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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

Page 2
 

 
 
 
 
 
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.

Page 3
 

Table One - Personality


Personality is self‐explanatory; it’s how our character interacts with the rest of the world.  As in 
real  life,  friendly  personalities  tend  to  help  characters,  whereas  those  fellows  with  less  than 
friendly personalities tend to have some problems!    
 
The following table determines each character’s personality.  Roll two dice, one red and one black 
(or any colors you fancy in fact), and cross‐reference on the following table to get the result. 

1 2 3 4 5 6
1 FANATIC Coarse Evil Pragmatic Glum Corrupt

2 FOOLHARDY CONFORMIST Lazy Pleasant Likeable Jovial

3 AGGRESSIVE Cunning Pessimistic DARING Obnoxious Liberal

4 Mercurial Cheap Meek Fickle aDDICT Careful

5 AGGRESSIVE Inept Generous Naive Cultured Optimistic

6 Unsupportive Egotistical Cheery Haughty SENSIBLE Cocky

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. 
 
 
 
 
 
 

Page 4
 

Table Two - Motivation and Interest


This table allows us to explore just what motivates or interests our character.  It can influence the 
way he behaves in a game, or his abilities and skills in certain situations or circumstances. Roll a 
D20 and check the result. 

D20 Interest Effect


Interested in, motivated by and a respecter of wealth,
1−3 Wealth he will seek it out by all means legal
Always seeking to improve his position, promotion and
4−6 Position career furtherance are his goals
Music, theatre and literature are foremost in this
7 The arts
individual’s mind
Technology, wireless, engines, all motivate and
8−9 engineering
interest this character
Too fond of the bottle. This individual is a loose
10 alcohol
cannon as a result
Living for today, seeking out all pleasures, this
11−12 hedonism
character wants to experience it all
Pious and devout, holy text comes before the drill book
13 religion
in this man’s life
Greed dominates this man’s every waking moment. He
14 avarice
will risk his life for a few notes or a gold tooth
A letter from home with family news is all that this
15 family
man lives for
A wronged man who seeks his revenge. This is a man
16 revenge
who bears a grudge
Food, glorious food. A man who can smell food from
17 gluttony
100 yards
A supporter of the government. A patriot who believes
18−20 government
in his cause, right or wrong

Okay, so we are starting out with a British squadron of


Tomahawks with Squadron Leader Angus Ritchie as the C.O. We
roll a red 4 and a black 1 for personality which results in
“Pragmatic”. On the motivation we roll a 19 so get
“Government”. This means that Angus is a practical sort of
fellow who believes in King and Country.

Page 5
 

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.

Table Three – Combat Skill


These tables represents the character’s ability to fight in aerial combat.  Most tactical games rate 
their pilots in three or four categories ranging from Novice through to Ace.  Pilot training and skill 
level varied widely between nations and by year as the fortunes of the war turned.  It is fun to try 
to build your squadron or flight from the ground up.  I suggest having your squadron commander 
and  one  or  two  other  pilots  as  veterans  with  another  three  or  four  average  and  three  or  four 
rookies.  This works well for a ten man squadron.  It is not entirely realistic.   
 
For those of you wanting a more realistic starting point use the tables below, finding your country 
and  year  and  roll  up  your  pilots  using  a  D10.    Why  not  make  it  more  fun  (and  challenging)  and 
subtract ‐1 from all of your rolls? 
    
 
USAAF/USN
1941-42 SENIOR ACE JUNIOR ACE VETERAN AVERAGE ROOKIE
Group Commander N/A 1-2 3-8 9-0 N/A
Squadron/Flight CC N/A 1-2 3-5 6-0 N/A
Element Leader N/A N/A 1-3 4-8 9-0
Wingman N/A N/A 1 2-6 7-0

1943-45 SENIOR ACE JUNIOR ACE VETERAN AVERAGE ROOKIE


Group Commander 1 2-3 4-0 N/A N/A
Squadron/Flight CC 1 2-3 4-8 9-0 N/A
Element Leader N/A 1 2-5 6-0 N/A
Wingman N/A N/A 1 2-7 8-0

