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THE AGE OF ACES II


Aerial combats of WWI
The Age of Aces II is a tactical game featuring the • A two‐sided player aid card with a summary of
aerial and naval combats of World War I. It uses the the principal rules, the manoeuvres table, and the
same system as the game in VaeVictis #117 and can list of the specific aircrafts with their
be played independently or by combining characteristics. We recommend that you cover
components of both games. with plastic this page found in the middle of the
rulebook.
• A map in A3 format that represents the game
1. INTRODUCTION surface, imprinted with the hexagons to regulate
The Age of Aces II can be played with one or 2 or the movement of the aircrafts. The edges are cut
more players. For the sake of simplicity, these rules into 8 zones used in the scenarios to mark the
will use the example of a 2-player game. entry/exit zones for the aircrafts. The white dots
represent the objectives; those with an anchor
Design notes : the game system limits the markers represent a port.
on the counters and does not require any • One six-sided die (1d6) per player (not
preliminary writing of movement orders. It favours included).
the energy produced by the “speed/altitude” • A small opaque container for drawing Damage
coupling to take advantage of one’s adversary. You markers (ex: a cup, not included).
will see that, given the cohabitation of different
levels on the map, a certain visual distortion occurs
according to the mission (ex: size of ships in relation 3. SCALE, STACKING, ETC.
to coasts). This distortion is intentional and avoids Scale : A hexagon represents 100 metres and a turn
the necessity of an additional map for these attacks. lasts about 1 minute. The aircrafts move on 5
altitude levels. A counter represents 1 aircraft, a
Modifications or additions to the original rule are
ship, a Zeppelin or a small fleet of ships.
indicated by a ➔ for a complete chapter or are
written in red. Stacking : There is no stacking limit for counters
(aircrafts, markers...). However, if two aircrafts
simultaneously share the same hexagon at the same
2. GAME COMPONENTS altitude, they could collide unless they are on the
To play, you need the following elements: ground, over the water or on an aircraft carrier. Two
ships cannot share the same hexagon at the same
• Aircraft, balloon, Zeppelin, ship and Anti- time.
Aircraft (AA) counters.
• “Ace” pilot counters. Vocabulary: The following list defines the
• Various markers : speed (vitesse), altitude, vocabulary used in the rules:
damage (dégâts), turn counter (compte-tours). • 1d6: roll a six-sided die
• Two flight boards that can be photocopied for • 1d3: roll a 1d6 and read the following result: (1-
play with more than two players. You can also 2) = 1, (3-4) = 2, (5-6) = 3.
download these tables from the VaeVictis • Die roll modifier (DRM): value to add to the
website. result obtained from the die roll.

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• Resource Points (RP) : resource points Very High altitude: the “cloud” symbol indicates
represent the energy the aircraft has to that the aircraft can climb to altitude 5 (Very High).
manoeuvre.
• Manoeuvre: specific move that an aircraft Structure Points: number indicating the minimum
makes for a cost given in RP. result necessary to cause substantial damage to an
• Flight table: table on which are placed for each aircraft, taking into account the overall quality of its
aircraft in flight, its speed marker (vitesse), its construction (materials, solidity...). A low number
“Ace” pilot marker (pilote) and any damages indicates an aircraft that is easier to take down.
(dégâts). The lines on the table are numbered 1
to 5, so that the information for 5 aircrafts can be Maximum speed: indicates on a dial the maximum
displayed simultaneously. The so-called “slow” speed that the aircraft can attain without damaging
speeds are noted in blue, and the “high” speeds the motor.
are noted in red.
Number of the aircraft: associates the aircraft
counter with the line of the same number on the
Flight Table so that speed, Ace pilot and any
particular damage counters can be placed.
The aircraft, balloon and Zeppelins counters
have two sides: “able to fly” and “damaged”
(bullet holes).
• Manoeuvre table: table indicating for each
Manoeuvrability Class (A, B, C) the cost in RP,
the minimum or maximum speed required to
carry out a manoeuvre, the effects on the speed,
altitude and orientation of the aircraft after the
manoeuvre.
• In phase player: player whose phase it is for the
manoeuvres with his aircrafts.
• Adverse aircraft: aircraft that does not belong
to the in-phase player.
• Hex : hexagon.
• MG : machine gun
• Hit : damage to a target as a result of bombing,
torpedoing or a machine gun fire. ➔ The ship counters have one of two sides. They
represent either a small fleet of ships or a single ship
3.1. The aircrafts depending on the scenario.
An aircraft counter reads as follows:
The list of the aircrafts indicates complementary
Manoeuvrability class: letter indicating the overall information: the motor power factor, the “special”
agility of an aircraft when it manoeuvres. A is the manoeuvres particular to the aircraft or those that are
best class and C is the worst. prohibited, the DRM due to armament to calculate
damages or their unique capabilities (ex : risk of a
nosedive for a Nieuport 28).
Hit value: number indicating the minimum result
necessary to hit an aircraft, taking into account its
➔ Important : players who have The Age of Aces I
wingspan and its agility. A low number indicates an
aircraft that is easier to hit. can replace the counters of the SE 5A with those of
Age of Aces II which cancel and replace them.

