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AAA Interaction Phase
1 - Record target hex and altitude of plotted fire.
2. Place Barrage 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. Multiple attacks against single radars
allowed.
5. Attempt Quick Reaction SAM unit Lock-ons.
6. Attempt SAM Missile
Launches.
7. Attempt EWR / CCU Passdowns (Die Roll 7
8. Attempt Regular SAM unit Lock-
ons.
9. Roll to Break Radar SAM lock-ons with DJMs.
10. Roll to Break Radar SAM lock-ons with
Chaff and / or Mini-Jammers.
11. Roll to Break OG / LG SAM lock-ons with Flares.
12. Attempt Self-Defense ARM
Launches.
Stalled Aircraft Phase
1. Attempt Recovery from Departures (Die Roll 6-).
2. Determine if Stalled Aircraft Depart (Die Roll 5-).
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 camoflaged units.
(1/2 sighting range, Die Roll 5-)
6. Roll to 1. D. Ground units (Die Roll 10 - range to
unit).
7. Announce Padlocked
targets.
8. Enemy aircraft or missiles not padlocked
are unsighted; roll for each unsighted target to
see if it is sighted anew.
9. Check for aircraft
I.D.
- Count each 2 alt. levels difference as 1 hex of
range if looking down and each 4 levels asl if looking
up.
- At Night, 2 alt. levels difference equal 1 hex of range
if looking up or down.
Aircraft Decisions Phase
1. Declare D DS programs on or off.
2. Declare illuminating for RFI/AH missiles.
3. Declare Engaging 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.
2. Roll one die per side to establish base
initiative.
3. Each aircraft uses base number plus any
applicable modifiers. Low number in each category
moves first. Ties are rolled off, no mods.apply.
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. + I
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.
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. Roll for radar contacts (4 rolls per turn per
aircraft).
2. Roll for radar lock-ons.
3. Roll to break lock-ons due to DJMs.
4. Roll to break lock-ons due to Chaff or Mini-
jammers.
- 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 tgts.
- 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.
Ground Unit Interaction Phase
1. Remove last game-turn's plotted fire markers.
2. Reveal target hex and aft. 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.
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 Suppression markers to Suppr. 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.
G-INDUCED LOSS OF CONSCIOUSNESS
- Check for GLOC if A/C turns at ET rate
while in the LO, ML, or MH altitude bands.
- Roll one die after each facing at the ET rate for
each crew member. A "1" or less indicates he has GLOC'd.
Die Roll Modifiers
1. Non-pilot Crewmember = -1
2. A/C used Snap-turn this Phase = -1
3. A/C has canted seat (i.e. F-16) = + 1
4. Crewmember has Exc. Fitness = + 1
5. Crewmember has Poor Fitness = -1
6. 2d or subsequent GLOC dieroll in GLOC
cycle (cumulative) = -1
Cycle lasts until no BT/ETturns used in a game-turn.
GLOC / DISORIENTED FLIGHT TABLE
Die Roll - Aircraft Random Movement Based on
Current Flight Type
LEVEL FLIGHT
1 - Stay level, no turns.
2 - Stay level, TT turn.
3 - Stay level, HT turn.
4 - Descend one level, TT turn as above.
5 - Descend one level, HT turn as above.
6 - Maximum Sustained Climb, EZ turn.
7 - Maximum Zoom Climb, TT turn.
8 - Minimum Zoom Climb, HT turn.
9 - Maximum Steep Dive, HT turn.
10 - Half Roll Dive, Minimum Vertical dive.
Random Vertical Rolls.
CLIMBING FLIGHT
1 - Maximum Sustained Climb, EZ turn.
2 - Minimum Zoom Climb, HT turn.
3 - Maximum Zoom Climb, no turns.
4 - Maximum Zoom Climb, TT turns.
5 - Minimum Vertical Climb, no Vert. Rolls.
6 - Maximum Vert. Climb, random V- Rolls.
7 - Level flight, TT turns.
8 - Level flight, HT turns.
9 - Half Roll Dive, Minimum Steep Dive.
10 - Half Roll Dive, Maximum Steep Dive.
DIVING FLIGHT
1 - Level flight H able or meet Steep Dive
requirements while exiting Vertical Dive.
2 - As above plus TT turns.
3 - As above plus HT turns.
4 - Minimum Steep Dive, no turns.
5 - Minimum Steep Dive, TT turns.
6 - Minimum Steep Dive, HT turns.
7 - Maximum Steep Dive, TT turns.
8 - Maximum Steep Dive, HT turns.
9 - Minimum Vertical Dive, random V-rolls.
10 - Maximum Vertical Dive, random V-rolls.
DIRECTIONS
Expend all remaining FPs via directions
above, it is allowed to switch between climbs and
dives in mid-move if required. Randomly
determine direction of turns. Random vertical
rolls occur on last VFP only, roll for direction and
number of facings.
For climbs and dives use maximum allowed
VFPs. A maximum climb/dive means each VFP
gains max possible levels. Minimum means each
gains least amount possible.
RECOVERY FROM GLOC
Automatic during admin phase of 2d
game-turn following the one in which GLOC
occurred.
Early recovery possible in admin phase of
game-turn of GLOC occurance and in the admin
phase of the turn following if crew member has
excellent fitness, or is in multi-crew A/C where other
member not GLOC'd. Die roll of 4 or less equal
early recovery.
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© Copyright 1991 by J.D. Webster
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