Page 6
 

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
 

1941-43 EXPERTEN JUNIOR ACE VETERAN AVERAGE SPROG


Stabführer 1-2 3-4 5-0 N/A N/A
Schwarmführer 1 2-4 5-9 0 N/A
Rottenführer N/A 1-2 3-6 7-0 N/A
Rottenman N/A 1 2-3 4-7 8-0

1944 EXPERTEN JUNIOR ACE VETERAN AVERAGE SPROG


Stabführer 1-2 3-5 6-0 N/A N/A
Schwarmführer 1-2 3-4 5-8 9-0 N/A
Rottenführer N/A 1-2 3-5 6-9 0
Rottenman N/A N/A 1-2 3-6 7-0

1945 EXPERTEN JUNIOR ACE VETERAN AVERAGE SPROG


Stabführer 1-3 4-5 6-0 N/A N/A
Schwarmführer 1-2 3-4 5-8 9-0 N/A
Rottenführer N/A 1 2-3 4-8 9-0
Rottenman N/A N/A N/A 1-4 5-0

 
 

Page 7
 

The Royal Air Force


1939-40 SENIOR ACE JUNIOR ACE VETERAN AVERAGE SPROG
Wing Commander 1 2 3-0 N/A N/A
Squadron/Flight 1 2-4 5-7 8-0 N/A
Leader
Section Leader N/A 1 2-4 5-7 8-9
Section Pilot N/A N/A 1-2 3-5 6-0

1941-43 SENIOR ACE JUNIOR ACE VETERAN AVERAGE SPROG


Wing Commander 1-2 3 4-0 N/A N/A
Squadron/Flight 1 2-4 5-9 0 N/A
Leader
Section Leader N/A 1-2 3-6 7-0 N/A
Section Pilot N/A N/A 1-3 4-7 8-0

1944-45 SENIOR ACE JUNIOR ACE VETERAN AVERAGE SPROG


Wing Commander 1-2 3-4 5-0 N/A N/A
Squadron/Flight 1-2 3-4 5-9 0 N/A
Leader
Section Leader 1 2-3 4-7 8-0 N/A
Section Pilot N/A N/A 1-3 4-7 8-0

 
 

Page 8
 

The Soviet VVS


1939-41 ACE JUNIOR ACE OLD SWEAT AVERAGE SPROG
Regiment CC N/A 1 2-6 7-0 N/A
Eskadril CC or N/A 1 2-4 5-0 N/A
Zveno Leader
Section Leader N/A N/A 1-3 4-6 8-0
Section Pilot N/A N/A N/A 1-3 4-0

1942-43 ACE JUNIOR ACE OLD SWEAT AVERAGE SPROG


Regiment CC 1 2-3 4-0 N/A N/A
Zveno Leader 1 2-3 4-6 7-0 N/A
Section Leader N/A 1 2-4 5-8 9-0
Section Pilot N/A N/A 1 2-5 6-0

1944-45 ACE JUNIOR ACE OLD SWEAT AVERAGE SPROG


Regiment CC 1-2 3-4 5-0 N/A N/A
Zveno Leader 1-2 2-4 5-8 9-0 N/A
Section Leader 1 2-3 4-6 7-0 N/A
Section Pilot N/A 1 2-3 4-7 8-0
Guards subtract -2 from their roll

Page 9
 

The Japanese Army & Navy Air Services


1938-42 SENIOR ACE JUNIOR ACE VETERAN AVERAGE SPROG
Kokutai/Sentai 1 2-4 5-0 N/A N/A
Flight Leader 1 2-4 5-9 0 N/A
Shotai Leader 1 2 3-7 8-9 0
Section Pilot N/A 1 2-4 5-7 9-0

1942-44 SENIOR ACE JUNIOR ACE VETERAN AVERAGE SPROG


Kokutai/Sentai 1-2 3-4 5-0 N/A N/A
Flight Leader 1-2 3-4 5-8 9-0 N/A
Shotai Leader N/A 1-2 3-5 6-9 0
Section Pilot N/A N/A 1-2 3-6 7-0

