Table Air Combat Game Design and Artwork ©2018 Andrew Nelson

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TAC VERSION 180724 Bf-109E ©2018 Andy Nelson

Table
Permission given to print orAir Combat
photocopy gameuse
for personal design and artwork ©2018 Andrew Nelson 1

Adolfo Castellano (Order #24522147)


INTRODUCTION

Table Air Combat is a fast, simple air


combat game that can be played on any
Messerschmitt Bf-109E “Emil” flat surface. All you need are some six-
German fighter sided dice and some coins to provide weight
Battle of Britain, 1940 for the aircraft counters. Everything else
can be printed from this ruleset.

This is an early version of the Luftwaffe’s Each player has a flight of four fighters,
main fighter, and fought in the Battle of represented by two counters. It is suggested
Britain. The Bf-109 can’t corner as well that you use historical aircraft against each
as the Spitfire but its rate of climb was other, though a game can be played with
unmatched, allowing it to excel in multiple copies of the same aircraft.
vertical fighting. Although it has half as
many gun dice as the Spitfire or Each counter represents an element of two
Hurricane, The Emil’s wing-mounted fighters (element leader and a wingman)
20mm cannons pack a wallop. which fight as a team. Each aircraft
protects the other.

Each flight consists of t wo elements.


Elements are double-sided, and designed to
wrap around a coin for ballast (an Each counter represents an
American nickel is idea). If an element element of t wo fighters.
takes damage, one if its aircraft has been
shot down. Flip the counter over to reveal a LEAD F4F-4

single aircraft.
2nd F4F-4
The element’s performance changes when
flipped. A single plane has fewer gun dice
and a lower defense, since it lacks a
wingman to cover its 6 o’clock position

If a “flipped” counter is hit a second time,
then the second aircraft has been shot down
and the counter is removed.
LEAD F4F-4 LEAD F4F-4

If an element takes damage, flip the


counter over to show a single fighter.

If the element gets hit a second time,


it is removed from the game.

TAC VERSION 180724 Bf-109E ©2018 Andy Nelson


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Everything you need to play is on the aircraft’s Performance Ruler.

The ruler is double-sided, so it can be flipped over.


This plane has 2 Energy. It


can trade one energy for Move your plane across the
one extra tick of speed this edge to move. It must move
turn. To regain the energy, at least one tick.
sacrifice a tick of speed in a
later turn.

Ticks are closer


together in sharp turns.

Number of dice to roll


when attacking.

Add this to each die that This green area


hits to check for damage. shows your
Guns maximum move in a
Firepower +1 +1
straight line.

Enemy has to roll this Defense

amount of over to hit Airframe


this plane.
Speed
4 4
If a damage die is this
amount or greater, the
plane takes damage.
F4F-4 Wildcat
1941

Span 38'
Length 29' 10"
This is how many ticks Weight 7975 lbs
Engine 1200 hp R-1830-86 Twin Wasp radial
your plane can move Airspeed 320 mph
each turn. Armament 6x .50 cal machine guns

GUN RANGE

Use these stats after your


element takes damage and
loses a fighter.
Gun dice and defense go
These stats are for the down, and another hit will
This is how far your beginning of the game, destroy the element.
guns can shoot. when an element has
both aircraft.

TAC VERSION 180724 Bf-109E ©2018 Andy Nelson


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MOVEMENT
To move, simply use the edges of the performance ruler. The aircraft can use any part of the
ruler in any direction. Use the straight edge for flying in a straight line. The curved edges
allow an aircraft to turn gently or in a sharp curve. Notice that the ticks are closer together
in sharp turns.

LEAD
F4F-4
Slide the element along
the ruler’s edge. This
element can move up to
four ticks each turn.

LEA
D
F4F Guns
-4
Line up this little arrow
Firepower +1 +1

with any tick mark on


Defense
the performance ruler.
Airframe

Speed
4 4

F4F-4 Wildcat
1941
Each aircraft has its own
Span 38' unique performance ruler.
Length 29' 10"
Weight 7975 lbs
Don’t use another aircraft’s
Engine 1200 hp R-1830-86 Twin Wasp radial performance ruler!
Airspeed 320 mph
Armament 6x .50 cal machine guns

GUN RANGE

Speed is measured in “ticks” which are multiples of the aircraft’s stall speed. Measure
movement against the little arrow on either side of the counter. This is more accurate than
using the front edge of the counter.

An aircraft can move any distance up to its maximum speed, but it must move at least one
tick. This is the aircraft’s stall speed, which is the slowest it can go and remain flying.

TAC VERSION 180724 Bf-109E ©2018 Andy Nelson


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Each aircraft type has a different
performance ruler. Some aircraft
are faster, and some can turn
sharper than others.