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3.2. The Ace Pilots The damage (“dégâts”) markers are drawn
at random from an opaque container when
an aircraft suffers substantial damages (see
8.1 Structure Test).

The turn counter (“tour”) marks the


number of turns for a scenario. The side of
the counter indicates which camp has the
Certain scenarios offer the possibility of having initiative.
aircrafts piloted by aces, seasoned pilots that boasted
an impressive record.
The special qualities of these pilots are defined by 4. GAME SEQUENCE
two attributes, piloting and firing, in the form of a A game turn follows the sequence below:
die roll modifier (generally +/- 1).
The quality of the piloting, noted in white, reduces 1 - Determination of the initiative
the cost of the special manoeuvres designated by
a star on the manoeuvres table (ex: a barrel roll), if 2 - Manœuvres and Fire of the aircrafts of the
the player so wishes and affects the control of the “in-phase” player
aircraft in the case of difficulty. The quality of the
fire, noted in red, increases the result of the fire test 2.1 - Manœuvres
necessary to hit the target (ex: An Ace with a Fire +2
adds 2 to the fire test to hit.) 2.2 - Opportunity fire of the adverse aircrafts

An Ace is necessarily assigned to the post of Pilot. 2.3 - Fire of the aircrafts that have manoeuvred

3 - Manœuvres and Fire of enemy aircrafts


➔ The abbreviated notation is as follows: Ace -1/+1
(piloting and fire bonus), Ace -/+1 (fire bonus only) 3.1 - Manœuvres
or Ace -1/- (piloting bonus only).
3.2 - Opportunity fire of the enemy aircrafts
3.3. Markers
3.3 - Fire of the aircrafts that have manoeuvred
Altitude is represented by a recto-verso
marker that is placed under the aircraft, on 4 - Recuperation and Pursuit
which is noted the value of one of the 5
altitude levels: On the Ground (0), Very 5 - Verification of victory conditions
Low (1), Low (2), Medium (3), High (4) and Very
High (5). It is not necessary to place an altitude Generality: After determining which camp has the
marker for Medium altitude (3) or On the Ground initiative, the “in-phase” player chooses one of his
(0). aircrafts and manoeuvres by spending RP. The
Important: only aircrafts with a “cloud” symbol next adverse player can react with opportunity fire on the
to their Hit value can ascend to altitude 5 (Very aircraft of the in-phase player.
High).
At the end of his manoeuvres, the aircraft of the in-
phase player can fire at a target. Finally, the player
The speed markers allow players to note chooses a new aircraft to manoeuvre, to fire and so
the speed of the aircrafts on the Flight on. When all the in-phase player's aircrafts have
Table. manoeuvred, the adverse player does the same. The
latter then becomes the new “in-phase” player.

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5. DETERMINING THE INITIATIVE 6.1.2. Choose the manœuvres


Each player rolls 1d6 and adds the Altitude level (1 The cost of a manoeuvre is indicated on the
to 5) of the highest aircraft in his camp. The player Manoeuvres Table according to the aircraft's
who obtains the higher total decides to take the Manoeuvrability Class (letter indicated on the
initiative or to give it to his opponent. The player aircraft's counter). Each manoeuvre also indicates:
that takes the initiative becomes the “in-phase” • the minimum or maximum speed required at the
player. beginning of the turn (and not mid-manoeuvre.
In the case of a tie, the player that had the initiative Not to be confused with RP),
the previous turn chooses to keep it or to give it to • the possibility or not to change altitude at the end
his opponent. Each scenario indicates who has the of the manoeuvre,
initiative on the first turn.
• its effect on speed,
• the possibility or not to fire after the manoeuvre.
6. PILOTING
6.1. Manoeuvring Effect of an Ace on manoeuvres: an Ace can, if the
6.1.1. Generality player wishes, remove his piloting quality for the
For each aircraft, calculate its resource points (RP), cost of a manoeuvre noted with a star.
then manoeuvre.
Example: It costs an Albatros D.III (class B) 3 RP
Calculate the RP : each aircraft moves by carrying to perform a glissade. The same aircraft piloted by
out manoeuvres for which he pays the cost with the an Ace RP-1 spends 4 RP for an inversion (5 RP -
RP calculated at the beginning of the turn. 1 for the Ace's piloting quality).

