being three, and 5 or
6 being four planes. Use Appendix Two to determine type.
Friendly or Enemy Guts Test: Morale is something often ignored in air combat. I believe it is
important. Pilots who were scared didn’t last long in units but fatigue and constant stress could
cause most men to become very cautious at times. In twisting individual combat this would go
unnoticed. Here your inspiring leaders can get your men to go that extra yard.
Randomly determine which of your pilots undergoes a Guts Test then roll a D6 on the table below:
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D6 Result
1-2 Pilot claims he has engine trouble
3-4 Pilot stays on the edge of the fight
5-6 Pilot acts normally
-1 for each friendly plane lost in the game
-1 if the pilot’s own plane is damaged
+1 if an inspiring leader is flying today
+1 for each enemy plane lost in this game
+1 if Russian
+2 if Japanese
Adjust for personality
Pilot claims engine trouble: This pilot has lost his edge today. He needs to go home and will claim
engine trouble to do so.
Edge of fight: This pilot is losing his edge. He does not want to abandon his comrades but will try
to keep to the edge of the battle and not “mix it up”. If a wingman he will stay will his leader but
will have a +1 chance of losing him. If breaking formation he will not rejoin but stay to the edge as
above. This behavior lasts only this battle. These actions may or may not be noticed by the rest
of the squadron. Use All Knowing Odds Table after the battle to determine if that happens, being
“Unlikely” the first time it occurs, but increasing in probability by one level each time it occurs.
Pilot act normally: You may use the pilot normally.
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Tests and if he is a wingman does not have to roll for loosing formation.
Ace for a Day: For the rest of this battle this pilot is treated as an ace pilot in your rules.
In BTH add a character card and treat him as a veteran instead. If the pilot has a
character card add an ace card and give him ace status.
Increase flying skill by one level: For the rest of this battle treat this pilot as one level
batter for flying. Thus a green pilot would be considered regular. In games that separate
out flying modifiers from shooting modifiers, this only applies to flying modifiers.
Rabbits foot: This pilot can re‐roll any one roll. He must accept the second roll.
Engine Overheats: Randomly determine which plane on the appropriate side has engine
problems. This plane must immediately try to break off combat and head for home. If close to
home the plane should have a “Possible” chance of making it using the All Knowing Odds Table. If
far its chanced are “Unlikely”. If over land the pilot make attempt a crash landing which will be
explained later.
Morale Check: Some gamers will groan at morale rules in an air combat game. I think it important
and often overlooked. This will also cause the gamer to watch his squadron morale in the
campaign game and if morale dips you will value those pilots who are great leaders even if they
are not aces. Also, don’t worry, morale check come up very rarely in a game.
If the affected side does not have at least a 3:2 ratio in fighters it must take a morale check. If it
does have a 3:2 ratio ignore this event. A squadron has a base morale of 8. If you are playing a
campaign the morale of your squadron can vary. Enemy squadrons are assumed to have a morale
level of 8. Roll 2D6. If you roll equal to or less than your morale you have passed and there is no
effect. If you fail by one you must regroup your aircraft at a rally point off to one side of the
battle, count noses and start again. If you fail by two or more you must break off the action. In
the campaign game you will lose 1 point of “Glory” from your squadron reputation and the flight
leader should roll for adverse action to include potentially being removed from the squadron. The
morale roll is modified by the following table:
Loss of two aircraft -1
Loss of a popular pilot -1
Loss of flight leader -1
Outnumbered 2:1 -1
Enemy lose two aircraft +1
Mission is defending bombers +1
Pilot has Leadership trait +1
You are Russian +1
Flight leader is a Great Leader +2
You are Japanese +2
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Guts Test: Randomly determine which pilot on the appropriate side takes a gut check as already
explained earlier in these rules.
Flak hits plane: Randomly determine which plane on the appropriate side gets hit by a stray
round of flak. Determine damage according to your rule set.
Battle drops one level: Contests between aircraft rapidly loose altitude as aircraft try to turn
tighter and tighter and trade altitude for speed. Almost all air combat systems, except the really
complicated ones, I have used don’t seem to replicate this fact well. This event forces the battle
lower.
Randomly determine which of your furballs (contests between groups of fighters) has dropped a
level of altitude due to twisting and turning. If this drop would cause them to crash obviously pick
another group. If there are no furballs then roll another event.
Angus Richie now has his three Tomahawks over the convoy bound for Tobruk.
Looking at Mission B he is protecting a Tactical target so we will use that column. We
roll a 3 so will encounter tactical bombers. We are referred to encounter Card 3.
We can either roll a D6 to see if we encounter Bombers (Stukas in this case) or
fighters. I feel like fighting some ME 110s so that is that. A D6 under the fighter-
bomber chart with a “3” result means there will be six ME 110s loaded for bear. An
additional D6 under escort for fighter-bombers means there will be two clean fighters.
You can use the AKOT to determine if they will be the same type as the ME 110s. I
think it likely. A roll of “5” on a D10 confirms this.
Next we roll for timing of the intercept. We get a -1 here due to being on CAP. We
roll a 3 which even modified gives us an average intercept. For me this will be about
seven turns of ingress towards the ships.
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So as the game starts Ritchie’s Vic will continue their figure of eight until they see
something. The two clean fighters can go after Ritchie. The Fighter-bombers can
race towards the convoy.
In our game we get a random event. A roll of a D10 tells us that “bad things happen”.
A “4” on the table means something good happens to an enemy pilot. We roll to
randomly select which plane it is and we get one of the fighter-bombers. A roll of 6
on the positive benefit chart means that pilot has a rabbit’s foot today. He can use it
on his bombing run or save it in case he gets shot down.
By chance the very next turn we get another random event, quite unusual for that to
happen. This time we get friendly Guts Test. We determine it is Spanner O’Rourke.
Ritchie is not an inspiring leader but he is not hated either so no modifiers there. The
squadron’s reputation is good. With Spanner’s “mercurial” personality I would give
him a +1 modifier to the die. We roll a “2” which is modified to a “3”.
Given his personality and his sudden loss of nerve Spanner will probably lose formation
the next tricky turn Ritchie does and hang around the edge of the action. If a ME 110
strays he will shoot at it but he won’t “mix it up”. Will Ritchie notice in the heat of
battle? I would use the AKOT. If this is the first time I would say unlikely. What if
Ritchie does? Would he ground Spanner? Send him to the flight Doc? Try to remove
him from the squadron? You can choose according to the history of your own
campaign.
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Lieutenant Skinerovski’s formation is fighting through light flak toward the artillery
when an event is called for. He rolls a morale check. His unit has had a rough go as
of late and is known as a hard luck unit, not the best reputation to have in “Uncle
Joe’s” USSR… Their reputation [ explained later] is in the negative so results in a -
1 modifier. They get a +1 as they are Russian so there is no modifier to the die with
an “8” as the target. Their bad luck continues with a dice roll of 9. As the pilots in
the squadron are lining up so badly on their runs the Lieutenant calls a halt. He
orders the formation back over a hill to form up and start again. This will expose the
pilots to more flak and they are not happy…
Returning Home
If one of your pilots is shot down you’ll need to check for him to bail out and to see whether he
makes it home after that. All pilots get out of their aircraft on anything but a “1” on a D6. The
only modification to this roll is a ‐1 if the pilot is wounded. As to their fate roll a D10 below:
D10 Friendly Territory Neutral Territory Enemy Territory At Sea
1 MIA MIA MIA Lost at Sea
2-3 Gets home POW POW Lost at Sea
4-7 Gets home Gets home POW Okay/POW
8-0 Gets home Gets home Gets home Gets Home
Pilots who get home will miss one mission if over friendly or neutral territory, those who get home
from enemy territory will miss two missions. The “Okay/POW” result will depend on the
proximity of friendly shipping, islands or the closest shoreline. Yes this is a generous table but
hey, we aren’t playing this campaign to lose all your pilots!
If your pilot has to set his plane down and make an emergency landing due to stopped engine or
running out of gas consult the AKOT to see if he found a good site such as grassy field or road, or
an okay OK site such as a short or rocky field or one with trees and hedges. If he can’t find either
of those he better bail out. Roll a d10. For a good site the plane lands safely on anything but a 1.
On an Okay site the same result happens on anything but a 1, 2 or 3. This means that the pilot is
safe, but roll a further D10 to see what happens to the plane. On a 1 the plane is destroyed, on 2
or 3 it is badly damaged, on 4 to 6 it sustains light damage and on 7, 8, 9 or 0 it is completely
undamaged.
A crashed means that the plane is destroyed. Roll a D6 for the pilot, killing him on a 1, otherwise
he is wounded.
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After the battle you can roll to see if you have an event as described in the pre‐flight section or if
you prefer (and I do) you can just assume that they make it back to their airfield. Undamaged
planes are assumed to land safely however for any damaged planes you will need to check to see
if they land safely. First make a roll on the weather table in the Pre‐Game section to see what the
weather is like at the airfield on their return as this could influence the result. Once you have
done that roll a D10 on the following table.
