by J.D. Webster
FP Expenditure Restrictions 1 . If going from level to climbing or diving flight; the first FP expended must be an HFP. 2. If going from dive to climb or climb to dive; FPs = to half the aircraft's speed (round down) must be expended as HFPs before using VFPs. High Pitch Rate aircraft need only expend FPs = to 1/3 speed (round down) in this case. 3. If continuing a climb or dive from the previous turn; HFPs and VFPs may be mixed in any order. LEVEL FLIGHT1. All FPs are HFPs. An aircraft may descend one altitude level freely at any point in its move. TURNING FLIGHT1. Decel is based on highest turn rate used and is incurred only once per game-turn even if aircraft faced more than once. 2. Additional facings in a game-turn constitute sustained turns. 1.0 decel is incurred for each facing change after the first in a game-turn. High Bleed Rate aircraft get 2.0 decel for each facing change after the first. 3. HT, BT, ET turns require start speed of 0.5, 1.0, and 1.5 greater than minimum respectively to perform. 4. Low Roll Rate aircraft require 1 FP of flight to enter a left or right bank before turning and 2 FPs of flight to reverse bank. 5. High Roll Rate aircraft may instantly switch from one angle of bank to another; others require 1 FP of flight to reverse. 6. No attacks or weapon launches allowed during or after an ET turn until a Recovery Period passes. A recovery period = half the aircraft's flight (round up) while not ET turning and not doing rolls or prep-moving for them. Snap Turning 1. Aircraft must be capable of BT turn rate. 2. One allowed per game-turn; costs one HFP; allows immediate facing change of 30 degrees (60 if turn chart= 60 or 90) without moving forward. 3. One HFP prep required if wings not level or if speed > = 6.5 if both cases apply, two preps required. 4. Incur Decel as for BT turn unless aircraft uses ET rate. 5. Unless ET turns follow a snap turn; the snap counts as a BT turn for purposes of combat and weapon launch modifiers until a recovery period passes. 6. Risky Snap turns may be tried if aircraft is capable of HT turns but roll for a maneuvering departure upon facing. On a roll of 1 to 4 the aircraft departs. CLIMBING FLIGHTZoom Climbs 1. At least one, but up to 2/3rds FPs may be VFPs. 2. If CCC rate for power setting < = 2.0 each VFP can gain 1 altitude level only. 3. If CCC rate for power setting is > 2.0 each VFP can gain 1 or 2 altitude levels. 4. If this is the first turn of climbing flight following level or diving flight, 1.0 decel is incurred per level climbed. 5. If this is second or subsequent turn of continuous climbing flight, 1.5 decel is incurred per level climbed. 6. ET turn rates not allowed in zoom climbs. Sustained Climbs 1. Start speed must be at least 1.0 > minimum speed. 2. If start speed < climb speed then halve CCC values (retain fractions). 3. If CCC value is < than 1.0, only one VFP may be used in the game-turn and it gains only the fractional altitude level. 4. If CCC value > = 1.0 but < = 2.0, up to 2/3's the FPs may be VFPs. The first VFP gains any listed fraction (or one H no fractions listed), and the rest gain one altitude level each. 5. If CCC value is > 2.0, up to 2/3's the FPs may be VFPs. The first VFP gains 1.0 level + any fraction, the rest may gain 1.0 or 2.0 altitude levels each. 6. If enough VFPs exist, an aircraft may climb more levels than listed on the CCC. However, the extra levels climbed cause decel as if zoom climbing. 7. Only EZ turns and Slide maneuvers allowed. 8. 0.5 decel is incurred for each level gained up to the CCC limit. Extra levels gained incur decel as for zoom climbing. Vertical Climbs 1. Previous game-turn must have involved climbing flight. 2. Exception; High Pitch Rate aircraft may enter vertical climbs from level flight if speed < 4.0. 3. On first turn of vertical climb, 1/3 of FPs must be HFPs. If vertical climb continued, not more than 1/3 of FPs may be HFPs and up to all may be VFPs. 4. Each VFPs may gain 1.0 or 2.0 altitude levels each. 5. Each level climbed causes 2.0 decel points. 6. No turns or maneuvers except Vertical Rolls allowed. 7. Diving flight may not follow Vertical climbs. 8. Exception, High Pitch Rate aircraft may enter Steep Dives or Unloaded Dives on turn after. 9. Exception, normal aircraft may use a Half-Roll and Dive maneuver to enter Steep Dives after a Vertical Climb. Vertical Reverse Maneuver 1. Allowed if aircraft ends vert. climb at minimum speed or no less than 1.0 below minimum. Check for departure, if not departed, roll for recovery. Recovery = reverse which allows entry into vert. dive at minimum speed (first FP may be VFP). 2. If unsuccessful, perform required stall /departed flight. DIVING FLIGHTSteep Dives 1. At least one FP must be, and up to 2/3's FPs may be VFPs. 2. Each VFP may Lose 1.0 or 2.0 altitude levels. 3. Each level dived gains 0.5 accel on first turn of Diving. 4. If this is the second or subsequent game-turn of continuous Diving, each level dived gains 1.0 accel. Unloaded Dives 1. All FPs an- HFPs 2. At least one HFP must be expended with aircraft "unloaded". More than one and up to all may be expended "unloaded". 3. Each HFP expended while unloaded moves the aircraft forward one hex / hexside and loses it one altitude level. 4. The aircraft gains accel as if Steep Diving. 5. An aircraft may not make any attacks, guide weapons or aim while unloaded. 6. HFPs done while unloaded may not be used for turning or prep-moving. 7. All unloaded HFPs done in a single game-turn must be done in one continuous string. Vertical Dives 1. Previous game-turn must have involved diving flight. 2. Exceptions; a vertical dive may be entered from level flight using a Half Roll and Dive maneuver. 9 start speed < = 4.0, it may also be entered from a zoom or sustained climb by using a Half Roll and Dive Maneuver. 3. On first turn of vertical diving, 1/3 of FPs must be HFPs. R vertical dive continued, not more than 1/3 of FPs may be HFPs and up to all may be VFPs. 4. Each VFP must lose 2.0 or 3.0 altitude levels. 5. Each altitude level dived gains 1.0 accel. 6. No turns or maneuvers except vertical rolls allowed. 7. Climbing flight may never follow vertical dives. 8. Level flight may follow if aircrafts new start speed is 3.0 or less for High Pitch Rate aircraft, or 2.0 or less for others.