1945 SENIOR ACE JUNIOR ACE VETERAN AVERAGE SPROG


Kokutai/Sentai 1-2 3-4 5-9 0 N/A
Flight Leader 1 2-4 5-7 8-0 N/A
Shotai Leader N/A 1 2-3 4-6 7-0
Section Pilot N/A N/A N/A 1-2 3-0
 
 
 
 
 
 
 
 
 
 

Page 10
 

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

1941-44 SENIOR ACE JUNIOR ACE VETERAN AVERAGE SPROG


Gruppo Commander 1 2-3 4-0 N/A N/A
Squadriglia Leader 1 2-3 4-8 9-0 N/A
Section Leader N/A 1 2-6 7-9 0
Pilot N/A N/A 1-2 3-6 7-0

Finland - Suomen Ilmavoimat

1939-40 SENIOR ACE JUNIOR ACE VETERAN AVERAGE SPROG


Lentorykmentti N/A 1-2 3-8 9-0 N/A
Leader
Lentolaivue Cmdr. 1 2-3 4-9 0 N/A
Element Leader N/A 1 2-6 7-0 N/A
Pilot N/A N/A 1-3 4-8 9-0
 

1941-45 SENIOR ACE JUNIOR ACE VETERAN AVERAGE SPROG


Lentorykmentti 1-2 3-4 5-0 N/A N/A
Leader
Lentolaivue Cmdr. 1-2 3-4 5-0 N/A N/A
Element Leader N/A 1-2 3-6 7-0 N/A
Pilot N/A N/A 1-3 4-7 8-0

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France - Armee de l’Air


1939-40 SENIOR ACE JUNIOR ACE VETERAN AVERAGE SPROG
Groupe Commander 1 2 3-7 8-0 N/A
Escadrille Cdr. 1 2 3-7 8-0 N/A
Patrouille Leader N/A 1 2-6 7-9 0
Pilot N/A N/A 1-2 3-7 8-0

1941-45 SENIOR ACE JUNIOR ACE VETERAN AVERAGE SPROG


Groupe Commander 1 2-3 4-0 N/A N/A
Escadrille Cdr. 1 2-3 4-8 9-0 N/A
Patrouille Leader N/A 1 2-6 7-9 0
Pilot N/A N/A 1-2 3-6 7-0
 

Hungary & Romania - Magyar Légiero & Aeronautica Regala Româna

1941-42 SENIOR ACE JUNIOR ACE VETERAN AVERAGE SPROG


Grupul Leader 1 2 3-6 7-0 N/A
Eskadril Cdr. N/A 1 2-6 7-0 N/A
Element Leader N/A N/A 1-3 4-8 9-0
Pilot N/A N/A 1 2-6 7-0

1943-45 SENIOR ACE JUNIOR ACE VETERAN AVERAGE SPROG


Grupul Leader 1 2-3 4-8 9-0 N/A
Eskadril Cdr. 1 2 3-7 8-0 N/A
Element Leader N/A 1 2-3 4-8 9-0
Pilot 1943 N/A N/A 1 2-6 7-0
Pilot 1944-45 N/A N/A N/A 1-5 6-0

Page 12
 

So, let’s take my chum Angus Ritchie. Angus is a Squadron


Leader on Tomahawks in June 1941. We look at the RAF table
for that year and roll a D10. A result of 4 means that Angus is
a Junior Ace. Good show!

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.

Table Four – Special Skills


Now we look at whether our pilots have any special skills.  Roll a D6 for each man in the Squadron 
or Flight.  On a roll of 6 your pilot has a special skill, roll another D6 on the following table.   

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.  

Page 13
 

 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. 

Table five - Background


Finally, this table is used for officers only, and tells us from whence our character came, and
shows his background and how this can have bearing on his progress.

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.

Page 14
 

 
 
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.
 

The All Knowing odds Table


 
  Odds D10
  Very Likely 9 or less
 
  Likely 7 or less
Odds D10
  Possible
Very Likely 5 or less
9 or less
 
  Unlikely
Likely 73or
or less
less
  Possible
Very Unlikely 5 or 1less
  Unlikely 3 or less
 
Very Unlikely 1
At many points in Squadron Forward you will be called upon to use this  
table.  You’ll know this is the case as the odds will be expressed as above  
and shown in italics.   
 