This green area shows F4F-4


LEAD
maximum speed in a
straight
Guns line.
Firepower +1 +1

Defense

Airframe

Speed
4 4
An element can move up The element counter can start at
to its maximum speed. any place along the performance
F4F-4 Wildcat
It can move shorter, but ruler, so long as it stays within its
1941
it has to move at least movement limits. For straight lines,
Spanone
38' tick each turn. the green area makes straight
Length 29' 10" F4F-4
LEAD
Weight 7975 lbs movements easier, because you
Engine 1200 hp R-1830-86 Twin Wasp radial
Airspeed 320 mph don’t have to count ticks. It’s also a
Armament 6x .50 cal machine guns
quick way to compare speeds
between two aircraft.
GUN RANGE
F-4
F4

In sharp turns, the element counter can


rock back and forth. Keeping the little
marker against the ruler will keep the
AD

rotation accurate.
LE

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The performance ruler can be repositioned during a move to make complex maneuvers. It is
suggested you move the element counter at least one full tick before lifting the ruler. This will
make it easier to keep track of how far the plane has moved.

Arm
a
Air ment GU
spe 6x NR
E n g ed .
32 50 ca AN
We ine 0m lm GE
ig 120 ph ach
L e n ht in
gth 797 0 hp eg
u
Spa 2 5 lb R-18 ns
n 9' s 30
-86
38 10" Tw
' in W
194
1 asp F 4F
rad -4 W
ial
ildc
at

Spe
ed
4 Air
fra
me
4 De
LEA
f en
se
D
Fire
pow
er
+1 F4
Gu F-4
ns
+1

LEAD F4F-4

Guns +1
+1
ower
Firep
nse
Defe
LE
AD

Air fr
ame 4
4
F4

d
Spee
F-4

cat
Wild
F4F-41941
The performance ruler can be 38' dial
Span 0" asp ra
29' 1 s
repositioned during your move Leng
th
ht
7 97 5 lb
hp R
-18 3 0 -86 Tw
in W

Weig 200
to make complex maneuvers. Engin
e
e 1
e
20 m
d 3 .50 cal m
ph
achin
e gun
s

Airsp nt 6x
me
Arma

GE
RAN
GUN

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ENERGY
In real life, aircraft can fight in three dimensions. By trading speed for altitude, a fighter can
store energy to corner at a lower speed. It can then convert altitude back into speed for a
temporary speed boost. Although the counters are confined to a two-dimensional surface,
this type of energy fighting can be simulated with Energy.

Energy is a representation of how well the plane can convert altitude into speed. Each plane
may have up to four energy. These are represented by green lights on the aircraft’s
performance ruler.

One energy point can be exchanged for an extra tick of speed during the element’s
movement phase. An element can only use one energy each turn in this way. The number of
green lights represents how many times each element can spend energy before it runs out.
Energy can also be spend to perform special maneuvers such as the Immelmann and
Wingover, which are explained later.

using an Energy point gains


An element can regain an +1 speed for one turn.

-4
F4F
Energy point by sacrificing one
point of speed in a straight line. LEA
D
This element can move 5
ticks this turn because it
This element would have a has used an Energy point.
maximum speed of 3 during
that turn, and would have to
move along the green edge.

This aircraft has a Guns +1


maximum of 2 Energy, ower +1
ep
so it can do this one Fir fense
De
more time. me
Air fr
a 4
Spee
d 4

t
W ildca F4F-4

F4F-4
D
LEA
1941
38' dial
Span 0" asp ra
29' 1 in W
Leng
th lbs -86 Tw
t 7975 p R-1830
h h
Weig 200 uns
e 1 mph ine g
Engin 320 mach
eed 0 cal
Airsp nt 6x .5
me
Arma

GE
RAN
GUN

Each element starts the game with full energy. Using small counters (such as coins or glass
beads) makes it easy to keep track of each element’s current energy. There are also paper
counters included in this ruleset.

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Energy can be regained by moving in a straight line (green bar only) and sacrificing one tick
of speed during your turn. Only one energy point can be regained per turn.

Flipping an aircraft counter over does not affect the amount of energy it has, nor its maximum
energy.

Note that moving an extra tick while turning will allow an element to turn faster. Having
energy available can help your aircraft gain position on the enemy, or escape a bad
situation.

Some large aircraft (such as heavy bombers) have no energy. Fighters have at least one
energy, and most late-war fighters have four energy.

SPECIAL MANEUVERS
Special Maneuvers are “tricks” that let a plane deviate from a normal flight path. Special
maneuvers cost energy; a plane without energy (such as bombers) cannot perform a special
maneuver. A plane can do a special maneuver OR it can move normally. It cannot do both
in the same turn, nor can it perform more than one maneuver per turn.

Zoom Climb:
The Bf-109E can regain two energy in one turn by moving at stall speed in a straight line.

IMMELMANN
An Immelmann is a maneuver to reverse •Lose 2 energy.
direction quickly. A plane dives to build up •Move 3 ticks.
•rotate exactly 180°
speed, then does a half-loop followed by a half- tur


roll. Any plane with at least one energy can

n
3 ticks
aro
perform an Immelmann (including some light
Fw.190A8
LEAD

und 18
bombers).
Fw.190A8

LEAD

STALL SPEED

Spend 1 energy. Move three ticks forward,


0
°

then rotate exactly 180°

TAC VERSION 180724 Bf-109E ©2018 Andy Nelson


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SPEED RESTRICTIONS
An element has to move at least one full tick. This distance is the aircraft’s stall speed. The
ticks are closer together in sharp turns, which means they are shorter than the stall speed.
Depending on the aircraft, an element may have to move more at least two ticks while in a
sharp turn. Stall speed is marked on the performance ruler in the straight area and in the
sharp turn area.