D10 Result
1 Crash and burns
2 Rough landing
3-4 Pranged aircraft
5+ Perfect landing
Minor damage, scattered clouds, poor airfield and difficult plane to
land all subtract -1 from the roll. A wounded pilot or cloudy or rainy
weather subtract -2. For an Ace add +2, for a Veteran add +1.
Finally adjust for the squadron reputation.
Crash and burns means plane is destroyed. The pilot is killed on a D6 roll of 1, otherwise he is
wounded. A rough landing means that the plane sustains major damage, or if it already had major
damage it is destroyed, and the pilot wounded. A pranged aircraft will sustain minor damage, or if
it already had minor damage it now has major damage, and pilot is embarrassed. A perfect
landing is good news, and if the airplane was damaged the tale will be told at the bar tonight.
After you have resolved all damaged planes landing you now have to make sure everyone else gets
home safe. For every six undamaged planes landing roll a d10. On a 1 you must randomly pick an
aircraft and it must make a landing check as well.
Lieutenant Skinerovski is coming back from pounding the German artillery. He has no
planes damaged and five are returning. He rolls a “1” for landing so one plane will
make a landing check. We randomly check to see who it is and it turns out to be him.
The weather is scattered clouds so visibility is mediocre (-1). The strip is poor(-1).
The P-39 is not difficult to land unlike the ME 109 or P-40. Lieutenant Skinerovski
is a veteran (+1). The squadron is a bad luck squadron and their reputation
[described later] is reduced by one point of “Glory”. Thus there will be a -2 to the
die roll. We roll a “5” modified to “3” resulting in a pranged aircraft with a damaged
wheel. Even though he yells at the ground crews to go and fix the pot hole in the
runway there will be hushed talk tonight in the mess!
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Reputation
First you have to see if the mission affected your squadron’s reputation. Everyone wants to be
the biggest, baddest fighter squadron. You earn or deduct Glory Points based on your mission
performance. People in a winning unit perform better. Thus your Squadron reputation will
modify many die rolls in this part and in part II. Did your squadron do anything on this mission to
enhance or diminish its reputation? Shooting down enemy planes, destroying things and
protecting bombers obviously earn Glory points. Failing to do those things is not. Doing those
things with style takes you over the edge and separates you from the rest of the pack. Sure you
can shoot down an airplane, but can you do it while outnumbered 3:2?
This is also a great equalizer over the nationalities and years. For a Russian I‐16 squadron in 1941
just surviving a duel with ME 109s is pretty good. If you damaged several without losing a plane I
would give you a “Possible” on the All Knowing Odds Table for a Glory point. For a Corsair
squadron in 1945 if you didn’t shoot down at least two Zeros you would be in danger of losing a
Glory point! See how your squadron fared, discuss this with your opponent at the end of the
game, or if you are flying solo then be honest with yourself; assign an All Knowing Odds Table
rating and roll the dice to see if you add or improve or reduce your reputation. The Squadron
Reputation Table is below:
Squadron Reputation
Glory Points Die roll modifier
-4,-5 -2
-2,-3 -1
-1,0,1 0
2,3 1
4,5 2
Captain Durand has just returned from a mission with his hawks where his six planes took
on six ME 109s. Durand lost one plane and had major damage on another without scoring a
kill on the enemy. Since the ME 109 is a slightly better plane I would rate this a “possible”
roll on the All Knowing Odds Table to see if Durant’s reputation is reduced. The Hawks fail
their roll subtracting a Glory Point from their reputation. They were already on a total of -1
so this now drops to -2; they have now lost their have a good reputation and as such
morale will suffer on the base and they get a -1 modifier on many of the following rolls
relating to post-battle events.
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Repairs
Next you will try to repair any damaged aircraft you have. This is resolved with a simple D6 roll.
Any Major Damage is fixed on a roll of 5 or 6 and the plane will be available for the next mission,
whereas any Minor Damage is fixed on a roll of 3 to 6. Both of these rolls are modified by the
maintenance officer and the squadron’s reputation.
For planes that are not repaired they will be unavailable for the next mission and must roll again
after the next mission with a +1 on the dice to see if they are repaired. If the aircraft is still out of
action it will roll after each subsequent mission with a +2 after the second mission, and a +3 after
the third until it is repaired.
Captain Durand has a squadron of Hawks. They have just returned from a mission where
one Hawk sustained major damage. In addition, there was a Hawk with minor damage that
was not fixed after last battle. The maintenance officer is neutral towards the squadron.
The squadron reputation is -2 which results in a -1 to the dice roll. As a result Durand will
need a “6” to fix the plane with major damage. [5 or 6 to fix with a -1 for squadron
reputation.] He will need a 3 to 6 to fix the plane with minor damage. [3 to 6 to fix with
a -1 for reputation but a +1 as it has already missed one mission.]
Patching-Up Pilots
Now you will try to heal any pilots that are wounded. We keep this simple, letting the dice decide
the severity of the wound. Roll a D6. One a result of 5 or 6 the pilot returns to duty. This is
modified by the flight Surgeon or Medical Officer, squadron reputation and +1 for every mission
the pilot misses in the hospital.
Replacements - Men
The next step you only do if you are not operating with full manpower. If you are down any pilots
you can see if replacements have shown up. You guessed it; a D6 is rolled once for each absent
pilot, with a replacement showing up on a roll of 5 or 6. The modifiers are different here though.
This is modified by the Group Commander’s attitude to the squadron, the Administrative officer’s
attitude, whether you won or lost your last battle (add +1 to the roll for a victory, subtract ‐1 for a
loss). Next you adjust for squadron reputation and for each mission the missing man has been
absent you add +1.
Angus Ritchie has returned from his mission protecting the convoy to Tobruk.
Unfortunately the cards were stacked against him and the convoy was mauled so he lost the
mission. He lost one pilot and to make matters worse he has been down another pilot for
the last two missions. The Group commander is neutral to the squadron but the
administrative officer is unsupportive. The squadron reputation is high at +3. For the
newest lost pilot he needs to roll a 5 or greater -1 [lost battle] +0 [group commander] -1
[administrator] +1 [squadron reputation] so he needs a 6. For the spot that has been
vacant two missions it would be as above +2 for the 2 missions short would bring it down to
a 4-6. As you can see HQ can make your life hard!
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Replacements - Materiel
Next if you are short of planes you can see if replacements have shown up. This is similar to
replacing pilots above except the Administrative Officer is replaced by the Maintenance Officer.
You roll a D6 and on a 5 or 6 you receive a new plane. This is modified by the Group Commander,
Maintenance Officer, whether you won or lost your last battle, squadron reputation and every
mission you have been short a plane, precisely as above.
Pilot Management
Congratulations. You have done all the hardware and assignments. Now comes the hard part:
dealing with the personalities within and outside the Squadron. As you have probably surmised,
this can have a huge impact on your mission. This is what leadership is all about. Some days the
battlefield is the easy part…
Free‐Form Events
First you can pick a free‐form event. This can be picking a Table to roll on, checking for promotion
of a character, removing a character from the squadron or similar. For actions not involving a
table, use the All Knowing Odds Table. This is where you get to drive the story. Be creative.
Sometimes I cheat and use two free‐form events if that makes the story line more enjoyable. The
key here is to be honest with the probability and allow for failure of how you want it to go. This
allows for unexpected twists and turns and helps develop the narrative.
Squadron Leader Ritchie has a problem. The Group Administration Officer is a pig who
won’t give the Squadron anything. He needs to change this. He has thought of going to the
Group Commander but the commander doesn’t particularly like him and odds are he would
get a balling out and be seen as a whiner. [I would suggest that with the Group Commander
being neutral the odds of him removing his Admin Officer would be very unlikely, odds of
him seeing Ryder as a whiner possible.] Another way would be to charm the Admin Officer.
Ritchie’s personality is Pragmatic so this is not his strong suit. Spanner O’Rourke is
Mercurical so that is who probably ticked off the guy in the first place. Pilot Officer
Hughes, on the other hand, is Cheerful. Have PO Hughes try to charm the Admin Officer
[explained below] to see is we can change his opinion.
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Here is an example of where you would want two free‐form events.
Captain Durand is back from a mission with his Hawks. Sergeant Cousteau scored his
second kill while Lieutenant Leroy failed a Guts Test and came home with “engine trouble”.
The mechanics report back to Captain Durand that Leroy’s Hawk checks out fine. Leroy is
not new to the squadron and has previously been on three missions without incident. Here I
would make a free-form check to see if Sergeant Cousteau advances from an Average pilot
to a Veteran using the All Knowing Odds Table. I would say this result is “Likely”. I would
also see if Captain Durand thinks anything of Lieutenant Leroy’s return. This would be
either “Possible” or “Likely” depending on Leroy’s record in the squadron and his
personality.
