Gunslingers

Expanded Sequence of Play

by J.D. Webster

AAA Interaction Phase
1. Record target hex and altitude of plotted fire.
2. Place Barrage fire markers on units using Barrage fire.

SAM Interaction Phase
1. Attempt to reactivate shutdown radars (Die Roll 6
2. Attempt to shutdown alerted radars (Die Roll 6
3. Declare BJM Noise Jamming arcs.
4. Execute BJM Stand-Off Jamming attacks.

BJM Jamming Table
Type BJMAllowed St. Off Attacks Angle-off
Arc Coverage
Pilot onlyMulti-crew
A11180+ and 30- arcs.
B22150+ and 60- arcs.
C23any 3 adjacent arcs.
D24any angle-off arcs.
Jamming success die roll = BJM radar ECCM

5. Attempt Quick Reaction SAM unit Lock-ons.
6. Attempt SAM Missile Launches.
7. Attempt EWR and CCU Passdowns (Die Roll 7-).
8. Attempt Regular SAM unit Lock- ons.

Passdown Attempt Modifiers:

    a. Target IFF on -2.
    b. Target AJM # EWR ECCM
    c. 1/2 target Chaff PPL # - EWR ECCM
    d. 1/2 target BJM # - EWR ECCM # if in Noise arc.

Radar SAM Lock--on Modifiers:

    a. Target I FF on = -2.
    b. Passdown Received 3.
    c. Target AJM # - SAM unit ECCM
    d. 1/2 target Chaff PPL # - SAM unit ECCM
    e. 1/2 BJM # - SAM unit ECCM # if in Noise arc.
    f. If a required CCU is inoperative = +2.

OG / LG / IR SAM Lock-on Modifiers:

    a. Unit in target's Sun Clutter Arc = +3.
    b. If a reguired CCU is inoperative = +2.

9. Roll to Break Radar SAM lock-ons with DJMs.
10. Roll to Break Radar SAM lock-ons with Chaff.
11. Roll to Break Radar SAM lock-ons with mini-jammers.
12. Roll to Break OG / LG SAM lock-ons with Flares.

SAM Unit Break Lock Table
SAM Type: ECMBreak Lock Die Roll No.
BR,CG,CW,TVM:DJMTarget DJM # - ECCM
BR, CG: ChaffTarget PPL # - ECCM
CW, TVM:Chaff1/2 Tgt.PPL - ECCM
CG,CW:Mini-jammersTarget PPL - ECCM
TVM:Mini-jammers1/2 Tgt.PPL - ECCM
OG, LG: Flare1 if any Tgt. PPL # used.

Note: ECCM can never create a negative modifier. If the ECCM # is greater than a countermeasure #, the countermeasure is ineffective and ignored. 1/2 PPL values are always rounded up.

13. Attempt Self-Defense ARM Launches.

Stalled Aircraft Phase
1. Attempt Recovery from Departed Flight (Die Roll 6-).
2. Determine if Stalled Aircraft Depart (Die Roll 5-)
3. Aircraft Stalling from a Vert. Climb may attempt a Vertical Reverse Maneuver (Die Roll 6-).

Recovery / Vert. Rev. Maneuver Modifiers:

    a. Fly by Wire Aircraft -2,
    b. Veteran Pilot = -1,
    c. Sierra Hotel Pilot -1,
    d. Green Pilot = +2.

Avoiding Departed Flight Modifiers:

    a. Fly by Wire Aircraft = +2,
    b. Veteran Pilot = +1,
    c. Sierra Hotel Pilot = +1,
    d. Exc. Conf. = +1,
    e. Poor Conf. Pilot = -1,
    f. Novice Pilot = -1,
    g. Green Pilot = -2.

Visual Sighting Phase
1. Ground FACs place Laser Spots and Smoke Marks.
2. Check lines of sight if necessary.
3. Declare aircraft searching for ground units.
4. Determine which ground units are openly sighted.
5. Attempt to sight camof lauged units. (1/2 sighting range, Die Roll 5-)
6. Roll to I.D. Ground units (Die Roll 10 - range to unit).
7. Determine Designated Search Aircraft for Air targets.
8. Announce Padlocked Enemy targets;

    a. A pilot only aircraft may padlock one target.
    b. A Multi-crew aircraft may padlock two targets.
    c. A Veteran or Tactics Master may padlock one additional target.
    d. An aircraft having solely Novice or Green crew may not padlock unless said crew contains a Tactics Master.
    e. Aircraft may not padlock into a blind arc.

9. Any enemy aircraft or missiles not padlocked become unsighted; roll the die once for each unsighted target to see if it is sighted anew.
10. Check for Target I.D.

    a. Tgt. I.D. automatic when within 2 x its visibility no.
    b. Tgt. I.D. automatic to 4 x visibility no. with V.A.S.
    c. Tgt. I.D. automatic with radar lock-on if search aircraft has Tgt. I.D. technology.
  • Maximum Visual sighting range is out to 4 x target's visibility number in hexes.
  • Maximum V.A.S. sighting range is out to 10 x the visibility number in hexes.
  • Count each 2 alt. levels difference as 1 hex of range if looking down and each 4 levels asl if looking up.