This Spitfire must move at least


one tick, but it also has to move
its Stall Speed distance.

 This is the shortest distance it
can move, even while cornering.
Guns

Firepower +2
Spitfire mk.II

Defense

Airframe

LEAD Bf-109E Speed


4
LEAD

.II Bf.109E
mk
re
itfi 1939
Sp

Because ticks are AD Span 32' 4"


LE Length 28' 5"
closer together in Weight 4430 lbs
E sharp turns, Engine 1050 HP Daim
Airspeed 342 mph
stall speed may be Armament 2x 7.9mm mac
more than one tick 2x 20mm cann
One tick is the
while turning.
aircraft’s stall speed.
It has to move at least LEAD Bf-109E

this distance each


turn.
Guns GUN RANGE

This Bf-109 is regaining a spent Energy


wer +0 +0 point this turn, so its movement is limited.
ense
It has to move 1 less than its maximum
speed and is restricted to a straight line.
ame

eed
4 4

pitfire Mk.II
1940
STALL SPEED

TAC VERSION 180724 Bf-109E ©2018 Andy Nelson


Span 36' 10"
Permission given to print or photocopy for personal use 9
Length 29' 11"
Weight 5332 lbs
Engine 1030 HP Rolls-Royce Merlin V-12
irspeed 355(Order
Adolfo Castellano mph#24522147)
GAME PLAY
Each turn has two phases: Movement and Combat. Movement happens first. After the
Combat phase is over, a new turn starts with the Movement phase.

MOVEMENT PHASE
All planes are moved before any combat can happen. The player with more elements moves
elements first. Once both players have an equal number of unmoved elements, a die roll
decides who gets to move an element last. A two vs. two battle usually has one side move a
single element. The other side moves both elements. The first side then moves the last
element. More details are explained in the INITIATIVE section.

COMBAT PHASE
Once all elements have moved, each element may attack. Damage takes effect at the end of
the Combat Phase (even if your element gets destroyed this phase, it can still attack). Any
damage taken this phase has no effect on combat. It is possible for two elements to shoot
each other down. A fighter element can attack only once per combat phase. Some aircraft
have tail guns and turrets, which can also attack.

Attacking

• Check for direction. A fighter can only attack directly ahead. Place a performance ruler
against the front edge of the aircraft counter to determine if the target can be hit.

• Check for range. Guns have a limited range. Use the performance ruler to determine if
the target is within range. If there is no target within range, then the element cannot attack
this turn.

• Roll gun dice. Set aside each die that is equal or greater than the target’s defense. Those
are hits. Do not add Firepower to the dice at this time. Firepower is for damage only. If
no dice hit, this element’s combat phase is over.

• Roll for damage. Re-roll the gun dice that hit and add your plane’s Firepower to each die.
If any one of the dice are equal or greater than the target’s airframe, then a plane has
been shot down and the target element must flip over at the end of the combat phase. If it
is already flipped over, the element is removed from the game.

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COMBAT
Elements shoot straight ahead in a column.
After all elements have moved, check to see if any
The column is as wide as the counter, and as enemy planes can be attacked.
long as the Gun Range listed on the
performance ruler. Fighters have fixed guns that shoot straight ahead.
Use the performance ruler against the front edge of
an element counter too see if a target is in range
LEA

and directly ahead.


D
F4F
-4

An
y Bombers usually don’t have fixed guns, but they
can thing
be in
att this
have turrets which can shoot in all directions.
ack a
ed rea
. +1
Guns
+1
ower
Firep
nse
Def e
After all elements have
moved, check if any Air fr
ame 4
enemy targets are Spee
d 4
within this area.

ldcat
If this area overlaps any
Wi
F4F-4
part of an element’s
counter, the target can 1941
be attacked this turn. 38' adia
l
Span 0" asp r
29' 1 s Twin W
th lb 6
LEAD
Len g -8
7975 p R-1830
ht h
Weig 1200 h s
in e p e gun
E ng 3 20 m al machin
A6M-2

e e d 0 c
Airsp nt 6x .5
me
Arma
Zero
LEAD

GE
RAN
GUN
The Zero can be
F4F-4

attacked this turn.

Use the edge of the


performance ruler to see if
your element can attack.

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The Zero can be attacked this turn,
so the Wildcat’s player rolls 3 dice.

Guns
Any dice that match Firepower +2 +2
or exceed the target’s
Defense score cause Defense

hits. The Zero has a Airframe


Defense of 6.
Speed
5 5

There are t wo hits from these dice. A6M2 "Zero"


1941

Span 39' 4"


Length 29' 11"
Weight 5313 lbs
Engine 940 hp Nakajima Sakae 12 radial
Airspeed 346 mph
Armament 2x 7.7mm machine guns
2x 20mm cannon
Roll those t wo dice again to check
for damage. Add the Wildcat’s GUN RANGE
Firepower to each die.