Medals
Next check to see if any of your men have been recommended for an award or medal. The criteria
for this and the system used to see if an award is made is explained fully in Appendix Three.
Fixed Events
After your each scenario you need to roll on the following table to see what fixed event occurs.
While the free‐form event gives the gamer an opportunity to make changes he wants, the
following events will not always be to his liking or convenience. On your first two missions you
may also roll one additional time on the “Introduce NPC Table” so that you can get a couple of
Non‐Player‐Characters to get you started. You start the game already knowing your Group
Commander and Russian players will know the Group Commissar. Roll a D6 to see what your Fixed
Event is:
D6 Event
1-2 Character Action. Go to Table 1
3-4 NPC Action. Go to Table 2
5 Introduce new NPC. Go to Table 3
6 Squadron Assets. Go to Table 4
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D10 Action
1-4 Character Noticed
5 Character develops skill
6 Check squadron Morale
7 Gut Check
8-9 DNIF
0 Noticed or gone
Character Noticed. Your character has been noticed by someone in or out of the squadron.
Being noticed by a Non‐Player‐Character will play a major part in forming the way that people
think about your pilots and Squadron and influence how they interact with it. For simplicity’s sake
we do not track individual members of the Squadron in relationship with one another. There is
just “the Squadron” and it is epitomized by the Squadron commander.
For the Squadron commander you will have to track how the Squadron feels about him.
Randomly determine if ”the squadron”, or which NPC known to the squadron, has noticed the
pilot. Roll a D6 and modify this roll by the pilot’s and NPC’s Personality if applicable [this is back in
Section One], if they share a military upbringing +1, if the pilot is privileged +1 or if the pilot
performed heroically last battle+1. If the final result is 1 to 3 this was a negative encounter and
the NPC now has a ‐1 relationship with the member specifically and squadron as a whole. A result
of 4 to 6 and this was a positive encounter and the NPC now has a +1 relationship with the
member specifically and the Squadron. The NPCs relationship to the member and squadron is
tracked and this modifier is used on many rolls already given in the tables above. A NPCs status
can never be more than +2 or less than ‐2.
In addition, if the character performed heroically and had a positive encounter with a superior
officer, he has been but in for a medal. Please see Appendix Three for this exciting new dimension
to the Forward series.
Squadron Leader Angus Ritchie has asked Pilot Officer Hughes to use his natural charm on
the Administrative Officer at the Group in order for the squadron to get some replacements.
Hughes is a cheery fellow who promises to do what he can. He starts to bring paperwork in
on time and casually mentions cricket and rugby. The Admin Officer turns out to be a big
rugger fan. A D6 will be rolled. The Squadron gets a +1 for Hughes being cheery [look
back at the personality table in part I] and a -1 for the Admin Officer being generally
unspupportive. So it is a 50/50 chance on the D6. Mercifully the roll is a 5 for a +1
rating. Since the Administrative Officer was at a -1 he is now neutral to the Squadron.
Thus now there will be no negative modifier when rolling for a replacement pilot. The
Administrative Officer decides not all the pilots down there are like “Spanner” O’Rourke
and he really needs to try to help them out.
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Two months later after a mission “character noticed” is rolled. “Spanner” comes up as the
pilot. O’Rourke knows the Squadron commander, the Group commander, the Administrative
Officer and the Flight Surgeon. A D4 determines he is to have an encounter with the
Administrative Officer. We subtract 1 for both Spanner’s and the Admin Officer’s
personalities. A D6 is rolled and we get a 4 -2 =2 meaning the Administrative Officer now
has a negative view of the Squadron again! “Spanner” O’Rourke shot his mouth off about
London Irish rugby again no doubt. Ritchie sighs. O’Rourke is a fine pilot in the air but a
problem on the ground.
Character Develops Skill. One of your characters has developed a skill, randomly determine which
member of your squadron this is. Roll on the initial skill table from Section One. If the pilot
already has that skill he does not get to roll again.
Check Squadron Morale. One character is having a large effect on Squadron morale, randomly
determine which. Squadron morale is important. It, combined with Squadron Glory or reputation,
is the pulse of the unit. It will come into play infrequently through a random event but when it
does it can have a big impact on your mission. Low morale can be a reason to remove a Squadron
commander. Roll on the table below to determine if there is a change in Squadron morale. All
Squadrons start with a base morale of 8.
D10 Effect on morale
1-2 Down 1
3-8 No effect
9-0 Up 1
This roll is now modified by Squadron Gloryness, the Personality and Leadership trait of the
Squadron commander, the Popularity of pilot causing this check, if you won your last battle add
+1, if you lost subtract ‐1, if squadron equipped with superior aircraft add +1, if you have inferior
aircraft subtract ‐1. Please note it is relatively difficult for a Squadron to lose morale. This is
intentional. Squadrons are tightly knit highly motivated people. But if it starts to drop it is also
difficult to bring it up.
Guts Test. This is similar to the Guts Test in the random events section during battle but the
difference here is this is semi‐permanent. Randomly determine which pilot is affected. That pilot
will continue to either claim engine trouble or stay on the edge of battle until found out by the
squadron commander, probably as a free‐form event at the end of a subsequent game. The C.O.
can either relieve him of duty or can send him to the flight Surgeon for treatment. If sent for
treatment he will be treated like a wounded pilot and diced for after each mission until recovered.
Once recovered on his first mission back roll a d6. On a 3‐6 he is cured and will act normally. On a
1‐2 he is not and will continue his previous behavior. You sympathize but will have no choice but
to remove him.
.
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DNIF ‐ Duties Not Involving Flying. Your pilot is grounded from flying by the flight surgeon for 1‐4
missions. This d4 is modified by the flight surgeon if he is a NPC but will be at least 1 mission.
Notice or Gone. Your pilot might have been killed or transferred. Roll a D6. For officers a result of
1 means he is KIA in a flying accident, 2 that he is transferred out of theater, 3 or 4 he is
transferred to group or wing HQ, and on a 5 or 6 nothing happens. If the officer goes to HQ he will
be gone for 6 missions. There is a "possible" chance on the All Knowing Odds Table of a promotion
and either way the squadron can request him back if there is room for him at his current rank.
For an enlisted man or NCO a roll of 1 results in him being KIA in a flying accident, a roll of 2 means
that he is transferred out of theatre, whereas a roll of 3 to 6 you may consider OCS. If the pilot has
the right stuff you may send him to Officer Candidate School again using All Knowing Odds Table
using anything from “Possible” to “Very likely”. He will be gone for six missions and will return as a
junior officer to your unit automatically. If you do not send him nothing happens.
A promising young Junior Lieutenant is transferred up to wing HQ from Lieutenant
Skinerovski’s Squadron. He now becomes an NPC for game purposes and we will say
he was put into mission planning. We can request a replacement pilot as usual. After
six missions we roll on the “possible” table of the All Knowing Odds Table to see if he
was promoted. Either way, Lieutenant Skinerovski can have him back if there is a
place in the squadron for him at that rank.
Table 2 NPC action
At the heart of Squadron Forward are the pilots whose progress we follow through a succession of
games. Alongside them, almost as important, are the Non Player Character whose actions and
attitudes will play a significant role in how the campaign develops. When a NPC action is called for
randomly determine which NPC will perform the action and roll on the table below:
D10 NPC action
1-4 Changes attitude
5 Check Squadron Morale
6 Flies with squadron
7-9 Offers favor or obstructs
0 Transferred out
NPC Changes Attitude. One of the known NPCs will have an encounter will a pilot. Randomly
determine which pilot is involved and then roll a D6. Now modify this roll by the pilot’s and NPC’s
Personality if applicable (as covered in Section One), if they share a military upbringing add +1, if
the pilot is privileged or if the pilot performed heroically last battle add +1. If the modified result
is 1 to 3 then it was a negative encounter and the entity now has a ‐1 relationship with the
member specifically and squadron collectively. On a net result of 4 to 6 this was a positive
Page 50
encounter and the entity now has a +1 relationship with the member specifically and the
squadron. The NPCs relationship to the member and squadron is tracked and this modifier is used
on many rolls already given in the tables above. A NPCs status can never be more than +2 or less
than ‐2.
In addition, if the character performed heroically and had a positive encounter with a superior
officer, he has been but in for a medal. Please see Appendix 3 for this exciting new dimension to
the Forward series.
Check Squadron Morale. An NPC is having a notable effect on Squadron morale currently.
Squadron morale is important; it combined with Squadron reputation and is the pulse of the
squadron. It will come into play infrequently through a random event but when it does can have a
big impact on your mission. Low morale can be a reason to remove a Squadron commander. Roll
on the table below to determine if there is a change in squadron morale. All squadrons start with
a base morale of 8.
D10 Effect on morale
1-2 Down 1
3-8 No effect
9-0 Up 1
This roll is now modified by Squadron reputation, the Personality and Leadership trait of the
Squadron commander, the NPC’s rating who caused this check, if you won your last battle add +1,
if you lost subtract ‐1, if squadron equipped with superior aircraft add +1, if you have inferior
aircraft subtract ‐1. Please note it is relatively difficult for a Squadron to lose morale. This is
intentional. Squadrons are tightly knit highly motivated people. But if it starts to drop it is also
difficult to bring it up.