So, when you are told that it is Unlikely that your squadron gets reinforcements, simply roll a 
D10.    If  you  roll  4  or  more  than  none  is  present,  however  if  you  roll  3  or  less  then  those 
reinforcements will be available.   
 
Remember,  you  can  use  the  All  Knowing  Odds  Table  in  many  situations  that  arise.    Just 
decide on the odds and roll that dice.     

Page 15
 

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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Option Two: Tailing


If one side rolls 4 pips more than their opponent then the winner is tailing his opponent.  Set up 
the  loser’s  planes  near  the  edge  of  the  table  where  they  would  have  entered  and  place  the 
winner’s planes directly at 6 o’clock behind them at half maximum spotting distance.  The game 
now begins. 
 
 

Option Three: Bounce!


If one side rolls 5 pips more than their opponent then the winner has achieved a bounce.  Set up 
the loser’s planes near the edge of the table where they would have entered and place one flight 
of the winner’s planes three hexes behind them.  The rest of the winner’s force is placed directly 
at 6 o’clock behind the enemy at half maximum spotting distance.  The game can now commence. 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Note  about  Blinds:    I  have  not  used  the  concept  of  Blinds  for  hidden  movement  in  Squadron 
Forward. Unlike land combat, at the tactical level there was no real reconnaissance.  You flew your 
route and looked for the enemy. Hopefully you saw him before he saw you. The Advantage system 
gets straight to the heart of the action.  
 

Page 18
 

Let’s see how this works. My old chum Angus Ritchie is


over a small convoy with three other Tomahawks. We want
to know who has the advantage, so for pilot modifiers we use
our best pilot. Angus is a veteran and no one in the flight is
an Eagle Eye. They are going to intercept tactical bombers.
Angus gets a +1 for being a veteran and a +2 for
intercepting tactical Bombers which is a scenario specific modifier, making a total +3
modifier to his dice. We now roll a D6 for both sides and compare the results.

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. 
 
 

Page 19
 

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.  

Page 20
 

Card 1 - Encounter with Fighters


 
Briefing:  You have encountered an enemy force of fighters also on a sweep.  Your orders are to 
keep the skies clear of the enemy so go to it, give ’em what for!   
 
The Enemy:  Roll 2D6 on the following table to see what enemy aircraft you encounter.  Choose 
which column to use depending in whether your opponent has a standard flight size of four or six 
aircraft.  
 
                              
2D6 Flight of four aircraft Flight of six aircraft
2-4 2 2
5-6 3 4
7-9 4 5
10-11 5 6
12 6 6
Adjustment: If you only have two aircraft then reduce the number
or enemy encountered by one. If you have six aircraft increase
the number encountered by one, if you have eight aircraft then
increase by two.
 
 
 
Timing of intercept:   Not applicable.  However use a D6 to see where the battle takes place.  On 
a roll of 1 it takes place over friendly lines, on a roll of 2 to 5 it occurs over no‐man’s‐land, on a roll 
of 6 it occurs over enemy held territory. 
 
Advantage:   No variation on the standard Advantage rules. 

Victory:       Give better than you get!  Ensure that you inflict more damage on the enemy than 
you suffer.   
 
 

Page 21
 

Card 2 - Encounter with AN ESCORTED TARGET


 
Briefing:  You have encountered enemy fighters providing an escort for an important target.   
 
The Enemy:  Roll a d6.  On a 1 you have encountered enemy transports that have strayed too 
close to your lines, on 2 to 6 you have encountered enemy photographic reconnaissance mission.  
You are on a sweep and must attack immediately.   
 
Transport aircraft are always in transit, however toll a D6 for reconnaissance aircraft.  On a 1 or 2 
they are in transit in their way to their objective, on 3 or 4 they are over the front lines and on 5 or 
6 they are behind your lines.   
 