Any die that meets


or exceeds the
target’s Airframe The Zero element has both aircraft,
will cause damage. so it uses this column of statistics.
The Zero has an
Airframe of 4.
LEAD

Both dice cause damage. The


Zero element flips over to
A6M-2

show a single aircraft.


Zero
LEAD
F4F-4

This element has been


hit and flipped over.

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LEAD A6M-2 Zero

Guns

Firepower +2 +2 The Zero must use this


Defense column now. Its Guns and
Defense are reduced. Taking
Airframe a hit in another turn will
Speed eliminate the element.
5 5

An element can cause only one hit


A6M2 "Zero" per turn. So even though the
1941
Zero took t wo hits, it is not
removed from the game this turn.
Span 39' 4"
Length 29' 11"
The Wildcat will have to hit it
Weight 5313 lbs another turn.
Engine 940 hp Nakajima Sakae 12 radial
Airspeed 346 mph
Armament 2x 7.7mm machine guns
2x 20mm cannon

GUN RANGE

Note that damage does not actually take effect until the end of the turn. If an element is
flipped this turn, it has a chance to attack at full strength. If an element is destroyed this turn,
it can still attack as well.

After all the elements have a chance to attack, then damage takes place. Damaged elements
are flipped, and destroyed elements are removed.

Once the Combat phase is done, start over with the Movement phase of the next turn.
Continue until elements on one side are destroyed or have left the table.

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TWO VS. ONE
Normally an element cannot take two hits and be eliminated in one turn. Even if a player
rolls two hits when attacking, an element can only take one hit. But If two elements hit an
enemy element during a single turn, the element can take a second hit and be removed from
the game in a single turn.

This Bf-109 makes t wo hits


on this Spitfire but the
Spitfire takes only one hit.

LE
AD
Bf
-10
E 9
E 9
-10
Bf
AD

If this second Bf-109 element


LE

can make a hit against the


Spitfire, the Spitfire element
would take a second hit in
one turn and be removed
LEAD

from the the game.


Spitfire
mk.II

TABLE BORDERS
Aircraft that move off the edge of the table have retreated from the battle. They are removed
from the game.

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INITIATIVE (who moves first?)
You want to move last. You’re not trying to beat the other player in a race, but react to his
movement.

EQUAL NUMBER OF ELEMENTS


If both sides have an equal number of elements, roll a die to determine which side is the first
to move an element.


Both German and American sides have t wo elements.
Roll a die to see which side gets
2nd

d
2n
Bf-109G-6

D g
51 stan
P- u
M

If the die roll is Even


German side moves a Bf-109
element.
American side moves both
P-51 elements.
German side moves the second

LE
AD
Bf
-10
9 G
-6
LEA
D
Mu
P-51
stan
D
g

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UNEQUAL NUMBER OF ELEMENTS
The side with the greater number of elements always goes first. That player will move
elements until both sides have the same number of unmoved elements. Then roll a die to
determine which side is the first to move an element.


The German side has more elements, so it must move elements first until
there are an equal number of unmoved elements.

a
uk
St
7B
.8
Ju
Then a die is rolled to determine which side has to move

d
2n
The German player will

a
uk
probably move the t wo Stuka

St
B
87
elements first, allowing the

u. J
Bf-109 fighters a chance to

AD
LE
react to the Spitfires.

Once the German side moves


t wo elements, a die is rolled to

E 9
see who has to move an

-10
Bf

E
element first.

9
-10
d

Bf
2n

AD
LE
If the die roll is Even
German side moves a Bf-109.
British side moves both Spitfires.
German side moves the second Bf-109.

LE
AD
If the die roll is Odd
Sp
itfi
re British side moves a Spitfire.
m k.I
I German side moves both Bf-109s.
British side moves the second Spitfire.

2nd
Spi
tfire
mk.
II

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STACKING ELEMENTS
It’s hard to move a miniature if there’s another stacked on top of it.

An element can pass over another element, but cannot overlap an element that hasn’t moved
this turn. This means you may have to move differently than you had planned.

An element can stop moving on top of another miniature that has already moved. But on the
next turn, the top element must move before the bottom element. This may give the bottom
element a tactical advantage.

An element can attack an overlapped element as long as its front edge overlaps.


 Wildcat can attack the Zero because its front edge


LEA

overlaps the Zero.


D

The Zero cannot attack the Wildcat this turn.


F4F

Next turn, the Wildcat has to move before the Zero moves.
-4

LE
AD
A6
M
-2
Ze
ro

Bf-109 overlaps the B-17.


B-1

Both elements can attack each other:


7F

The Bf-109’s front edge overlaps the B-17.