The player chooses the aircraft of his camp that he The cost of an Inversion for manoeuvrability
wishes to move, then rolls 1d6. For a result of 4-5-6, class B is 4 (instead of 5 in The Age of Aces).
the aircraft will have 1 additional RP at the
beginning of the turn (his speed marker does not Important :
change) :
• Manoeuvres in red (Immelmann, Split-S, Spin,
RP = Speed of the aircraft at the beginning of Chandelle) may only be performed once per
the turn +1 (if 4-5-6 on 1d6) turn.
Similarly, the performance of certain
It is not possible to accumulate RP from one turn to manoeuvres requires a speed less than, greater
another, nor to transfer them from one aircraft to than, or equal to 4. The Flight Table specifies
another. An aircraft must spend all of its RP for the this to the right and left of speed 4.
turn, including the often unwelcome risk...
• There cannot be two consecutive “Side Slip”.
Note: The risk (0 or +1 to Speed) corresponds to the
aircraft's wind factor, the concentration of the pilot • An aircraft that exits the map, outside of its
in flight, the relative irregularity of the motor's victory conditions, is considered eliminated.
performance, the effect of thermal turbulence...
In practice: before a move, you can leave the
In practice: you can note the number of RP to spend Altitude marker in its initial position and manoeuvre
by placing the d6 in the corresponding box of the with the aircraft counter, so that the player can more
Flight Table. easily correct a move. Once the move is completed,
replace the Altitude marker under the aircraft
counter and rotate the speed marker 90° to signal
that the aircraft has completed its movement.

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Manoeuvres in formation: if two or more aircrafts


are adjacent at the beginning of the turn at the same Example : the Breguet 14 that has 2 Power Factors
speed and the same altitude, they can – if the player can decide to apply 1 or 2 in addition or subtraction
chooses – follow the same exact manoeuvre. The at the end of all its manœuvres.
player will only roll the risk die once and apply the
result to the two or more aircrafts. The new speed of an aircraft is calculated at the end
of its manoeuvre phase by adding up the successive
6.2. Changing altitude losses or gains in speed after the manoeuvres and
An aircraft can only change altitude once per turn. A changes in altitude and possibly using the aircraft's
change in altitude is either inherent to a manoeuvre Power Factor.
(see the manoeuvres table, example: a nosedive
causes a loss of an altitude level), or voluntarily at Example : a Roland D.VI (class A) at Medium
the end of any manoeuvre that authorises it, noted by Altitude(3) has 4 RP at the beginning of the turn. It
a green cross in the “Altitude?” column. strings together a “Side Slip” (-1), a “Tout
droit!”(Straight Ahead) (0) then a “Turn” while
Changing altitude impacts the speed of the aircraft: descending in altitude (-1 for the turn, +1 for the
Speed +1 for a Dive, Speed -1 for a Climb. Dive). The effect on the speed at the end of the turn
is -1 which the pilot can offset by increasing the gas
Changing altitude does not cost additional RP (+1 motor factor). His altitude is now Low (2). The
except: total cost of the manœuvres, without an Ace at the
• to ascend to the Very High altitude (5), controls, is 4.

• to ascend to an altitude when the aircraft is Important : the number of RP can be greater than
“loaded” (ex: aircraft armed with a torpedo). the maximum speed (don't confuse RP with speed).