 
Number of Escorted Planes
D6 Result
1-4 1 plane
5-6 2 planes
Add +2 to the dice roll for transport planes
 
 
 
 
Number of Escorting Fighters
D6 Result
1-4 2
5 3
6 4
7 5
+1 to the dice if escorting transports, add one enemy fighter if you have six
or seven planes, add two enemy fighters if you have eight aircraft
 
 
Timing of the Intercept:    Roll 1D6 for enemy reconnaissance.  On a 1 you have hit it early 
before it is lined up.  On 2‐5  it is about to start taking pictures whereas on a 6 it is already taking 
pictures.   
 
Advantage:   Roll as normal to see who has the advantage but add +1 to your dice. 
 
Victory:      Prevent  the  reconnaissance  aircraft  or  transports  from  completing  their  mission.  
Transport  aircraft  are  over  their  lines  and  passing  through.    Reconnaissance  planes  take  two 
passes over a designated area in order to take pictures.  During these passes they may not make 
evasive maneuvers.  Any enemy fighters bagged are a bonus.   
 

Page 22
 

Card 3 - Encounter with Bombers


 

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. 
 

Page 23
 

Card 4 - Encounter with Operational Bombers


 
Briefing:   You have encounter or been vectored to intercept some larger bombers bombing an 
operational or strategic target.   For daylight missions only the Luftwaffe over Britain in 1940 and 
the four engine USAAC bombers over Europe in 1944 or 1945 were strategic.   
 
Choose  the  target  based  on  your  period  and  theater  or  use  the  following  options.    For  an 
Operational  target  roll  1D6.    On  a  1  the  target  is  a  supply  dump,  a    2  is  an  artillery  or  troop 
concentration, a  3 is a railyard, 4 is a port,  5 a bridge and 6 an airfield   For a Strategic target roll a 
D6.  A roll of 1 to 4 is an industrial target, a 5 is a railyard whereas a 6 is a port or naval facility. 
 
Enemy Bombers
D6 Result
1 6
2-3 8
4-5 10
6 12
 
 
 
1D6 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 6
Adjustment: If you only have two aircraft then reduce the number or
enemy encountered by one. If you have six aircraft increase the number
encountered by one, if you have eight aircraft then increase by two.
 
 
Intercept:    Roll a D6.  On a roll of 1 or 2 you intercept early, on 3‐5 normal, on a 6 late 

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. 
 

Page 24
 

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.   
 
 
 
 
   

Page 25
 

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. 
 
 
 
 
   

Page 26
 

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
 
 
 
 
 
 
 
 

Page 27
 

 
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.
 

The Enemy: Roll 2D6 on the following table to see what planes the enemy field.   


 
2D6 Result
1 or less 2
2–4 4
5–6 5
7–9 6
10 – 11 7
12 8
Subtract -4 from the roll of you are on a
reconnaissance mission. Add one aircraft if
you have five or six fighters, add two aircraft
if you have seven or more fighters.
 
Intercept:  Roll a D6.  On a 1 or 2 you are intercepted early, on 3 to 5 normal, on a 6 you are 
intercepted late. 
 
Advantage:   Roll as normal with a ‐2 applied. 
 
Victory:    Bring our Boys home.    The bombers should hit the target.  If outnumbered do not 
lose more than two bombers.  If the bombers clobber the target you win a bigger victory.  On a 
reconnaissance mission the plane must fly over target straight at a slow speed and then get back 
to base in order to win.   
 

Page 28
 

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.
 

 
 
 

Page 29
 

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.   
  
 
 
 

Page 30
 

 
 
 
 
 
 
 
 
 

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.

Page 31
 

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 
 

Page 32
 

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.   
 
 
 
 

Page 33
 

 
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.
 
 

Page 34
 

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.
 
 

Page 35
 

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: 
 
 
 
 
 
 
 
 

Page 36
 

 
 
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. 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

Page 37
 

Good or Bad Things Happen:   Something good or bad has happened to your men.  Roll on the 


table below and look to the left under the “Good Thing” or “Bad Thing” column for the result.  
 