The B-17 has turrets that allow it to shoot
SEC
ON

in any direction.
D
ELE
ME
NT

LE
AD
Bf
-10
9 G
-6

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REJOINING ELEMENTS
If an element has taken a hit, it is reduced to a single aircraft with a lower Defense. Two
single planes of the same type can rejoin to make a full element. Move both elements. If
they overlap and are moving the same direction, they can merge into a single element. Flip
one counter back to show a full element and remove the second counter from the game.

These P-47 Thunderbolts have a defense of


only 3 when operating as single aircraft.

2n
d
P-4
7D

P-47D LEAD

After both Thunderbolts move, they


overlap each other, so they can join.

When joined together, the t wo


LEA
D elements become a full element of t wo
7D
P-4 fighters. Defense goes back to 5.

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GAME SCENARIOS
TRAINING
This scenario is good if you have only one type of aircraft (you just bought this set and want
to try it out before buying more aircraft). 


II
k.
m
re
itfi
Sp
d
2n

II
k.
m
re

itfi
Sp
D
A
LE
Set up identical aircraft on opposite sides,
about 12 inches apart.
es
ch
in
12

SPECIAL RULE FOR THIS SCENARIO:


Elements cannot take damage to their
fronts. This prevents head-on attacks,
so elements have to maneuver for a
shot at the rear or sides.
LE
AD
Sp
itfi
re
m
k.
II
2n
d
Sp
itfi
re
m
k.
II

DECISIVE BLUE VICTORY: Both Red elements are destroyed. Both Blue elements remain.
BLUE VICTORY: Both Red elements destroyed.
RED VICTORY: Both Blue elements destroyed.
DECISIVE RED VICTORY: Both Blue elements destroyed. Both Red elements remain.

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DOGFIGHT
August 13, 1940
English Channel

During the Battle of Britain, the primary goal of the Luftwaffe was to destroy the RAF. Doing
so would allow a cross-channel invasion from France into Great Britain and complete
Germany’s conquest of Europe. This is a basic scenario between two flights of fighters. 


RAF: Two Spitfire Mk.II elements


Luftwaffe: Two Bf-109E elements

E
09
-1
Bf
d
2n
E
09
f-1 B
D
A
LE
es
ch

Set up aircraft on opposite


in

sides of the table, about 12


12

inches apart. Both flights


should be facing each other.


LE
AD
Sp
itfi
re
m
k.
II
2n
d
Sp
itfi
re
m
k.
II

DECISIVE LUFT. VICTORY: Both Spitfire elements destroyed. Both Bf-109 elements remain.
LUFTWAFFE VICTORY: Both Spitfire elements destroyed.
RAF VICTORY: Both Bf-109 elements destroyed.
DECISIVE RAF VICTORY: Both Bf-109 elements are destroyed. Both RAF elements remain.
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STUKA ESCORT
August 13, 1940
English Channel

In this scenario, the Luftwaffe is escorting dive bombers against Chain Home radar
transmitters on the southern coast of England. The Royal Air Force is defending the target
with a flight of Hawker Hurricanes.

RAF: Two Hurricane elements


Luftwaffe: Two Bf-109E elements, two Ju-87 Stuka elements


 Imagine t wo lines 12 inches apart.


Each side can start anywhere
outside of those lines.

Ju.87B Stuka
LEAD
Spitfire mk.II

2nd
Ju.87B Stuka
2nd

12 inches

LEAD
Spitfire mk.II

Bf-109E
2nd
Bf-109E
LEAD
18 inches

DECISIVE LUFTWAFFE VICTORY: Both Stuka elements reach the target.


LUFTWAFFE VICTORY: At least one Stuka element reaches the target.
DRAW: Both Stuka elements destroyed, At least one Spitfire elements are also destroyed.
RAF VICTORY: Neither Stuka element reaches the target.
DECISIVE RAF VICTORY: Neither bomber reaches the target.
At least one Spitfire elements survives.

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SPLITTERBOMBEN
June 22, 1941
Murmansk

As the Bf-109F came into service in 1941, older Bf-109E models were relegated to
jagdbomber duties. One purpose was attacking Soviet airfields during Barbarossa. An
effective payload was splitterpomben, also known as “butterfly bombs”. These tiny
fragmentation bombs deployed fins to twirl the bombs and slow the descent. Bombs that
didn’t explode on impact acted as mines, making it difficult for an airfield to return to
operation.


Splitterbomben
Luftwaffe: Two Bf-109E elements with butterfly bombs When dropping splitterbomben,
VVS: Up to five Yak-1 elements The 109E will attack any ground
target if flies over that turn.

 •Full element: Roll a die for each
Yak-1 element
with no energy LEAD
A
Yak-7
target, then allocate which die
attacks which target.
LEAD

•Half-element: Roll a die for each


LEAD

4 4

Bf-109E

hangars
target.
A

Yak-7
A A
Bf-109E

Yak-7

8 inches
A

4 4
parked aircraft
2nd

2nd

Splitterbomben can only be used


LEAD

4 one turn, then the plane is empty.