9. When Steep or Unloaded dives follow a vertical dive; at least half an aircraft's FPs (round down) must be expended as VFPs or "Unloaded" HFPs; except High Pitch Rate aircraft need only expend 1/3 FPs as VFPs or unloaded HFPs. SPEEDBRAKES USAGE1. FPs up to amount listed on the ADC may be eliminated. 2. Eliminated FPs may not be used for any turn or other maneuver / combat requirements. 3. 1.0 decel is incurred for each 0.5 FP eliminated. STALLED FLIGHT1. Aircraft does not move or change facing. 2. Altitude loss = start speed (round 0.5 up) + 1.0; increase loss by 1.0 per additional turn of stalled flight. 3. Aircraft gains accel as if steep diving and via power. 4. Aircraft may recover to level or diving flight including entering an immediate vertical dive. DEPARTED FLIGHT1. Stay in same hex; randomly change facing left or right. 2. Roll die to find number of facing changes in that direction. 3. Altitude loss = start speed (round 0.5 up) + 2.0; increase altitude loss by 2.0 per additional turn of departed flight. 4. Power has no effect, all accel / decel = 0 while departed. 5. Recovery is via recovery die roll (6- including mods.). 6. Upon recovery aircraft must enter diving flight (vertical dives) allowed. High Pitch Rate aircraft may recover into level flight. 7. Upon recovery, start speed reverts to higher of Minimum speed or speed at which departure occurred. Maneuvering Departures 1. Occur on die roll of 1 to 4 when risky snap turn tried, or when turning at > EZ while above max-ceiling, or when rolls executed at EH+ aftitudes. Also, if start speed < minimum required for a carried HT, BTor ET turn. 2. Randomly determine direction and number of facing changes as for regular departure. Face once in direction determined, then move aircraft that way for a distance equal to half its remaining FPs (drop fractions) then finish facing. 3. Upon completing above move, aircraft's turn is over. It is now considered to be in normal departed flight. AIRCRAFT MANEUVERSSlides 1. Expend two HFPs to prep for slide. One HFP to execute. 2. One slide allowed if speed < = 9.0, two if > 9.0 but at least 4 FPs must be expended between execution of first and start of preps for second. 3. One slide causes no decel; two slides cause 1.0 decel. LAG / Displacement Rolls 1. Expend one HFP to prep for rolls. One HFP to execute. 2. Shift in direction of roll (see diagram) and optionally face 30 degrees in direction opposite to roll. 3. A displacement roll from a hexside shifts the aircraft, to a hexside as in slide and not sideways as depicted for the lag roll. Decel for these rolls varies, see ADC. Barrel Rolls 1. Executed as 2 or more consecutive Lag/Displacement rolls. 2. If done in level flight, 1 altitude level may be gained or lost upon executing last roll at no additional FP cost. 3. If done in diving or climbing flight, 1 altitude level may be lost or gained respectively upon executing each roll. 4. Altitude changes that occur in a diving or climbing Barrel Roll may be in lieu of, or in conjunction with altitude changes done via VFP expenditure. 5. Incur 2.0 decel per level gained in a climbing Barrel Roll, and gain 0.5 accel per altitude level lost in a Barrel Roll. Vertical Rolls 1. Aircraft must be in vertical climb or dive and must have just expended a VFP. 2. Change facing left or right up to 180 degrees. 3. Decel cost varies; see ADC. Half Roll and Dive 1. Declare at start of move, perform normal Vertical dive except no vertical rolls allowed until last FP expended and only if it was a VFP. 2. Allows vertical dive entry from level flight, or if speed < 4.0, allows entry from zoom / sustained climbs. 3. Allows steep dive entry from vertical climbs, with normal turning allowed. 4. No attacks or weapon launches allowed that turn.
VIFF Sidestep 1. Executed as slide except no prep-moves required but those imposed by altitude and supersonic speed. 2. Multiple sidesteps allowed so long as 1 HFP expended in forward flight between execution of each sidestep. 3. Each costs to HFPs to execute and each causes 2.0 decel. VIFF Assisted Turn 1. Reduce listed turn requirements by one (90 is best allowed). 2. Treat aircraft as High Bleed Rate, incur 2.0 decel to use. VIFF Vertical Pitch 1. Treat as Half Roll and Dive except aircraft may go from vert. climb direct to vertical dive, incur 2.0 decel to use. VIFF Pop-up 1. Allows gain of one Aft. LvI. from level flight once per turn. 2. Costs 1 HFP, incurs 2.0 decel, aircraft must be wings level. Back to Table of Contents -- Air Power # 13 Back to Air Power List of Issues Back to MagWeb Magazine List © Copyright 1990 by J.D. Webster This article appears in MagWeb.com (Magazine Web) on the Internet World Wide Web. Other articles from military history and related magazines are available at http://www.magweb.com |