 
D10 Event Good Thing Bad Thing
1 Lose or break formation Happens to the enemy Happens to you
2-3 Gun jams Happens to the enemy Happens to you
4-5 Positive event occurs Happens to one of your Happens to an enemy
for a pilot pilots pilot
6 Engine overheats Happens to the enemy Happens to you
7 Morale Check Happens to the enemy Happens to you
8 Guts Test Happens to the enemy Happens to you
9 Flak hits plane Happens to the enemy Happens to you
0 Battle drops on altitude
level
 
 
Loose or break formation:    If you are escorting or attacking bombers that formation is ragged 
today.  As a result their ability to provide mutual support should be decreased according to your 
rules. If bombers are not involved one formation of fighters looses formation and will not get it 
back during this game. 
 
Gun Jams:  The last plane to fire for the appropriate side has one of its guns jam.  Decrease its gun 
value as appropriate for the rest of the game. 
 
Positive event occurs for a pilot:  Randomly determine which pilot on the appropriate side and roll 
a D6 on the following table: 
 
 
D6 Result
1 Crackshot
2 No Guts tests/glued wingman
3-4 A for a day
5 Increase flying skill by one level
6 Rabbits foot
 
 
 
Crackshot:            For  the  rest  of  this  battle  the  pilot’s  marksmanship  increases  by  1  level.    
For BTH add 2 dice.  For other rules increase firepower. 
      
No  Guts  Tests/Glued  Wingman:    For  the  rest  of  this  battle  the  pilot is  immune  to  Guts 
 

Page 38
 

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
 
 

Page 39
 

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.

Now we go to Advantage. We get a +1 due to the scenario, a +1 because Ritchie is a


veteran but a -1 due to playing against the Germans solo. Thus we will have a +1 to our
roll for Advantage and we win ties as we are defending. However in this case we roll
badly and lose by 2 on the opposed roll. Jerry has spotted us first! We still put the
fighter bombers in the middle of the board as they have to be moving towards the
convoy. Roll a D6 to determine the position of our fighters and place then out near
maximum visibility. Next place the two German fighters above the fighter bombers but
these folks have seen the three Tomahawks.

Page 40
 

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.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

Page 41
 

 
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.  
 
 

Page 42
 

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!

Page 43
 

POST COMBAT EVENTS


Now  you  have  your  planes  back  on  the  ground.    It  is  time  to  resolve  the  post  mission  part  of 
Squadron  Forward.    These  events  will  be  the  major  factors  in  developing  a  coherent  story  that 
turns  a  sequence  of  games  into  a  successful  on‐going  campaign.    It  allows  your  characters  to 
develop over time, it allows your squadron to develop its own reputation and forces you to make 
decisions that squadron commanders’ make.   
 

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.

Page 44
 

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!
 

Page 45
 

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.
 

Page 46
 

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
 
 

Page 47
 

Table 1 Character Action


Randomly determine which pilot who flew in the last mission is affected then roll a D10.   
 

 
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.
 

Page 48
 

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.   
 
.   
 

Page 49
 

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 
 

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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. 
 

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Table 3 Introduce new NPC


This is where new NPCs are introduced to the Squadron.  Presumably these characters have been 
around the margins of the Squadron for some time already but their interactions with the pilots 
have been minimal or perfunctory.  Determine which of your pilots has met a new NPC.    Roll on 
the  table  below.  Once  the  NPC  is  identified  you  will  have  to  roll  up  his  characteristics  as  per 
Section One of these rules.   If you have already met that NPC roll again.  Immediately perform a 
“character noticed” roll as above.  
 
 
D20 Character
1-4 Maintenance officer
5-8 Administrative Officer
9-10 Chaplain
11-12 Flight Surgeon
13-14 Intelligence Officer
15-16 Fighter Pilot
17-18 Miss Rennison
19 Mission Planner
20 Wing Commander
 
 
Maintenance Officer:  This individual is in charge of the aircraft for the squadron.  Modifies repair 
rolls and replacement rolls of aircraft.  This is a good guy to be friends with. 
 

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. 
 

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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.   
 

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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.   