Flies with Squadron. The NPC expresses a desire to fly with the Squadron on its next mission. He
will bring his own plane. If the NPC is not a pilot treat this as no event.
Offers Favor or Obstructs. The NPC either offers a favor to the Squadron or obstructs it in some
way. This will require some free‐style judgment on the part of the gamer, as it needs to make
sense. What occurs should be based on the NPCs position and attitude towards the Squadron.
For example, the Administrative Officer in the Ritchie scenario could mess up Spanner O’Rourke’s
paperwork so he would miss one mission flying, whereas an Administrative Officer with a positive
attitude would ensure the Squadron received a replacement pilot. A Group commander could
promote a pilot, offer a special mission or make sure the Squadron got an additional plane for the
next mission. This is not prescriptive as it is suppose to make sense for your campaign. Use your
imagination and make it work for you. There are other suggestions under the descriptions for
each NPC.
Transferred Out. NPC is transferred out to another station.
Page 51
Ritchie gets a New NPC as an event. He gets randomly picked as the pilot and rolls
the Maintenance Officer. Ritchie is pragmatic so no modifier there. Pilot Officer
Jones is pessimistic so no modifier either. A d6 is rolled for a 4. PO Jones now has
a +1 attitude to Squadron Leader Ritchie and the Squadron. This +1 will be applied to
all repair and replacement rolls. PO Jones apparently liked Richie’s no nonsense style.
All Richie has to do now is keep Spanner O’Rourke away from the hanger!
Administrative Officer: This character is in charge of all the paperwork for the group. Modifies
replacement pilot rolls and often has the group commander’s ear. Good guy to be friends with.
Chaplain. [Wing Commissar for USSR] Responsible for the spiritual well‐being of the wing, this
individual can never have a negative attitude with the squadron or obstruct anything. [Commissars
can and may be obstructive if they take a dislike] If he offers a favor that comes as a blessing that
functions as a rabbits foot. Can be used by anyone member of the Squadron for any roll in battle
or out once. If has a positive attitude towards the squadron has a positive modifier on the morale
check roll at base.
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Flight Surgeon. Responsible for the mental and physical wellbeing of the squadron. If he
develops a negative attitude this cannot drop below ‐1. He will not obstruct anything ever but he
does modify Hospital rolls, either positively or negatively.
Intelligence Officer. The Intelligence Officer is responsible for the collecting of intelligence pre
and post mission for the squadron. If he offers a favor this will decrease the number of enemy
fighters by two for the next scenario. If he obstructs the squadron then add an extra two enemy
fighters for the next scenario.
Fighter Pilot. You have met a fighter pilot from another squadron. There is a 50/50 chance they
will fly the same plane as you. If you are really down on planes or pilots he may be able to help
you out. Pilots of other types of aircraft may be able to help out during missions as well. Pilots
that dislike you would love to save your bacon and then remind you of it later. (Of course you will
lose Glory points for that) Use your imagination!
Miss Rennison. You have met a lass from a nearby village with important connections to the
community ‐ her father could be the mayor, burgermeister, local tribal leader, mistress of the
local Gestapo chief or similar. She can like or dislike as many people as she chooses as she is a
particularly social person. (Unlike most NPC you have to keep track of her dalliances by individual
pilot. Don’t worry she normally doesn’t know more than three people.) However, if she ever gets
to +2 with anyone she has fallen in love and any other pilots (in this game) with the Squadron will
immediately get jealous of the winning pilot. Finally if she ever offers a favor there is a chance of
her father (or supporter) finding out. Use the All Knowing Odds Table and use “very likely” to see
if her behavior becomes known. If this is the case you will have to unsnarl this. Depending on the
nation, pilot’s rank and status it could be verbal reprimand to execution (Gestapo chiefs have no
sense of true love). If she ever obstructs she makes false accusations against your pilot. These are
automatically found out and you will have to unsnarl this as above.
The group commissar comes into Lieutenant Skinerovski’s office. There is a big
problem. One of the Squadron pilots was caught in a compromising position with the
local mayor’s daughter. The commissar has been a friend to the squadron in the past
and the stated pilot is a veteran with three kills and two trains to his credit.
Lieutenant Skinerovski offers to give the officer extra duty and restrict him to base
for 30 days to see if that will work. (I wouldn’t bother unless he was a good or
popular pilot then would be unlikely; this moves to possible with the commissar’s
help). If that fails assigning him to another base should work, being likely. If that
fails it is off to Siberia!
Mission Planner: You have met a mission planner from the wing. He will be a pilot as well on the
wing staff. If he offers a favor you may pick your next mission. If he obstructs then make the next
mission an especially hard one.
Page 53
Wing Commander: The man himself. He modifies all promotions, medals as well as squadron assets.
In addition your Group Commander will be keenly aware that he works for this man. Tread lightly.
Table 4 Squadron Assets
Unfortunately other people have access to your assets both good and bad. If you do well and are
seen as Glorious you tend to get more stuff. If you perform poorly and are seen as mediocre
higher ups will pull from your squadron for missions while protecting the “hot shots”. Roll a D6 to
see if you temporarily gain or lose squadron assets
D6 Event
1< Detach a pilot and plane for weather escort duty
2 Detach a pilot for additional duties
3 Plane requires major maintenance for the next two
missions
4-5 Pilot or plane shows up for next mission
6 A wing or group staffer shows up for next mission
7 Two wing or group staffers show up for next
mission
This roll should be modified by the attitude of the Group commander, the Wing commander, the
squadron’s reputation and whether you won or lost the last battle.
Detach a pilot and plane for weather escort duty. You must detach the assets for weather
reports or to escort the weather planes. Roll D4 for the number of missions that plane will be
gone. You may pick the pilot. When the pilot is due to return to normal duties roll a D20. On a 1
he was KIA during his absence.
Detach a pilot for additional duties. You must detach a pilot for a duty not involving flying. These
duties range from court martial duty to speaking tours or writing manuals. You may select the
pilot but it must be at least an element leader rather than a junior pilot. These duties may last
from one to three missions. To see how long they are absent roll a D6 and divide by two.
Plane requires major maintenance for two missions. You lose a plane for two missions.
Pilot or plane shows up for the next mission. Your group or wing commander loan you a pilot or
plane for your next mission if you need it, your choice.
A wing or group staffer shows up for the next mission. One of the pilots from staff shows up
needing flight time and he feels you’re the squadron to do it with! He brings his own plane. It
won’t be a disaster if you lose this guy but do remember who he works for!
Two wing or group staffers show up for the next mission Same as above except two come out.
Page 54
APPENDIX ONE – Mission Tables
These tables provide the missions for your fighters. Some poetic license has
been taken at times to allow for more varied missions while keeping generally in line with
historical accuracy. Feel free to vary these to suit your own campaign backdrop or historical
setting.
To use the tables select the air campaign you wish to fight and roll a D10. The mission is described
and any letter shown in brackets indicated the Mission Card to be used.