The cost of the manoeuvre is then +1 RP, 6.4. Stalling


cumulative. An aircraft risks “stalling” if its speed is less than or
The application of the new altitude is immediate and equal to 1 or greater than its maximum (noted on the
the altitude marker is modified accordingly. list of the aircrafts).
An aircraft at Very Low altitude (1) that is forced to • Speed equal to 0 and not in the process of
lower its altitude crashes - unless it is in the process landing = apply the effects of a Stall.
of landing - and its counter is removed from the
game as well as its pilot from the Flight Table. • Speed equal to 1 = Control Test. If the test is
Any damage markers are returned to the container. successful, there is no effect. Otherwise, apply the
effects of a Stall.
6.3. Changing speed
Three factors affect the speed of an aircraft: • Speed greater than maximum speed = Definitive
• The change in altitude chosen at the end of a loss of all its Motor Power Factors + Control Test. If
manoeuvre that allows it (“Altitude?” column), the test is successful, there is no effect. Otherwise,
• The direct effect of a manoeuvre (ex: a Nosedive apply all the effects of a Stall. Obligation to reduce
necessarily causes a loss of 1 altitude), its speed on the next turn to no longer exceed its
• The player's decision to apply part or all of the maximum or the aircraft is eliminated!
motor's Power Factor (Facteur de Puissance)
(most often 1). This motor factor is applied at the Control Test : the player rolls 1d6 and adds the
end of its last manoeuvre in addition or absolute Piloting Quality value of his potential Ace
subtraction to increase or let up on the gas, (ex: if RP-1, the value is 1). The Test is successful if
allowing him to usually compensate for the the result is ≥ 5, the aircraft remains under control.
manoeuvres performed this turn
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Stall : the aircraft loses an altitude, remains in the hexagons on each side at the rear. The hexagon
same hexagon in a random direction (1d6). immediately at the rear of the aircraft is a dead
On the next turn, the aircraft cannot manoeuvre angle (no fire possible) if the target is below.
normally and must take a Control Test with a DRM
of +2 during the “Recuperation and Pursuit” phase • the mobile armament in the front is the same as
(see 9.1). If this new test is successful, add +3 to the that of a rear gun-turret.
aircraft’s Speed. If it is a failure, apply the effects of
a Stall again. If the altitude falls to 0, the aircraft The range of all the
crashes with its pilot. arms on board the
aircrafts is 4
6.5. Colliding hexagons. Calculate
Two aircrafts in the same hexagon and at the same the distance by
altitude during or at the end of a movement run the counting the hexagon
risk of colliding. Each player rolls 1d6 and decides of the target but not
whether or not to subtract from it the Piloting that of the shooter.
Quality of his Ace, if necessary. If both players get
the same result (ex: 4, 4), they collide and the two A weapon can aim at
aircrafts are destroyed in full flight. a target at most one
altitude away (i.e. an
aircraft at altitude 3 cannot target an aircraft at
7. COMBAT altitude 1 but can target altitude 2 or 4).
Generalities: The principle is that of fire to hit (Fire
Test) followed by a possible protection roll In practice: a “fire” calibre sheet to be printed on
(Structure test) – that counts for the damage value – transparent paper is available in the Bonus section
followed by the drawing of additional damage on the VaeVictis website.
markers.
7.1. Fire
Fire costs no RP and isn't obligatory. An aircraft is To hit, the player takes a Fire Test by rolling 1d6
in a situation to fire: and applying all the pertinent DRM according to the
• for the “in-phase” player, at the end of his last following table (i.e. the modifiers are cumulative). If
manoeuvre if it allows him to do so (green cross the result is greater than or equal to the Hit value
in the “Fire?” column of the Manoeuvres Table) of the target, it is hit. There is always the risk of the
• for the adverse player, during the movement of weapon jamming (see 7.1.2 Jamming a weapon).
an adverse aircraft see 7.1.1 Opportunity Fire).

The player must first aim then take a Fire Test. An


aircraft can only fire at one target per turn
(particularly to avoid the management of munitions
in the game).

Aim

The following diagram indicates the fire arc for:

• the stationary armament located at the front of


the aircraft: in a straight line, only in the
direction of the aircraft;

• the armament located at the rear: the two

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Fire test modifiers If the aircraft of the in-phase player is in the same
hexagon as the adverse aircraft, the latter can fire
+1 : if the target’s speed is Low (0-2) with his front stationary armament if the in-phase
aircraft enters exactly facing him. He can fire with
-1 : if the target’s speed is High (6+) the armament of his rear shooter if the in-phase
aircraft enters by the fire arc of the rear armament.
-1 : if there is a difference in altitude of 1 between
the shooter and the target Important: the adverse aircraft applies, in addition
to the habitual modifiers (DRM), the DRM of the
+1 : If the two aircrafts are in the same hexagon
manoeuvre of the targeted aircraft at the moment of
-1 : If the fire takes place at long range (4 the opportunity fire.
hexagons)
Example: an aircraft of the in-phase player carries
+1 : If the shooter is in the situation to pursue his out a Barrel Roll at the moment the adverse aircraft
target (see 9.2) decides to fire. The DRM is -1 in disfavour of the
opportunity fire and is added to any other DRMs.
-1 :(option) target in situation of deflection (see
Optional Rules)
7.1.2. Jamming a weapon
- x : Subtract the defensive value of the If a natural 6 is obtained for the hit, re-roll 1d6. The
manoeuvre performed by the target, for arm that fired is jammed on another natural 6 (the
opportunity fire only aviator fired too many long bursts, a bullet got
stuck…) and can be unblocked later (see 9.1).
+ x : Add the Fire Quality of the Ace