1939-1940 Battle of France


D10 French Fighters 1939 French fighters 1940 RAF 1940
1-4 Patrol (A) Patrol (A) Patrol (A)
5 Patrol (A) Intercept (B) Patrol (A)
6-7 Intercept (B) Intercept (B) Intercept (B)
8 Ground Attack (C) Ground Attack (C) Intercept (B)
9 Escort (D) Ground Attack (C) Intercept (B)
0 Escort (D) Escort (D) Escort (D)

D10 ME 109 1939 ME 109 1940 ME 110 1939 ME 110 1940


1-3 Patrol (A) Patrol (A) Patrol (A) Patrol (A)
4 Patrol (A) Patrol (A) Patrol (A) Intercept (B)
5 Patrol (A) Patrol (A) Patrol (A) Ground Attack (C)
6 Intercept (B) Intercept (B) Intercept (B) Ground Attack (C)
7 Intercept (B) Escort (D) Ground Attack (C) Ground Attack (C)
8 Escort (D) Escort (D) Ground Attack (C) Escort (D)
9-0 Escort (D) Escort (D) Escort (D) Escort (D)
 
1940 Battle of Britain
D10 British Fighters ME 109/CR 42 ME 110
1 Patrol (A) Patrol (A) Patrol (A)
2 Patrol (A) Patrol (A) Ground Attack (C)
3 CAP (B) convoy Patrol (A) Ground Attack (C)
4 Intercept (B) Ground Attack (C) Ground Attack (C)
5 Intercept (B) Escort (D) Ground Attack (C)
6-0 Intercept (B) Escort (D) Escort (D)
Patrol missions can only encounter fighters and recon aircraft 

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1941 to 1942 in Europe.


1941‐42 in the west saw the British and Germans stare at each other across the English Channel.  
The  British  took  the  offensive  with  both  “circus”  and  “rodeo”  missions  designed  to  lure  the 
Luftwaffe  into  battle.    These  were  not  often  successful  and  when  they  were  the  battle  was  
normally on German terms.    Convoy escort is another possibility here. 
 

The Daylight Air Offensive – Allied 1943


D10 British Fighters US Fighters German Fighters
1-3 Patrol (A) Patrol (A) Patrol (A)
4 Patrol (A) Ground attack (C) Intercept (B)
5 CAP convoy (B) Escort (D) Intercept (B)
6-9 Escort (E) Escort (E) Intercept (B)
0 Escort (D) Escort (D) Ground/Sea atk (C)
Allied fighters cannot encounter enemy bombers on Patrol. 
 
The Daylight Air Offensive – Allied 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)
 
 
The Daylight Air Offensive – Axis 1943-45
D10 FW 190 A ME 109s + FW 190Ds ME 262/ ME 110s
1-2 Patrol (A) Patrol (A) Intercept (B)
3-8 Intercept (B) Intercept (B) Intercept (B)
9 Ground Attack (C) Intercept (B) Intercept (B)
0 Ground Attack (C) Ground Attack (C) Intercept (B)
 
 
   

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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)

The Desert 1940-41


D10 RAF Fighters Italian 1940 Italian 1941 ME 109E/F ME 110C/D
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) Cap (B) Ground Attack Patrol (A) Ground Attack
(C) (C)
6 CAP (B) Ground Attack Ground Attack Patrol (A) Ground Attack
(C) (C) (C)
7 CAP (B) Ground Attack Escort (D) Ground Attack Ground Attack
(C) (C) (C)
8 Ground Attack Escort (D) Escort (D) Escort (D) Ground Attack
(C) (C)
9 Ground Attack Escort (D) Escort Escort (D) Escort (D)
(C) German Stuka
10 Escort (D) Escort (D) Escort Escort (msn Escort (D)
German Stuka D)

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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

The Desert – Allied 1943


D10 Spitfire Other RAF Other USAAF P-38
Fighters Fighters
1-3 Patrol (A) Patrol (A) Patrol (A) Patrol (A )
4 Patrol (A) Patrol (A) CAP (B) Patrol (A)
5 Patrol (A) Ground Attack (C) Ground Attack (C) Ground Attack (C)
6 Ground Attack (C) Ground Attack (C) Ground Attack (C) Ground Attack (C)
7 Patrol (A) Ground Attack (C) Ground Attack (C) Escort (D)
8 CAP (B) Ground Attack (C) Escort (D) Escort (D)
9 Patrol (A) CAP (B) Escort (D) Escort (D)
0 Escort (D) CAP (B) Escort (D) Escort (D)