Bf-109E
Yak-7

4
A A

fuel tanks
Yak-7

with splitterbomben 4
2nd

4
Loading the Bf-109E with bombs
will slow them down due to the
The airfield can launch new aircraft extra weight and drag. The
A new Yak-1 element can take off in four turns. aircraft’s maximum speed is
Turn 1: Yak-1 placed on runway (Defense 4) reduced by one tick, and Special
Turn 2: Yak starts rolling forward at stall speed (Defense 4) Maneuvers (such as Immelmanns)
Turn 3: Yak-1 moves forward at stall speed (Defense 4) cannot be performed.
Turn 4: Yak-1 can move normally (normal Defense, zero energy)
During take-off, the Yak can be strafed or bombed by Bf-109 Once bombs are dropped (or
The following turn, a new Yak-1 can be placed on runway. jettisoned), the plane will perform
normally.
The Bf-109 can prevent planes from launching by destroying the
parked aircraft. Bombs can be jettisoned before
movement, and will land
harmlessly.

DECISIVE LUFTWAFFE VICTORY: All targets hit, one Bf-109E leaves the table edge.
LUFTWAFFE VICTORY: Three targets hit.
DRAW: Two targets hit.
VVS VICTORY: Both Bf-109E destroyed
DECISIVE VVS VICTORY: No targets hit

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Adolfo Castellano (Order #24522147)


STALINGRAD
November 20, 1942
Karpova airfield, Stalingrad

Though the Luftwaffe had been supplied with the Bf-109F, The Romanian Air Force continued
to use the earlier Bf-109E. Cut off from supply lines, Romanian 4th Army has come under
attack from the Soviet Army and has been cut off from supply lines. With the Soviet Army
only a few kilometers away from Karpova Airfield, the Romanian Air Force provides ground
support with bomb-laden Bf-109s.
.

 Bf-109E
2nd Bf-109E
A

Royal Romanian Air Force: Two Bf-109E elements with no energy


VVS: One Yak-1 element, one Il-2 Sturmovik element
Bf-109E
Bf-109E LEAD
A

Both Bf-109s are loaded with bombs, so their maximum speed is reduced by 1, and they

 are not able to perform Immelmans or other Special Maneuvers.
Bombs may be jettisoned before movement, but will land harmlessly. Planes that jettison
bombs can fly normally this turn. Dropping bombs will allow an element to fly normally
the following turn.


 The IL-2 is not affected by its bomb load, and may attack repeatedly.
8 inches

Yak-1
2nd
Yak-7
A
A
Il-2

8 inches Il-2
LEAD

TARGET AREA
3" x 3"
Points are awarded for each pass completely over the target area. A complete pass
means going from one side, through the center, and off the opposite side.

Bf-109s can only drop bombs once, then they fly normally. The Soviet Il-2 can
make an unlimited number of passes. The Yak-1 does not score points.

2 points: Flying over the target area with a full element The airfield was surrounded by Soviet forces
1 point: Flying over the target area with a half element two days later. As Soviet tanks crawled
2 points: Leaving the table with a full element across the airfield, the Romanian pilots
stuffed ground personnel into compartments
1 point: Leaving the table with a half element of their Bf-109s and retreated by air.

The side with the most points wins.

TAC VERSION 180724 Bf-109E ©2018 Andy Nelson


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Adolfo Castellano (Order #24522147)


RAT SWARM
July 1938
Spain

When Soviet Union supplied the I-16 Mosca to the Spanish Republicans, It be came apparent
that the German He-51 biplane was no longer sufficient. Germany started sending the new
Bf-109 to the Condor Legion, a group of German pilots flying for the Spanish Nationalist
faction.

Like most air forces of the time, the Republicans used a three-aircraft “vic” formation.
However, the Luftwaffe had developed a new formation: A four-aircraft Schwarm, which
could split into two-aircraft Rotte. The Spanish pilots of the I-16 are concentrating on flying
formation with the leader, and were unaware of the Bf-109C approaching from the rear.

Condor Legion: Two Bf-109C elements
Spanish Republican: Three I-16 half-elements
I-16 are in “vic” formations. They may not
form into 2-plane elements.

Ishak
I-16
A

Ishak
I-16
A
LEAD

2nd

2nd
Bf-109E

LEAD

LEAD

A
Bf-109E

Ishak

6 inches

Ishak
A

I-16

I-16
A

A
Ishak
I-16
A

Ishak
I-16
A
2nd

2nd

2nd
The I-16s should move in groups of two or three for
initiative purposes:
The Bf-109C had two. 7.92mm machine
Move three I-16s,
guns in the nose, and one 7.92mm in
Move both Bf-109
each wing. Therefore, the Bf-109s have
Move the other three I-16s
+0 firepower for this scenario.
or

Move one Bf-109


Move all I-16s
Move the other Bf-109

DECISIVE LUFTWAFFE VICTORY: All I-16s destroyed, both Bf-109 elements survive.
LUFTWAFFE VICTORY: Two I-16s destroyed.
DRAW: Element of either side flies off the edge of the table.
VVS VICTORY: Both Bf-109 elements destroyed.
DECISIVE VVS VICTORY: Both Bf-109 elements destroyed, three I-16 elements survive.