Aircraft Decisions Phase
1 . Declare DDS programs on or off.
2. Declare Engaging Missiles.
3. Declare illuminating for RH/AH missiles.
4. Declare Laser Designating aircraft.
5. Declare Target Marking FAC aircraft.
6. Declare special radar or weapons modes. (IR Uncage, Autotrack on/off etc.)
Note: Damage Control is declared in Flight Phase upon commencing one's move.

Order Of Flight Determination Phase
1. Check Aircraft relative positions; determine who is Disadvantaged, non-advantaged, and advantaged.

    To be advantaged over target, target must be in your 150+ arc, within 9 hexes range, no more than 6 levels higher or 9 levels lower than you (remember 9-6- 9).

2. Roll one die per side to establish base initiative.
3. Each aircraft uses base number plus any allowed or applicable modifiers. low number within each category of advantage moves first. Ties are rolled off, no mods

Initiative Modifiers Table
Training StandardPilot QualityPilot Char. / Attr.
Excellent +2Veteran +1Sierra Hotel +1
Good +1Regular +0 Tactics Mstr. +1
Average +0Novice -1Cbt. Hero +1
Limited -1Green -2Exc. Conf. +1
Poor -2 -Poor Conf. - 1
Side gaining first Kill = +1, Side with most kills + 1

Flight Phase
1. Move air to ground weapons not in shoot out.
2. Move departed aircraft, then stalled aircraft.
3. Move GLOC'd aircraft, then disoriented aircraft.
4. Move Engaged aircraft.
5. Move FAC aircraft marking targets.
6. Move Joint Attack Laser Designating aircraft.
7. Move aircraft guiding air to ground weapons.
8. Move disadvantaged, non-advantaged then advantaged aircraft in order.
9. Move unsighted but radar detected aircraft.
10. Move unsighted and undetected aircraft.

  • Missiles move when their targets do.
  • Illuminating aircraft move when their targets do.
  • Tailing aircraft move immediately after tailees do.
  • Defensive Pre-emptions, and shoot-outs may alter the order of movement.
  • Up to two air to air gun/rocket attacks allowed per turn
  • Up to two strafing attacks allowed per turn.
  • Only one air to ground attack allowed per turn.

Air To Air Missile Launch Phase
1. Determine If launch pre-requisites met.
2. Declare and attempt to launch one or two missiles.
3. If all declared attempts fail, one additional try allowed.

Air Radar Search and Lock-on Phase
1. Determine which targets are automatically detected.
2. Determine which targets require die rolls.
3. Roll for radar contacts (4 rolls per turn per aircraft).
4. Roll for radar lock-ons.
5. Roll to break lock-ons due to DJMs.
6. Roll to break lock-ons due to Chaff or Mini-jammers.

  • Aircraft limited to 4 detection rolls per turn max.
  • Regular radars limited to one lock-on attempt per turn.
  • Multi-tgt. Track radars may make as many lock-on attempts as capability allows per turn.
  • Regular radars upon gaining lock, lose all other targets.
  • TWS radars retain other targets even with a lock-on and may continue to search for more.
  • Limited TWS radars retain other targets with a lock but may not search for more.

Air Radar Break-Lock Table

    Break Lock success Die roll numbers
    DJM # - radar ECCM #,
    1/2 Chaff PPL # - radar ECCM
    Mini-jammer PPL # - radar ECCM

Ground Unit Interaction Phase
1. Remove last game-4urn's plotted fire markers.
2. Reveal tgt. hex and alt. of this turn's plotted fire.
3. Resolve any plotted fire attacks and place markers.
4. Conduct ground unit movement allowed.
5. Resolve any required or permitted ground combat.

Aircraft Administrative Phase
1. Remove Missiles whose time of flight is ended.
2. Check for Progressive Damage.
3. Check for early recovery from GLOC.
4. Update Aircraft Logs as required.
5. Remove aircraft meeting disengagement criteria.
6. Conduct Operational scale movement if applicable.

End of Turn Administrative Phase
1. Remove laser spots unless weapons still in flight.
2. Remove Blast Zone markers.
3. Remove Suppression removal markers.
4. Remove Smoke-2 markers.
5. Flip Suprresion markers to Suppression removal side.
6. Flip Smoke-1 markers to Smoke-2 side.
7. Flip Barrage fire markers to Out of Ammo side.
8. Roll for AAA resupply (Die Roll 2-).
9. Roll for infantry SAM reloads (Die Roll 3-).
10. Auto-reload capable SAM units that did not guide or launch missiles may reload up to two expended rails.


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© Copyright 1990 by J.D. Webster
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