Reminder: DRM are cumulative 8. SUFFERING DAMAGES


8.1. Structure test
7.1.1. Opportunity Fire The player whose aircraft was hit must take a
The adverse aircrafts can react to the manoeuvres of Structure Test by rolling 1d6 and adding any
an aircraft of the in-phase player by carrying out one modifiers to the damages of the attacking aircraft
opportunity fire per weapon on board, non (noted on the Aircrafts Table in the Special column).
obligatory, under the following conditions: This modifier is generally +1 for aircrafts equipped
with 2 machine guns in the front, depicting increased
• For the aircraft of the in-phase player: it must firepower.
have performed at least one manoeuvre.
Note: Successfully passing this test involves testing
• For the adverse aircraft: The aircraft of the in- the aircraft's capacity for resistance and
phase player must be within the adverse aircraft's distinguishes between superficial and substantial
fire range for at least one of its armaments (front or damages.
rear). In addition, it can only carry out one
opportunity fire for this turn (only one target) per
armament (an aircraft that passes within fire range 8.2. Application of damages
of the two armaments of a two-seater is a target for The result of the Structure Test is kept and compared
the front and rear shooters). to the Structure Points (SP) of the aircraft.
• If the result is less than the SP, the aircraft
Opportunity fire must be declared at the time, during successfully passes its structure roll, the damage
the movement of the targeted aircraft. (There is no is minor and has no impact on the flight.
“going back” on the movement).
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• If the result is greater than or equal to the SP, Voilure (Wing) : All the manoeuvres
the aircraft suffers significant damages. The cost +1 RP except “Tout droit/Straight
player whose aircraft is hit draws at random a Ahead” (the wings or ailerons are hit).
damages (dégâts) marker from the opaque
container and immediately applies the effects. Voilure, majeur : All the manoeuvres
cost +1 RP except “Tout droit”, the
Then : “red” manoeuvres are prohibited

• If the damaged aircraft is “able to fly” and the Motor : Definitive loss of all the
final result (possibly modified by the effect of Motor Power Factors.
the “Structure” damages marker) is less than
double the SP, the counter is turned over to its
“endommagé” (damaged) side. Weapon damaged : Machine gun
damaged, the pilot can attempt to
• If the final result is greater than or equal to repair it with an unjamming roll
twice the aircraft’s SP, the aircraft is during the recuperation phase (a bullet
immediately shot down. is lodged in the mechanism).

• If the aircraft is already on the Fuel tank : Roll 1d6, on a result of 5


“endommagé/damaged” side, it is destroyed and or + the aircraft explodes, otherwise
its counter is removed from the game and its definitive loss of 1 Motor Power
damage markers are returned to the opaque Factor.
container.
Weapon destroyed : machine gun
Important : The “Structure” damage markers add destroyed.
1d3 to the result of the Structure Test, thereby
augmenting the chances of destroying certain
aircrafts with the first fire! Wounded aviator ! : the wounded
party has a -1 DRM in fire. Moreover,
In practice : the damage markers are placed on the if it's the pilot, all the manoeuvres cost
line that corresponds to the concerned aircraft on the +1 RP except “Tout droit”
Flight Table except for the “Structure” markers that
are returned to the pile. Aviator killed ! : If it's the pilot and
there are no double controls (see 9.1),
The effects of the damages markers are cumulative the aircraft crashes.
(there can be several markers for one aircraft).
Structure : + 1d3 SP in damages to
Certain markers specify if the effect applies to the be added to the d6 already rolled for
forward position (1) or the rear position (2) (ex: the damages (fuselage or tailplane
destroyed armament, wounded aviator). For a one- seriously damaged). This marker is
seater aircraft, apply the effect regardless of the immediately returned to the container.
mention 1 or 2 on the damages counter.
➔ Example of combat : a stationary Balloon (speed
The following table gives the effects of the damages 0) in a state of flight (on its recto) at Altitude 2 is
markers: attacked by a Nieuport 28 (2 MG at the front, so
+1DRM in damages) flying at Altitude 3 (-1 DRM)
in the same hex (+1 DRM). The attacker takes a Fire
Test and gets a final result of 3 (2 on 1d6 -1 DRM
altitude +1 DRM same hex +1 DRM slow speed).