Page 55
Page 56
Mediterranean Theater
The Balkans 1941
D10 Greek Fighters Axis Fighters ME 110
1-3 Patrol (A) Patrol (A) Patrol (A)
4 Patrol (A) Patrol (A) Ground Attack (C)
5 CAP (B) Ground Attack (C ) Ground Attack (C)
6 CAP (B) Ground Attack (C) Ground Attack (C)
7 CAP (B) Escort (D) Ground Attack (C)
8 Intercept (B) Escort (D) Escort (D)
9 Ground Attack (C) Escort (D) Escort (D)
0 Escort (D) Escort (D) Escort (D)
Page 57
The Desert - 1942
D10 Spitfire Other RAF Italian ME 109s ME 110
Fighters Fighters
1-2 Patrol (A) Patrol (A) Patrol (A) Patrol (A) Patrol (A)
3 Patrol (A) Patrol (A) Patrol (A) Patrol (A) Ground Attack
(C)
4 Patrol (A) Patrol (A) CAP (B) Patrol (A) Ground Attack
(C)
5 Patrol (A) Patrol (A) Ground Attack Patrol (A) Ground Attack
(C) (C)
6 Patrol (A) CAP (B) Ground Attack Patrol (A) Ground Attack
(C) (C)
7 Patrol (A) CAP (B) Escort Italian Ground Attack Ground Attack
plane (C) (C)
8 CAP (B) Ground Attack Escort Italian Escort (D) Ground Attack
(C) plane (C)
9-0 Escort (D) Ground Attack Escort Escort (D) Escort ( D)
(C) German plane
CAP missions are covering Convoys
Page 58
The Desert – Axis 1943
D10 Italian Fighters German Fighters ME 110
1 Patrol (A) Patrol (A) Patrol (A)
2 Patrol (A) Patrol (A) Ground Attack (C)
3 Patrol (A) Patrol (A) Ground Attack (C)
4 Patrol (A) Patrol (A) Ground Attack (C)
5-6 CAP/Intercept (B) Intercept (B) Ground Attack (C)
7 Ground Attack (C) Intercept (B) Ground Attack (C)
8 Ground Attack (C) Ground Attack (C) Ground Attack (C)
9 Escort (D) Ground Attack (C) Escort (D)
0 Escort (D) Escort (D) Escort (D)
Italy 1944 - 45
D10 Spitfire Typhoon/Tempest P38/P51 P47
1-2 Patrol (A) Patrol (A) Patrol (A) Patrol (A)
3 Patrol (A) Ground Attack(C) Patrol (A) Ground Attack (C)
4 Patrol (A) Ground Attack (C) Ground Attack (C) Ground Attack (C)
5 Patrol (A) Ground Attack (C) Ground Attack (C) Ground Attack (C)
6 Escort (D) Ground Attack (C) Ground Attack (C) Ground Attack (C)
7 Escort (D) Ground Attack (C) Escort (Msn D) Ground Attack (C)
8-0 Escort (E) Ground Attack (C) Escort (E) Escort (E)
Italy 1944 – 45 cont’d
D10 US P-40 Germans
1-2 Patrol (A) Patrol (A)
3-8 Ground Attack (C) Intercept (B)
9 CAP (B) Intercept (B)
0 Escort (D) Ground Attack (C)
Page 59
The Eastern Front
Finland - 1939
D10 DXX Finnish Fighters Russian fighters
1-4 Patrol (A) Patrol (A) Patrol (A)
5 CAP (B) Patrol (A) Patrol (A)
6 CAP/Intercept (B) CAP/Intercept (B) Ground Attack (C)
7 CAP/Intercept (B) CAP/Intercept (B) Ground Attack (C)
8 Ground Attack (C) CAP/Intercept (B) Escort (D)
9 Ground Attack (C) Ground Attack (C) Escort (D)
0 Escort (D) Escort (D) Escort (D)
Finland - 1940
D10 DXX Focker Finnish Fighters I-153 Russian Fighters
1-4 Patrol (A) Patrol (A) Patrol (A) Patrol (A)
5 CAP/intercept (B) Patrol (A) Ground Attack (C) Patrol (A)
6 CAP/intercept (B) CAP/intercept(B) Ground Attack(C) Ground Attack (C)
7 CAP/intercept (B) CAP/intercept(B) Ground Attack (C) Ground Attack (C)
8 CAP/intercept (B) CAP/intercept(B) Escort (D) Escort (D)
9 Ground Attack (C) CAP/intercept(B) Escort (D) Escort (D)
0 Ground Attack (C) Ground Attack(C) Escort (D) Escort (D)
Russia 1941-42
D10 Finnish German ME110 Axis Minors Russian
1-2 Patrol (A) Patrol (A) Patrol (A) Patrol (A) Patrol (A)
3 Patrol (A) Patrol (A) CAP (B) Patrol (A) Patrol (A)
4 Patrol (A) Patrol (A) Ground Attack Patrol (A) Patrol (A)
(C)
5 Patrol (A) Patrol (A) Ground Attack Ground Attack Intercept (B)
(C) (C)
6 Intercept (B) Patrol (A) Ground Attack Ground Attack Intercept (B)
(C) (C)
7 Intercept (B) Ground Attack Ground Attack Escort (D) Ground Attack
(C) (C) (C)
8 Intercept (B) Escort (D) Escort (D) Escort (D) Intercept (B)
9-0 Ground Attack Escort (D) Escort (D) Escort (D) Escort (D)
Page 60
Russia 1943
D10 Finnish German Axis minors Russian Yaks
1-4 Patrol (A) Patrol (A) Patrol (A) Patrol (A) Patrol (A)
5 Patrol (A) Patrol (A) Patrol (A) Intercept (B) Patrol (A)
6 Ground Attack Ground Attack Ground Attack Ground Attack Intercept (B)
(C) (C) (C) (C)
7 Intercept (B) Escort (D) Ground Attack Ground Attack Ground Attack
(C) (C) (C)
8 Intercept (B) Escort (D) Escort (D) Escort (D) Escort (D)
9 Intercept (B) Intercept (B) Escort (D) Escort (D) Escort (D)
0 Escort (D) Escort (D) Escort (D) Escort (D) Escort (D)
Russia 1944 - 45
D10 German FW 190A Axis Minors Russian Yak
3/LA5/7s
1-4 Patrol (A) Patrol (A) Patrol (A)Patrol (A) Patrol (A)
5 Patrol (A) Patrol (A) Patrol (A)Escort (D) Patrol (A)
6 Patrol (A) Intercept (B) Intercept (B)
Escort (D) Escort (D)
7 Intercept (B) Intercept (B) Intercept (B)
Ground Attack Escort (Msn
(C) D)
8 Ground Attack Ground Attack Ground Attack Ground Attack Ground Attack
(C) (C) (C) (C) (C)
9 Intercept (B) Ground Attack Ground Attack Escort (D) Escort (D)
(C) (C)
0 Escort (D) Ground Attack Escort (D) Escort (D) Escort (D)
(C)
Page 61
THE PACIFIC THEATER & FAR EAST
China-Burma-India - 1941 - 42
D10 Allied Fighters Japanese Fighters
1-5 Patrol (A) Patrol (A)
6 Intercept (B) Ground Attack (C)
7 Intercept (B) Escort (D)
8 Ground Attack (C) Escort (D)
9 Ground Attack (C) Escort (D)
0 Escort (D) Escort (D)
China-Burma-India - 1943-45
D10 Allied fighters Spitfire Japanese Fighters
1-4 Patrol (A) Patrol (A) Patrol (A)
5 Intercept (B) Patrol (A) Intercept (B)
6 Ground Attack (C) Intercept (B) Intercept (B)
7 Ground Attack (C) Ground Attack (C) Ground Attack (C)
8 Escort (D) Escort (D) Ground Attack (C)
9-0 Escort (D) Escort (D) Escort (D)
The Pacific Theater - 1942
D10 P39/ P400 Allied Fighters Japanese Fighters
1-3 Patrol (A) Patrol (A) Patrol (A)
4 CAP (B) Patrol (A) Patrol (A)
5 Intercept (B) CAP (B) CAP (B)
6 Intercept (B) Intercept (B) Ground/ Sea Attack
7 Ground Attack (C) Intercept (B) Escort (D)
8 Ground/ Sea Attack Ground/ Sea Attack Escort (D)
9-0 Escort (D) Escort (D) Escort (D)
Page 62
The Pacific Theater – 1943
D10 Allied Fighters Japanese Fighters
1-4 Patrol (A) Patrol (A)
5-6 Intercept/ CAP (B) Intercept/ CAP (B)
7 Ground/Sea Attack (C) Ground/Sea Attack (C)
8 Ground/Sea Attack (C) Escort (D)
9-0 Escort (D) Escort (D)
Page 63
APPENDIX TWO – Aircraft Tables
These tables provide the enemy fighter aircraft or friendly reinforcements that you will encounter
in your games using Squadron Forward. I have taken some poetic license and increased some of
the more rare types in order to increase variety and to get those models onto the table, however
it is still reasonably within the bounds of plausibility. If you do not have a type of plane mentioned
then substitute the closest thing you have, or re‐roll. Please note there are several rule changes
that will affect number of enemy aircraft for both the Eastern front and the CBI. For bombers and
reconnaissance aircraft there were significantly fewer types in service, so use any bomber suitable
for the mission selected.
Page 64
1940 Battle of Britain
Allied aircraft D10 Axis aircraft
Gladiator/Defiant ‡ 1 CR 42
Spitfire 2 ME 109E
Spitfire 3 ME 109E
Spitfire 4 ME 109E
Hurricane 5 ME 109E
Hurricane 6 ME 109E
Hurricane 7 ME 109E
Hurricane 8 ME 110C
Hurricane 9 ME 110C
Hurricane 0 ME 110C
‡ Gladiator only if far north. Defiant only if early in the battle.
If neither applied treat as Hurricane
Daylight Air Offensive - 1943
Allied Aircraft D10 Axis aircraft
Spitfire 1 ME 110G
Spitfire 2 FW 190A
P-38J 3 FW 190A
P-38J 4 FW 190A
P-38 J 5 ME 109G
P-47 B 6 ME 109G
P-47 B 7 ME 109G
P-47 B 8 ME 109G
P-47 B 9 ME 109G
P-47 C 0 ME 109G
Page 65
Daylight Air Offensive - 1944
Allied Aircraft D10 Axis aircraft
Spitfire 1 ME 262
Typhoon/Tempest ‡ 2 FW 190A
P-38 J 3 FW 190A
P-38 L 4 FW 190A
P-47 B 5 FW 190D ¥
P-47 C 6 ME 109G
P-47C/D 7 ME 109G
P-51 B 8 ME 109G
P-51 B 9 ME 109G ¤
P-51 D ¶ 0 ME 109
‡ If before June ‘44 this will be a Typhoon. If after June ’44 a 1 or 2 on a D6
indicated a Typhoon, a 3 to 6 a Tempest
¶ If before Junee 44 treat as P 51 B
¥ At least two of these fighters will be “gunboats”. Armed with under‐wing
20mm cannon.