TAC VERSION 180724 Bf-109E ©2018 Andy Nelson


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Adolfo Castellano (Order #24522147)


CAULDRON
June 3, 1941
Bir Hakeim, Libya
5 squadron SAAF

On the way to Tobruk, German and Italian forces taken the offensive against British forces.
Part of the British defensive line was the city of Bir Hakeim. This city was well-defended by
the 1st Free French Brigade. Luftwaffe Bf-109E of JG 27 escort Stukas for close air support.
They are attacked by South Africa Air Force 5th Squadron flying Tomahawk IIB.


Luftwaffe: Two Bf-109E elements with one energy
Desert Air Force: Four P-40IIB elements with no energy

Firepower +0 The target area is Bf-109E will use an optional rule


4 4 4 4
equipped with light anti- for this scenario: Use two

 4 4 4 4
aircraft weapons. It acts different-colored dice for
like a flak template, but attacking.
will not affect the One die has +2 firepower and
Tomahawks. the other has +0 firepower, to
represent the 7.92mm and

Bf-109E P-40 IIB

Guns Guns

Firepower +0 +2 +1 Firepower +0 +1 +0 +1
12 inches

Bf-109E are loaded with


bombs. Until dropped or Bombs

jettisoned, an element’s
maximum speed is P-40 IIB had two .50
reduced by one tick, and machine guns in the nose,
the element cannot and two .30 machine guns in
perform special each wing.
maneuvers.
G
2nd
KittyHawk
KittyHawk
LEAD
G

A A
LEAD Bf-109E LEAD Bf-109E

A A
G
2nd

Bf-109E 2nd Bf-109E 2nd

6 inches
KittyHawk
KittyHawk
LEAD
G

DECISIVE LUFTWAFFE VICTORY:


LUFTWAFFE VICTORY: Six hits on the target, a Bf-109 leaves the table edge.
DRAW: Fewer than six hits on the target, a Bf-109 retreats off the table edge.
RAF VICTORY: Fewer than six hits on the target, all Bf-109s destroyed.
DECISIVE RAF VICTORY: Fewer than four hits on the target, all Bf-109s destroyed.

TAC VERSION 180724 Bf-109E ©2018 Andy Nelson


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Adolfo Castellano (Order #24522147)


NEUTRALITY
June 4, 1940
Switzerland
During the invasion of France, the Luftwaffe often took shortcuts through Switzerland instead
of flying around the nation. This was a violation of Swiss sovereignty, as Switzerland
maintained neutral during the war. At one time, the Luftwaffe flew a formation of thirty six
He-111 bombers through Swiss airspace. The Swiss air force responded by shooting down
several of bombers using their own Bf-109E fighters purchased prior to hostilities. For
revenge, the Luftwaffe sent some bombers with a Bf-110 escort to draw the Swiss into a fight.

Luftwaffe: Two Bf-110C elements, Four He-111 elements


2ND ELEMENT He-111

Swiss Air Force: Four Bf-109E elements


2ND ELEMENT He-111
German LEAD ELEMENT He-111


 Bf-110C
He-111
2nd
Bf-110C
LEAD

LEAD ELEMENT He-111

German
Bf-110C German
Bf-110C

12 inches

Luftwaffe
+2 for each He-111 full element crossing objective line
+1 for each He-111 half-element crossing objective line Four Swiss Bf-109E elements

Swiss Air Force LEAD Bf-109E LEAD Bf-109E

+2 for each Bf-110 full element destroyed 2nd Bf-109E 2nd Bf-109E

+2 for each He-111 full element destroyed


6 inches

The scenario ends when there are no He-111 bombers on the


table. When that happens, count up the number of points to
determine the winner of the scenario. Remove any He-111 elements
that reach the objective line.
Objective Line

TAC VERSION 180724 Bf-109E ©2018 Andy Nelson


Permission given to print or photocopy for personal use 26

Adolfo Castellano (Order #24522147)


GAME EQUIPMENT

It’s easier to cut the ruler out


if you fold it in half first.
Fold on the black center line,
and glue the halves
together. If using white
glue, use a bare minimum
(tiny dots) to prevent the
moisture from warping the
paper. Once the glue is dry,
cut the shape out.

The performance ruler can


also be mounted on cardstock for a more sturdy design. Depending on the thickness of the
material, you may have to cut both halves apart and then glue them together.

Glue a coin to the center of Fold each side over. Glue the top flap over.
the miniature.

The element counters are designed to wrap around a coin (an American nickel is ideal). The
blue edge areas account for the thickness of the coin and ensure a straight edge.

The counters work with standard printer paper. If you desire a more sturdy design, consider
printing them on cardstock. Depending on the thickness of the material, you may have to cut
the counters apart and reassemble them on both sides of the material.