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The Balloon has a Hit Value of 2, it is therefore hit … an adverse aircraft not facing him (see illustration
by the bullets of the Nieuport 28. The Structure Test below). An aircraft can only pursue one adverse
for the Balloon gives: 1d6 + 1 DRM (the 2 MG of aircraft.
the Nieuport) for a result of 5, greater than the SP of The pursuing player chooses on the next turn to
the Balloon (3) but insufficient (by one point) to move immediately after the pursued aircraft,
destroy it immediately. The Balloon counter is interrupting if necessary the activation order of his
turned over. A damage marker is drawn at random: aircrafts, or else normally, thereby breaking off the
“Structure +1d3” (this marker is returned to the pursuit situation.
container). The attacker rolls 1d3 and gets 2. The
total damages suffered by the target are 5 + 2 = 7 In the same hexagon, aircraft A pursues aircraft B
(more than twice the SP of the Balloon). The only if A is at an altitude above B.
Balloon dives toward the ground. Its counter is
removed from the game. Pursuit of an aircraft provides a +1 DRM to the Fire
Test.

9. TAKING BACK CONTROL As needed, mark the pursued aircraft with a pursuit
This phase allows players to attempt to unjam his marker (ex: an unused speed marker) and remove
weapon, take back control of his aircraft on one those that are no longer relevant.
hand and verify the situations for pursuit on the
other. In the example, aircraft
A pursues B or C but not
9.1. Taking back control E (outside of its arc of
Unjamming a weapon : A player can make one fire) or D (which is
attempt per aircraft, per weapon and per turn to put facing A). The difference
his weapon back into commission (ex: “damaged in altitude between A
weapon” marker). Roll 1d6 and add the Piloting and B, C, D or E must be
Quality of its Ace at the controls (where necessary). 1 at the most.
The weapon is unjammed on a result of 4 or + (then
remove the damage marker).
10. VICTORY CONDITIONS
Example : an Ace -1/- attempts to unjam his Each scenario indicates the victory conditions to be
weapon. The player gets 3 on his roll, adds the verified during this phase. If the maximum number
quality of his pilot (1) for a final result of 4. The of turns specified in the scenario has not yet been
pilot can fire again on the next turn. reached, advance the turn marker one space.
Taking back control : a disengaging aircraft can
attempt to regain control by taking a Control Test. 11. SPECIAL RULES
11.1. Observation balloons
Similarly, the observer of an aircraft that has double Observation balloons are attached to the ground.
controls (indicated in the “Special” column of the They can only rise or descend by one altitude every
description of the aircrafts) can attempt to pilot his 3 turns. Their maximum altitude is Low (2).
aircraft by a Control Test (ex: if his pilot is killed). They have only one MG (DRM 0 in the Structure
Test) that can shoot 360° around the balloon with a
9.2. Pursuit
A pursuit situation exists when an aircraft… range of 4.

• has in his forward line of fire, The balloons are considered to have a low speed (+1
• within range (4 hexagons), DRM in fire).
• at a difference in altitude of 0 or 1,

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11.2. ➔ AA (Anti Aircraft)


1d6 Ship’s movement

A Anti-Aircraft (AA) unit is represented 1 Straight ahead + 60° Starboard


by a counter or by a “gun sights”
pictogram. This is typically a stationary 2 Straight Ahead + 60° Port
gun or one mounted on a truck. Any
enemy aircraft that enters the effect zone 3 Straight Ahead
of the AA suffers Opportunity Fire for
each hex it crosses (see 7.1.1). The AA 4 60° Starboard + Straight Ahead
also fires during its turn if a target is
within range. Its characteristics are : 5 60° Port + Straight Ahead

Maximum Fire Altitude: Average (3) 6 Choose 1 to 5

Effect zone (7 hex): the 6 hexagons around the AA


counter and that which the AA counter occupies. When the number of hits is reached (red number on
the right), turn the counter over if the ship has a
+1 DRM in the Structure roll verso, otherwise remove it from the game. The ship
is no longer operational.
Important : the AA never jams (i.e. a natural 6 in
the Fire test has no effect). Important : the aircraft carrier counter represents a
an air and sea group with its escort. It does not
11.3. ➔ Ships indicate the number of hits because it is considered
A surface vessel is a double sized counter with three sufficiently protected from direct attacks. The
types of information: scenarios indicate whether or not the aircraft carrier
can be attacked.

Each “guns sights” pictogram indicates the presence


of a AA; each AA functions exactly like a AA on the
ground. A ship with two AA can therefore effect 2
The speed of the ship (white number on the left) Opportunity Fire per turn and 2 Fire during the turn
allows it to move exclusively on sea hexes or on a of the in-phase player.
port hex (indicated by an anchor). The movement
takes place by the ship’s bow, advancing hex by hex, 11.4. Bombing, Torpedoing, Machine gunning
then, by a choice of changing its facing 60° (one hex
side to the left or right) or inversely (facing then 1.1.1. Bombing
movement). The ship is always considered to move To bomb a position on land or sea, the aircraft must
at Ground Altitude (0). The counter’s 2 hexes must fly over the targeted hexagon at a speed less than or
always remain on the map and cannot straddle equal to 4 with a “Tout Droit!” (Straight Ahead)
another ship counter. manœuvre. According to the scenario, the target may
be identified by a white dot on the map, a ship
The ship’s movement takes place during the turn of counter, a AA counter, etc.
the in-phase player in the same way as an aircraft in
flight.