¤ If before October ‘44 treat as FW 190A
Daylight Air Offensive - 1945
Allied aircraft D 10 Axis aircraft
Spitfire 1 ME 262
Tempest 2 FW 190A
P-38 L 3 FW 190A
P-38 L 4 FW 190A
P-47 D 5 FW 190D ¥
P-47 D 6 ME 109G
P-51 D 7 ME 109G
P-51 D 8 ME 109G
P-51 D 9 ME 109G
P-51 D 0 ME 109
¥ At least two of these fighters will be “gunboats”. Armed with under‐wing 20mm
cannon.
Page 66
The Mediterranean
Ballkans 1940
Greek aircraft D10 Italian aircraft
Gladiator 1 CR 32
PZL 24 2 CR 32
PZL 24 3 CR 42
PZL 24 4 CR 42
PZL 24 5 CR 42
PZL 24 6 CR 42
PZL 24 7 CR 42
PZL 24 8 CR 42
PZL 24 9 G 50
MB 151 @ 0 G 50
@ The Greeks only had 9 of these but it makes for variety. Otherwise use a
Gladiator
The Mediterranean - 1941
Allied aircraft D10 Axis aircraft
Gladiator (RAF) 1 CR 32
Gladiator (RAF) 2 CR 42
Gladiator (Greek) 3 CR 42
PZL 24 4 CR 42
PZL 24 5 G 50
PZL 24 6 G 50
PZL 24 7 ME 109E
PZL 24 8 ME 109E
Hurricane 9 ME 110C
Hurricane 0 ME 110C
Page 67
North Africa
1940
British aircraft D10 Italian aircraft
Gladiator 1 CR 32
Gladiator 2 CR 32
Gladiator 3 CR 42
Gladiator 4 CR 42
Gladiator 5 CR 42
Gladiator 6 CR 42
Gladiator 7 CR 42
Gladiator 8 CR 42
Hurricane 9 G 50
Hurricane 0 MC 200
1941
British Aircraft D10 Axis Aircraft
Tomahawk 1 CR 42
Tomahawk 2 CR 42
Tomahawk 3 CR 42
Tomahawk 4 G 50
Tomahawk 5 MC 200
Tomahawk 6 MC 200
Hurricane 7 ME 109E
Hurricane 8 ME 109E
Hurricane 9 ME 109F #
Marlet/Gladiator @ 0 ME 110D
@ 1‐4 Martlet/5‐6 Gladiator
# If before October then treat as ME 109E
Page 68
1942
British Aircraft D10 Axis Aircraft
Tomahawk @ 1 MC 200
Kittyhawk 2 MC 200
Kittyhawk 3 MC 202
Kittyhawk 4 MC 202
Hurricane 5 ME 109F
Hurricane 6 ME 109F
Hurricane 7 ME 109F
Hurricane 8 ME 109F
Spitfire V 9 ME 109F
Spitfire V 0 ME 110D/CR 42 #
@ Kittyhawk after April
# On 1 to 3 on a D6 this is an ME 110D, on 4 to 6 it is a CR 42
1943
D10 Eastern Dessert-RAF Op Torch - Allied Axis
1 Kittyhawk Spitfire V MC 200
2 Kittyhawk Spitfire V MC 202
3 Kittyhawk P-38 J MC 202
4 Hurricane P-38 J FW 190A @
5 Hurricane P-38 J FW 190A @
6 Hurricane P-40 E FW 190A @
7 Hurricane P-40 E ME 109F
8 Spitfire V P-40 E ME 109 G
9 Spitfire V P-39 D ME 109 G
0 Spitfire V P-39 D ME 110 D
@ In Western Desert only other Wise treat as ME 109F
Page 69
1944 Campaign Over Italy
D 10 Allied Axis Axis (Romania)$
1 Spitfire V MC 202 G 55
2 Spitfire V MC 202 IAR-80 C
3 P-38 L MC 205 IAR 81
4 P-38 L G 55 ME 109 G (R)
5 P-38 L ME 109G (Italian) ME 109G (R)
6 P-47 D ME 109G ME 109 G
7 P-47 D ME 109G ME 109 G
8 P-47 D ME 109G ME 109 G
9 P-40 N ME 109G ME 109 G
0 P-51 D @ ME 109G # ME 109 G
@ Use if intercepting bombers or late 44/45. Otherwise use P‐40 N
# At least 2 of these fighters will be “gunboats”. Armed with under‐wing 20mm cannon.
$ Representing bombing runs into Romania before she switches sides in 1944.
Page 70
The Eastern Front
The Eastern Front was massive in terms of terrain and number of forces involved. To do it justice
we need to divide the front into northern, central and southern sections. For the Soviet Union,
British aircraft tended to come in from the northern convoys and stay in the North. American
equipment tended to flow from Alaska to Siberia or up through Persia and stay in the South. Both
sides developed a tacit agreement to leave their older equipment in the North to face each other
(there were actually ME 109Es near Murmansk in 1943!). For game purposes I will consider the
North the Finnish area of operations. The Germans had their Axis partners concentrated in the
South.
There are two rule changes to the scenario cards when playing a Eastern Front scenario. First,
to simulate the fact that the Luftwaffe was constantly outnumber in the east, any time you roll for
enemy Axis planes on the scenario card you will subtract one from the number of enemy planes
present. Conversely, any time you roll for enemy Soviet planes on the scenario card you will add
one to the number of enemy planes appearing.
Second, the Soviets were quicker to have different types of fighters work together, sometimes
even in the same Squadron. Any time the enemy is Soviet and he has at least six planes you have
the option of dividing the force as equally as possible and rolling twice on the appropriate table to
see what fighters you are facing.
Example: We are on patrol in the Eastern Front facing the Russian horde. We are facing fighters.
We roll on the Encounter 1 table for enemy fighters. The Russians were using flights of six in 1941
so we use that table. We roll a 7 thus meeting five aircraft. Because we are in the East we add 1
to this total and will encounter six planes. Because the enemy have at least six aircraft we can
chose to meet six of one type or three groups of two different types of aircraft.
1939
Finnish fighters D 10 Russian Fighters
Fokker DXXI 1 I-153
Fokker DXXI 2 I-153
MS 406 3 I-153
MS 406 4 I-153
MS 406 5 I-153
G 50 6 I-16
G 50 7 I-16
G 50 8 I-16
G 50 9 I-16
Gladiator 0 I-16
Page 71
1941
D10 North Axis Central South Axis North USSR Central South
Axis USSR USSR
1 ME 109E (G) ME 110C ME 109E (G) I-153 I-153 I-153
2 Buffalo ME 109F ME 109F (G) I-153 I-153 I-153
3 Buffalo ME 109F ME 109F (G) I-153 I-16 Tip 10 I-153
4 Buffalo ME 109F ME 109E (H) I-153 I-16 Tip 10 I-153
5 G 50 ME 109F ME 109E (H) I-16 Tip 10 I 16 Tip I-16 Tip
24 10
6 G 50 ME 109F MC 200 I-16 Tip 10 I-16 Tip I 16 Tip
24 10
7 Hawk ME 109F MC 200 I-16 Tip 10 I-16 Tip I 16 Tip
24 10
8 Hawk FW 190A IAR 80A I-16 Tip 24 Mig 3 I 16 Tip
24
9 MS 406 FW 190A IAR 80A LaGG-3 LaGG 3 LaGG 3
0 Fokker DXXI FW190A ME 109E (R) LaGG-3 Yak 1 LaGG 3
N.B. G =German, H = Hungarian, R = Romanian
1942
D10 North Axis Central Axis South USSR North USSR Central and
Axis South
1 ME 109E (G) ME 110C ME 109F (G) I 153 I 16 Tip 24
2 Buffalo ME 109F ME 109F (G) I 153 I 16 Tip 24
3 Buffalo ME 109F ME 109F (G) I 16 Tip 10 I 16 Tip 24
4 Buffalo ME 109F ME 109E (H) I 16 Tip 24 LaGG 3
5 G 50 ME 109F ME 109E (H) I 16 tip 24 LaGG 3
6 G 50 ME 109F MC 200 Hurricane II LA 5 @
7 Hawk ME 109F MC 202 Hurricane II Yak 1
8 Hawk FW 190A IAR 80B Tomahawk/Kitt YaK 1
yhawk#
9 MS 406 FW 190A IAR 80B LaGG 3 Yak 1
0 Fokker DXXI FW190A ME 109E (R) LaGG 3 P-39
# 1‐2 Tomahawk 3‐6 Kittyhawk
@ if fall or later otherwise Mig‐3
Page 72
1943
D 10 North Axis Central Axis South Axis North USSR Central/South
1 MS 406 ME 109G ME 109G I 16 Tip 24 Various @
2 Hawk ME 109G ME 109G I 16 Tip 24 P-39
3 G 50 ME 109G FW 190A Hurricane II P=39
4 Buffalo ME 109G FW 190A MiG 3 LA 5
5 Buffalo ME 109G ME 109E (H) LaGG 3 LA 5FN
6 Buffalo ME 109G ME 109G (H) Yak 1 LA 5FN
7 ME 109G (F) FW 190A ME 109E (R) Yak 1 Yak 1
8 ME 109G (F) FW 190A ME 109G (R) LA 5 Yak 1M
9 ME 109 G (F) FW 190A IAR 80B LA 5 Yak 9
0 ME 109 G (F) FW 190A IAR 81 Yak 9 Yak 9
@ Spitfire V if in the South. If in the Central region roll a D6. 1 or 2 = Hurricane, 3 to 6 =
Kittyhawk
1944
In 1944 the Finns and Romanians surrender (and the Hungarians should have done). Most Lend
Lease fighters except the P‐39s are relegated non‐frontline duties. This allows us to consolidate
our tables.