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PERFORMANCE RULER

Guns Guns

Firepower +2 +2 Firepower +2 +2
Defense Defense

Airframe Airframe

Speed
4
Speed
4 4 4
Bf-109E Bf-109E
1939 1939

Span 32' 4" Span 32' 4"


Length 28' 5" Length 28' 5"
Weight 4430 lbs
STALL SPEED

Weight 4430 lbs


STALL SPEED

Engine 1050 HP Daimler-Benz 601 V-12 Engine 1050 HP Daimler-Benz 601 V-12
Airspeed 342 mph Airspeed 342 mph
Armament 2x 7.9mm machine guns Armament 2x 7.9mm machine guns
2x 20mm cannon 2x 20mm cannon

IMMELMANN: ZOOM CLIMB: IMMELMANN: ZOOM CLIMB:


•Spend 1 energy •Move stall speed in a straight line •Spend 1 energy •Move stall speed in a straight line
•Move 3 ticks forward •Restore two energy •Move 3 ticks forward •Restore two energy
•Rotate exactly 180° •Rotate exactly 180°

GUN RANGE GUN RANGE

It’s easier to cut this if you fold it in half first. Glue the halves together. If using white glue,
use a bare minimum (tiny dots) to prevent the moisture from warping the paper.

The performance ruler can also be mounted on cardstock for a more sturdy design.
Depending on the thickness of the material, you may have to cut both halves apart and then
glue them together.

TAC VERSION 180724 Bf-109E ©2018 Andy Nelson


Permission given to print or photocopy for personal use 28

Adolfo Castellano (Order #24522147)


ELEMENT COUNTERS
Luftwaffe (Battle of Britain)

Bf-109E LEAD Bf-109E 2nd


A A

A A
LEAD Bf-109E Bf-109E 2nd

Bf-109E LEAD Bf-109E 2nd


B B

B B
LEAD Bf-109E Bf-109E 2nd

Bf-109E LEAD Bf-109E 2nd


C C

C C
LEAD Bf-109E Bf-109E 2nd

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Adolfo Castellano (Order #24522147)


ELEMENT COUNTERS
Luftwaffe (North Africa)

Bf-109E LEAD Bf-109E 2nd


D D

D D
LEAD Bf-109E Bf-109E 2nd

Bf-109E LEAD Bf-109E 2nd


E E

E E
LEAD Bf-109E Bf-109E 2nd

Bf-109E LEAD Bf-109E 2nd


F F

F F
LEAD Bf-109E Bf-109E 2nd

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ELEMENT COUNTERS
Condor Legion (Spanish Civil War)

Bf-109C LEAD Bf-109C 2nd


G G

G G
LEAD Bf-109C Bf-109C 2nd

Bf-109C LEAD Bf-109C 2nd


H H

H H
LEAD Bf-109C Bf-109C 2nd

Bf-109C LEAD Bf-109C 2nd


J J

J J
LEAD Bf-109C Bf-109C 2nd

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ELEMENT COUNTERS
Swiss Air Force

Bf-109E LEAD Bf-109E 2nd


K K

K K
LEAD Bf-109E Bf-109E 2nd

Bf-109E LEAD Bf-109E 2nd


L L

L L
LEAD Bf-109E Bf-109E 2nd

Bf-109E LEAD Bf-109E 2nd


M M

M M
LEAD Bf-109E Bf-109E 2nd

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ELEMENT COUNTERS
Hungarian Air Force

Bf-109E LEAD Bf-109E 2nd


N N

N N
LEAD Bf-109E Bf-109E 2nd

Bf-109E LEAD Bf-109E 2nd


O O

O O
LEAD Bf-109E Bf-109E 2nd

Bf-109E LEAD Bf-109E 2nd


F F

F F
LEAD Bf-109E Bf-109E 2nd

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ENERGY COUNTERS
2 2 2 2
Bf-109E Bf-109E Bf-109E Bf-109E
1

0
A LEAD A SECOND D LEAD D SECOND

2 2 2 2
Bf-109E Bf-109E Bf-109E Bf-109E
1

0
B LEAD B SECOND E LEAD E SECOND

2 2 2 2
Bf-109E Bf-109E Bf-109E Bf-109EZ
1

0
C LEAD C SECOND F LEAD F SECOND

Each element should have an energy counter. When an element uses or regains energy, just
rotate its counter to keep track of the energy left. These counters work best if a coin is glued
to the bottom (so they don’t move if you breathe on them).

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ENERGY COUNTERS
2 2 2 2
Bf-109C Bf-109C Bf-109E Bf-109E
1

0
G LEAD G SECOND K LEAD K SECOND

2 2 2 2
Bf-109C Bf-109C Bf-109E Bf-109E
1

0
H LEAD H SECOND L LEAD L SECOND

2 2 2 2
Bf-109C Bf-109C Bf-109E Bf-109E
1

0
J LEAD J SECOND M LEAD M SECOND

Each element should have


0 0 0 an energy counter. When
O SECOND
N SECOND

P SECOND

an element uses or regains


Bf-109E

Bf-109E

Bf-109E
2

1 1 1 energy, just rotate its counter


to keep track of the energy
left. These counters work
best if a coin is glued to the
bottom (so they don’t move
0 0 0 if you breathe on them).
O LEAD
N LEAD

P LEAD
Bf-109E

Bf-109E

Bf-109E
2

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