If you wish to move a ship at random, use the


following table and ignore the results that would
lead the vessel to an unauthorised hex.

10
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The player rolls 1d6 and consults the following table The time it takes for the torpedo to reach the
to know if the target is hit: targeted hex registers during that turn and the result
is immediate in terms of game play.
Altitude Result to hit
The damages inflicted by a torpedo are discovered
4 or + Ineffective bombing by rolling 1d6, as the reliability of the trajectory and
trigger systems are unpredictable:
3 6
1 = 1 hit
2 5-6 2-5 = 2 hits
6 = 3 hits
1 4-5-6
11.5. ➔ Take off, Landing, Water landing, Deck-
The scenario indicates if the target must suffer one landing
or more “hits” to be considered out of commission The following procedures allow an aircraft to be at
and if the charging of bombs provokes 1 or more Ground Altitude (0) without being eliminated from
“hits”. the game.

Reminder: the aircraft applies the cost RP+1 to 11.5.1. Take off
ascend to Very High Altitude (5) until he has The number of aircrafts that can take off
dropped his load. simultaneously during the same turn depends on the
terrain:
11.4.1. ➔ Torpedoing
An aircraft has a single torpedo. It is considered • on an aerodrome or on water : 3 aircrafts,
loaded until it drops it.
To launch a torpedo, the aircraft must respect the • on an aircraft carrier :1 aircraft.
following conditions:
• manœuvre « Tout Droit ! » at a Speed of 4 or The starting up of an aircraft is uncertain. The
less and a Very Low Altitude (1), procedure is as follows:
• take aim at only one of the sides of the target at
sea (the wide side of a ship counter), never the 1. end of the preparation and starting of the motor
bow or stern. on a result of 2 to 6 (1d6)
The player rolls 1d6 and consults the following table
2. if the motor has been started, choose a Speed of
to know if the target is hit:
2 or 3, engage a “Tout Droit !” (straight)
Distance to Result to hit manoeuvre then place an Altitude 1 marker
the target under the aircraft. Otherwise, attempt again to
start the motor on the following turn.
4-5 6
Important : Take off is automatic on the 3rd
3 5-6 attempt. The aircraft does not benefit from any RP
bonus during take off.
2 4-5-6
In practice : Take off from an aircraft carrier
1 5-6 takes place by the bow (front). The first hex of the
“Tout Droit !” manoeuvre of an aircraft that takes
0 Prohibited off from the deck is at the front of the ship.
the torpedo doesn’t have time to arm itself

11
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11.5.2. ➔ Landing, Water Landing, Deck Landing • Structure Test : DRM +1


To touch down on land, water or an aircraft carrier,
the aircraft must follow the procedure below: • Bombing : DRM +1. Each success corresponds
to two (2) hits on the target.
1. be at an Altitude of 1 and a Speed of 1,
• At Very High Altitude (5), the Zeppelin does
2. manœuvre « Tout Droit ! » in descent (-1 not pay the +1RP cost to ascend, even loaded.
Altitude) then stop its movement. Its altitude is
then Ground (0). • An Ace cannot be assigned to a Zeppelin.

Deck and Water Landing : the manœuvre remains • Explosion ! When the Zeppelin is about to be
delicate on the water for a seaplane or on the deck of eliminated, its player rolls 1d6. On a 6, the
an aircraft carrier : the pilot must pass a Control dirigeable explodes in a radius of 1 hex around
Test with a +3 DRM before landing or making the counter (8 hexes total) causing all aircrafts in
another attempt. If the Control Test is unsuccessful, the blast area to draw a damages marker. The
the aircraft is automatically at a Very Low Altitude altitudes immediately inferior and superior are
(1) and a Speed of 2 (he increased the gas). also impacted.