Axis Fighters D10 Soviet Fighters
ME 109G 1 Yak 1M
ME 109G 2 P-39M
ME 109G 3 P-39M
ME 109G 4 Yak 3
ME 109G 5 Yak 9
ME 109G 6 Yak 9
ME 109G 7 Yak 9
FW 190A 8 La 5FN
FW 190A 9 LA 5FN
FW 190A 0 LA 7
Page 73
1945
German fighters D10 Soviet Fighters
ME 109G 1 P-39
ME 109G 2 P-39
ME 109G 3 Yak 3
ME 109G 4 Yak 3
ME 109G 5 Yak 9
FW 190A 6 Yak 9
FW 190A 7 Yak 9
FW 190A 8 LA 5 FN
FW 190A/ ME 262 @ 9 LA 7
FW 190 D 0 LA 7
@ Roll a D6. On a 1 to 3 this is FW 190A, on 4 to 6 it is ME 262
Page 74
CHINA-BURMA-INDIA
The CBI was a backwater of the war for the Allies while it was the main theater for the Japanese.
Consequently the Allies found themselves significantly outnumbered for most of the war. To
reflect this we apply one rule change. For games set between 1941 and 1943, any time you roll for
enemy Allied planes on the scenario card you will subtract one from the number of enemy planes.
Conversely, any time you roll for enemy Japanese planes on the scenario card you will add one to
the number of enemy planes appearing.
1941
Allied Fighters D10 Japanese
Tomahawks 1-7 Nates
Hurricanes 8 Nates
Hurricanes 9 Nates
Hurricanes 0 Oscar I
1942
Allied Fighters D10 Japanese Fighters
Tomahawk 1 Nates
Tomahawk 2 Nates
Kittyhawk 3 Nates
Kittyhawk 4 Nates
Kittyhawh 5 Nates
Kittyhawk 6 Oscar
Kittyhawk 7 Oscar
Hurricane 8 Oscar
Hurricane 9 Nick
Hurricane 0 Nick
Page 75
1943
Allied Fighters D10 Japanese Fighters
P 38 J/G 1 Oscar I @
P 51 A 2 Oscar II
P 51 A 3 Oscar II
P 51 A 4 Tojo I
P 40 E 5 Tojo I
P 40 E 6 Tojo II
P 40 E 7 Zero M5
P 40 N 8 Nick
Mohawk (br) 9 Nick
Spitfire V (br) 0 Frank
@ There should be a 50/50 mix of Oscar Is and IIs.
1944 – ‘45
Allied Fighters D10 Japanese Fighters
P 38 J 1 Oscar II
P 38 J 2 Oscar II
P 51 A 3 Oscar III @
P 51 B 4 Tojo I
P 51 B 5 Tojo II
P 40 N 6 Tojo III @
P 40 N 7 Zero M5
P 40 N 8 Nick
Hurricane 9 Frank
Spitfire V 0 Frank
@ at least one in three of these fighters will be type III. The rest will be type II.
Page 76
The Pacific
1943/44
Allied Fighters D10 Japanese Fighters
P 39 1 Rufe
P 40 N (RNZAF) 2 Zero M3
P 40 N (RNZAF) 3 Zero M3
Corsair 4-0 Zero M 5
Page 77
1943
Allied Fighter D10 Japanese Fighter
P40N 1 Oscar I @
Kittyhawk RAF 2 Oscar II
P38 J 3 Oscar II
P38 J 4 Oscar II
P38 J 5 Oscar II
P38 J 6 Tony 1a
P38 J 7 Tony 1a
P47 D 8 Tony 1b #
P 47D 9 Tony 1b
P47 D 0 Tony 1 b
@ at least 33% of fighters must be type I.
# 50% Type a 50& type b
The Philippines 1944/45
The percentage of good Japanese models has been set slightly high on the tables below in order to
give the gamer a chance to use some of these great planes that were historically present!
American Fighters D10 Japanese Fighters
Hellcat 1 Oscar II/III
Corsair 2 Tony I b/c
P-47 D 3 Zero M5
P 47 D 4 Zero M5
P 47 D 5 Jack
P 38 J 6 Jack
P 38 L 7 Frank
P 38 L 8 Frank
P 51 D 9 George
P 51 D 0 George
For the Oscars and Tonys the majority of the planes will be of the older type. To
make a better game of it sprinkle in the new types as you see fit.
Page 78
The Bombing of Japan
If you want to play this historically add one American fighter or subtract one Japanese fighter per
mission. However the Japanese are already fighting against the odds so it will make a more
balanced game if we do not make this adjustment. In addition Oscar II and Zero M5s were more
prevalent then several of the planes included in the table below but if you are playing this you
want to use the late war stuff and have a chance at balance.
American Fighter D10 Japanese Fighter
Hellcat 1 Oscar III
Hellcat 2 Zero M7
Corsair 3 Tony ic
P 51D 4 Ki 100
P51 D 5 Jack
P 51D 6 Jack
P 51 D 7 Nick
P 51 D 8 Tojo
P 38 L 9 George
P 38 L 0 Frank
Page 79
Appendix Three – Medals & Awards
After each mission check to see if any of your pilots have achieved criteria for a medal. The
means of making awards varied from nation to nation so we have created tables for a wide range
of nations which indicate who can win the medals and what criteria are used to decide eligibility.
The color of the medal will tell you what table of the All Knowing Odds Table to roll on. Most
awards are “Unlikely” to be made, however a medal or award listed in green will always be “Very
Unlikely” to be awarded, one listed in red is “Possible” whereas one in blue is “Very Likely”. This
roll is modified by the Squadron commander, Group commander and Wing commander.
Normally we roll a D10 to see if the award is made, however sometimes you will note that a D20 is
used where this is appropriate due to the award being much more unlikely.
If we roll and pilot does not receive the medal we can check to see if a lesser award is made,
providing such exists adding +1 to the roll each time you do so. You can repeat this procedure
until there are no lesser awards or medals available. An unadjusted roll of “0” always means no
medal is awarded.
Example: Johnny Lightning got his fifth kill in the Pacific today. Johnny has a -1 with his
Squadron Commander because he is a mustang (up from the ranks) but is +1 with his Group
Commander due to a previous encounter (Colonel Potter likes results no matter who gets
them!) and Johnny does not know the Wing Commander so that will be neutral. Thus a -1
and a +1 adjustment results in no modification of the roll. We look at the table below and
see Johnny is eligible for a Silver Star.
We roll on the “Unlikely” table and get a “5”. No Silver Star today, however we can now
check for a DFC. In Europe this would be almost automatic with a “Very Likely” roll but in
the Pacfic it is “Possible”. We move one column up to “Likely” and with another roll of
“5”Johnny has his DFC!
For many nations earning its highest award is difficult and comes with a great deal of prestige.
Pilots who earn these medals will get a +1 modifier to all interaction rolls in the campaign game,
similar to someone coming from a military background or with certain positive personality traits.
For example, and one who has received the Victoria Cross will be more respected in RAF (and
other) circles. For medals where this effect applied a note of +1 will be added in the right hand
column.
Page 80
USAAF & USN
Award Europe Med Pacific
Congressional 20 total kills, or 20 total kills 5+ kills in single scenario
Medal of Honor 5+ kills in single 5+ kills in
scenario single scenario
DSC/Navy Cross 15 total kills 15 total kills 15 total kills
4 kills in single 4 kills in 4 kills in single scenario
scenario single scenario
Silver Star 6+ confirmed 5+ total kills 5+ total kills/3 in single
kills 3 in single scenario
3 in single scenario
scenario
Distinguished 5 confirmed 5 confirmed 5 confirmed kills(* if 2
Flying Cross# kills* kills kills in single scenario)
OL Cluster @ 10 OL Cluster @
confirmed kills 10 confirmed
kills
Air Medal*^ 1 kill 1 kill 3 kills#
#USAAF in the Pacific did not award the DFC automatically for five kills, or the Air
Medal for each kill. Instead roll on “Likely” column on the Table of
Odds.*=Automatic award (Roll as “Very Likely” )
^Oak Leaf Clusters for successive kills. US Navy and USMC use Gold Stars instead
of Oak Leaf Clusters.
