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 BJM | Allowed St. Off Attacks | Angle-off Arc Coverage |
Pilot only | Multi-crew |
A | 1 | 1 | 180+ and 30- arcs. |
B | 2 | 2 | 150+ and 60- arcs. |
C | 2 | 3 | any 3 adjacent arcs. |
D | 2 | 4 | any 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: | ECM | Break Lock Die Roll No. |
BR,CG,CW,TVM: | DJM | Target DJM # - ECCM |
BR, CG: | Chaff | Target PPL # - ECCM |
CW, TVM: | Chaff | 1/2 Tgt.PPL - ECCM |
CG,CW: | Mini-jammers | Target PPL - ECCM |
TVM: | Mini-jammers | 1/2 Tgt.PPL - ECCM |
OG, LG: | Flare | 1 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 Standard | Pilot Quality | Pilot Char. / Attr. |
Excellent +2 | Veteran +1 | Sierra Hotel +1 |
Good +1 | Regular +0 | Tactics Mstr. +1 |
Average +0 | Novice -1 | Cbt. Hero +1 |
Limited -1 | Green -2 | Exc. 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.
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
|