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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)
 
 
 
 
 
 
 
 
 

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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)

The Pacific Theater - 1944-45


D10 Allied Fighters Japanese Fighters
1-4 Patrol (A) Patrol (A)
5 CAP (B) CAP (B)
6 Ground/Sea Attack (C) Intercept (B)
7 Ground/Sea Attack (C) Intercept (B)
8 Ground/Sea Attack (C) Escort (D)
9-0 Escort (D) Ground/Sea Attack (C)

 
 
 
 
 
 
   

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.   

Western Europe 1939


Allied Aircraft D10 Axis Aircraft
Hurricane I 1 ME 109D
Hurricane I 2 ME 109E
Hawk 3 ME 109E
Hawk 4 ME 109E
MB 152 5 ME 109E
MB 152 6 ME 109E
MB 152 7 ME 109E
MS 406 8 ME 110
MS 406 9 ME 110
MS 406 0 ME 110
 
1940 Battle of France
Allied aircraft D10 Axis Aircraft
Hurricane 1 ME 109D
Hurricane 2 ME 109E
Hawk 3 ME 109E
Hawk 4 ME 109E
MB 152 5 ME 109E
MB 152 6 ME 109E
MS 406 7 ME 109E
MS 406 8 ME 110
DE 520 9 ME 110
DE 520 0 ME 110

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

The Solomons 1942


US Fighters D10 Japanese Fighters
P-400 1 Pete
P-400 2 Zero
Wildcat 3-0 Zero

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

New Guinea 1941/42


Allied Fighters D10 Japanese Fighters
P 39 1 Oscar 1
P 39 2 Oscar 1
P 39 3 Oscar 1
P 40 E 4 Oscar 1
P 40 E 5 Oscar 1
P 40 E 6 Oscar 1
Kittyhawk RAF 7 Oscar II #
Kittyhawk/P-38J % 8 Oscar II #
P-38J @ 9 Tony I a
P 38J 0 Tony I a
%  Kittyhawk if before summer 1942 otherwise P 38J 
@ P 38J if summer 1942 or later otherwise roll again 
#   At least 50% will be type II, the rest will be type I 
   
 
 
 

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
 
 
 

FINLAND – SUOMEN ILMAVOIMAT


 
 
Mannerheim Cross 20 kills or more +1
Order of the Cross of 5 kills or more -
Liberty*
Medal of Merit of the
Cross of Liberty (Enlisted -
men and NCOs)
Silver 5 kills or more or 2 kills in one sortie -
Bronze 1 kills or more -
Wound Badge For wounds the man would be awarded the lowest medal
or Cross of the Order of Liberty that he does not already
possess.
*All military version of this award given for valor are given “with Swords”. If the
award is given a second time then it will be with Oak Leaves. The award would be 2nd
class for officers ranking from Captain to Colonel, 3rd Class for a junior officer of
NCO and 4th class to enlisted men.
 

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.
 
 
 
 

ITALY - REGIA AERONAUTICA


 
 
 
Military Medal for Valor in Gold 5 kills
Military Medal for Valor in Silver 4 kills
Military Medal for Valor in Bronze 3 kills
War Merit Cross (1939 to 1940) 2 kills in a single sortie
Cross for Military Valor (1941 onwards) 2 kills in a single sortie
Medal for the Wounded Awarded for any wounds cause by enemy
action

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
 

SQUADRON record Sheet


Leader Name Personality Motivation Skill Background
Squadron
leader
Section one
Leader
Pilot
Pilot
pilot
Section Two
Leader
Pilot
Pilot
pilot
Section
Three
Leader
Pilot
Pilot
pilot
Section Four
Leader
Pilot
Pilot
pilot

Kill Tally Pilots Lost Reputation

Page 91
 

sortie kills Npc Personality +/−

Page 92

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