Page 81
THE ROYAL AIR FORCE
Award RAF Officer RAF NCO/EM FAA Officer FAA NCO/EM
The 20 total kills, or 20 total kills, or 20 total kills, or 20 total kills, or
Victoria 5+ in single 5+ in single 5+ in single 5+ in single
Cross‡ scenario. scenario. scenario. scenario.
DSO^ 15 total kills 15 total kills
4 kills in single 4 kills in single
scenario scenario
CGM 15 total kills
(RAF) 4 kills in single
scenario
CGM 15 total kills
(FAA) 4 kills in single
scenario
DFC 8+ total kills, or
2+ kills in single
scenario.
DSC 8+ total kills, or
2+ kills in single
scenario.
DFM 8+ total kills, or
2+ kills in single
scenario.
DSM 8+ total kills, or
2+ kills in single
scenario.
Mention 4 total kills, and 4 total kills, and 4 total kills, and 4 total kills, and
In roll again for roll again for roll again for roll again for
Dispatches each 4 after each 4 after each 4 after each 4 after
that. that. that. that.
‡ Victoria Cross : Always use a 1D20 when rolling for this medal.
^ If a Squadron has a reputation of 2 or more for than two missions than the
Squadron commander is eligible for this.
Page 82
THE LUFTWAFFE
From the middle of the war onwards the Luftwaffe used a system of points to try to even out the
scores for those tackling bombers in the West verses those on the Russian front facing fighters.
For our purposes we will use it for the entire war. The point system is as follows:
Aircraft Type Destroyed Separation Final Destruction
Single-engined 1 - -
Twin-engined bomber 2 1 0.5
Four-engined bomber 3 2 1
“Separation” is for forcing a bomber out of formation. “Final Destruction” applies to a plane that
has already been forced out of formation and is then shot down.
These points were then used to determine at which point an award was made. This is as follows.
Award Points
Iron Cross 2nd Class 1
Iron Cross 1st Class 3
Honor Cup 10
German Cross in Gold 20 (1942 onwards)
Knights Cross 25 to 1941, 40 to 1943, 60 1944 onwards
We can add the following system for embellishments to the Knights Cross.
Oak Leaves 50 to 1941, 80 to 1943, 120 1944 onwards
Swords 75 to 1941, 120 to 1943, 150 1944 onwards
Diamonds 100 to 1941, 160 to 1943, 200 1944 onwards
Page 83
THE SOVIET VVS
1939 - 1941
Hero of the Soviet Union 20 total kills or 5 kills in a +1
and Order of Lenin single mission
Order of Lenin 4 kills in a single mission -
Order of the Red Banner 10 total kills -
Order of the Red Star 5 total kills -
Medal for Valor 3 total kills -
Medal for Combat Service 2 total kills -
1942
Hero of the Soviet Union and Order 20 total kills or 5 kills in a +1
of Lenin single mission
Order of Lenin 4 kills in a single mission -
Order of the Red Banner 10 total kills -
st
Order of the Patriotic War 1 Class 3 kills in a single mission -
Order of the Patriotic War 2nd 2 kills in a single mission -
Class
Order of the Red Star 5 total kills -
Medal for Valor 3 total kills -
Medal for Combat Service 2 total kills -
Page 84
1943 - ‘45
Hero of the Soviet Union 20 total kills or 5 kills in a single mission +1
and Order of Lenin
Order of Lenin 4 kills in a single mission -
Order of the Red Banner 10 total kills -
Order of the Red Star 5 total kills -
Order of Glory, 1st Class 2 to 4 fighter kills or 3 to 6 bomber kills +1
in a single mission
Order of Glory, 2nd Class 2 to 4 fighter kills or 3 to 6 bomber kills -
in a single mission
Order of Glory, 3rd Class 2 to 4 fighter kills or 3 to 6 bomber kills -
in a single mission
Medal for Valor 3 total kills -
Medal for Combat Service 2 total kills -
Note. The Order of Glory was awarded progressively by Class. A pilot who shot down two to four
fighters or three to six bombers in a single mission would be awarded the 3rd Class award. If he
repeated that feat then he would be awarded the 2nd Class award, and if it was repeated again the
1st Class award.
Page 85
FRANCE – ARMEE DE L’AIR
1943 - ‘45
Legion d’Honneur 20 total kills or 5 kills in a single +1
mission
Order of Liberation* 4 kills in a single mission -
Military Medal (not officers) 10 total kills or 4 kills in a single +1
mission
Croix de Guerre with Bronze 4 total kills or 3 kills in a single -
Palm ‡ mission
Croix de Guerre with Gold 3 total kills or 2 kills in a single -
Star mission
Croix de Guerre with Silver 2 total kills -
Star
Croix de Guerre with Bronze 1 kill -
Star
Wound Badge¤ N/A -
* Introduced by De Gaulle in November 1940. This replaced the Legion
d’Honneur whilst France is occupied.
‡ Five Bronze Palms are equal to a Silver Palm. Multiple palms were worn
on the single ribbon.
¤ The Wound Badge is “Very Likely” for any enemy inflicted wound.
Multiple wound awards were indicated by the number of red enamel
stars on the single ribbon.
Page 86
THE JAPANESE ARMY & NAVY AIR SERVICE
Ceremonial Sword 50 kills Modifier
Military Service Badge 40 kills or 5 kills in a single sortie. (Roll on +1
a D20)
Order of the Rising Sun 30 to 40 kills or 4 kills in a single sortie. +1
(Roll on a D20)
Order of the Golden Kite 15 to 30 kills or 3 kills in a single sortie. -
Roll on a D10
Order of the Sacred 10 to 20 kills or 2 kills in a single sortie -
Treasure
Letter of Merit 2 to 10 kills -
Wound Badge Awarded for any wounds caused by enemy action
Page 87
ROMANIA – AERONAUTICA REGALA ROMÂNA
Up until the start of 1944 each aircraft downed was counted as a single victory. From early 1944
onwards pilots were awarded three victories for shooting down a four or six engine aircraft, two
victories for a twin or three‐engined aircraft and one victory for a single engine aircraft.
Order of Michael the Brave, 3rd Class 15 or more kills or 5 kills in a single
sortie
Order of Aeronautical Virtue (four
classes)
Commander’s Cross 50 kills or 500 missions
Officer’s Cross 30 kills or 300 missions
Knight’s Cross with two bars 20 kills or 250 missions
Knight’s Cross with one bar 15 kills of 200 missions
Knight’s Cross 10 kills or 150 missions
Gold Cross with two bars 100 missions
Gold Cross with one bar 8 kills or 60 missions
Gold Cross 2 kills or 40 missions
The Romanian system was a progressive one, with a pilot having to receive the lowest
order before he could receive the next higher order. So, for example, a pilot had to
have the Gold Cross before he could receive the bar to that award.
Page 88
HUNGARY – MAGYAR LÉGIERO
Order of Vitez ‡ 10 kills or more +1
Signum Laudis with Swords (Officers) -
Gold 1943 onwards 10 kills -
Silver 5 kills -
Bronze 3 kills or two kills in a single sortie -
Order of Merit (Officers) 1 kill -
Medal for Bravery (Enlisted men and -
NCOs)
Gold 10 kills -
Large Silver (NCOs) 4 kills -
Small Silver (Enlisted men) 2 kills -
Bronze 1 kill -
Fire Cross Awarded for any wound caused by enemy
action. Bars added for subsequent wounds
‡ Must have the Silver Medal for Bravery or Signum Laudis before this can be
awarded
Page 89
GREECE - THE ROYAL HELLENIC AIR FORCE
Cross of Valor
Gold (Officers) 5 kills in total or 3 kills in a single sortie +1
Silver (Enlisted men and 5 kills in total or 3 kills in a single sortie
NCOs)
War Cross* Three kills in total -
st
Gold – 1 Class
Silver – 2nd Class
Bronze – 3rd Class
Medal for Outstanding Acts‡ Two or more kills -
Cross for Valor in Flight¤ Two kills in a single sortie -
*Up to 1942 the War Cross could be awarded in any class depending on the act,
however from 1942 onwards the first award would always be the 3rd Class medal with
the next three subsequent awards being off the same class. The fifth, sixth and
seventh award would be the 2nd Class medal, the eighth and subsequent awards would
be 1st Class.
‡The Medal for Outstanding Acts may be awarded an unlimited number of times to the
same pilot.
¤The Cross of Valor was established in January of 1943
Page 90
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