Landing on the deck of an aircraft carrier takes • Big engine ! do not take into account the damage
place by the bow (front). Bear in mind that the ship markers “Weapon Damaged” and “Wounded
can move before the landing to better position itself. pilot” if they are drawn (the number of firing
posts is important on a Zeppelin). Return these
Important : a decrease in altitude does not cause a markers to the container. For a “Weapon
+1 in Speed. The approach before landing is the only destroyed” marker, draw 1d6. On a 1-3 : re-roll
condition that enables an aircraft to have a Speed 1d6 to determine which weapons are hit:
equal to or less than 1 without risk of stalling. 1-2 : on the back of the dirigeable
3-6 : under the dirigeable.
In practice : to mark the aircraft on the Ground (0),
The weapons are then inoperative and the
place its Speed marker under the counter.
Zeppelin loses its ability to fire without a blind
spot (respectively above, below).
11.6. ➔ Zeppelins
These dirigeables are operated in order to bomb and • For a “Pilot killed” marker, all the Turns now
have their own close protection. They are cost +1RP.
represented by double sized counters. Their
specificities are as follows:

• The only authorised manoeuvres are “Tout


12. GAME EXAMPLE
A Roland D.VI engages a Breguet 14 approaching
Droit!” (straight) and “Turn”. The counter
the bombing of a destroyer.
moves by its forward hex and the hexes of the
counter must always remain on the map (i.e. it is Initial situation
prohibited for only part of the counter to be on
• The destroyer is at sea
the map).
• The Roland is a class A aircraft. It is at Medium
• Several weapons (MG) in the cupola, on the Altitude (3) – no need to place a marker – and a
back, forward and rear : the 8 hex around the Speed of 5. It is piloted by an Ace -1/+1. This
counter can be targeted by different shooters aircraft is equipped with 2 stationary machine
with a range of 4 hexes from an altitude guns at the front (see the Special column on the
immediately inferior or superior to the Aircrafts table).
dirigeable. There are no blind spots.

12
Age of Aces II - v.20160724

• The Breguet is a class B aircraft. It is at Low straight ahead 1 hex (1 RP). There is 1 RP left to
Altitude (2) and Speed 3. This two-seater has a spend but the destroyer’s AA decides on
machine gun at the rear (see Special column). Opportunity Fire (-1 DRM difference in altitude
+ 1 DRM for the same hex), interrupting the
Turn12 - EXEMPLE
1 DE JEU movement for pésade 2 mitrailleuses
moment. Theà l’avant, traduisan
Un Roland D.VI engage un Breguet 14 en approche puissance de feu accrue.
fire result is insufficient to hit the
• The Breguet has the initiative.
de bombardement d’un destroyer.
He determines his RP for this Breguet. TheNote : Réussir ce Test revient à tester la
destroyer has a
Situation initiale: cité d’encaissement de l’appareil et faire l
• Leturn
destroyer(Speedest en mer+ 1d6, he draws a second AA that also fires, this
férence entre des dégâts superficiels et
• Le2).RolandHisestRP arede3classe
un avion (his A.speed Il est à une Al- time at -1 DRM (altitude only).
tantiels.
titude Moyenne
only). He(3) does
– inutileadeglissade
mettre un marqueur
to the The fire is ineffective again on
– etleft
une Vitesse
at a cost of his 3 RP (B -1/+1.
de 5. Il est piloté par un As 8.2 - APPLICATION
the fighter-bomber that continues DES DÉGÂTS
Cet avion est équipé de 2 mitrailleuses fixes à l’avant Le résultat
on its path straight du Testfor
ahead de Structure
1 est conse
column of the manoeuvre table).
(voir colonne Spécial sur le tableau des avions). comparé aux Points de Structure (PS) de l’
He wants to change altitude but hex (spending his last RP) but
• Le Breguet est un avion de classe B. Il est à une Al- reil.
the
titude manoeuvre
Basse (2) et une Vitesse prohibits it and
de 3. Ce biplace à un
cannot drop his bombs because
– Si le résultat est inférieur aux PS, l’av
mitrailleur à l’arrière (voir colonne Spécial). point
causes him to lose 1 Speed his Speed is greater
réussi sonthanjet de 4. If theles dégâts son
structure,
Tourwhich
1 he compensates for with pilot had anticipated and reduced
neurs et n’ont pas d’influence sur le vol.
• Leone Breguetof ahis l’initiative.
2 Motor Il détermine
Power ses PR pour
points. his speed on –turnSi le 1, he could
résultat est supérieur ou égal au
ce tour (Vitesse + 1d6, il tire un 2). Ses PR sont de 3
The pilot uses the remaining have bombed: l’avion
rollsubit
1d6des anddégâts
readsuffisamment im
(sa vitesse seulement). Il fait une glissade à gauche
motor point to increase the gas. the result on the bombing table Le joueur dont l
tants pour l’endommager.
qui lui coûte ses 3 PR (colonne B du tableau des ma-
His Speed on the next turn is 4. for altitude 1est touché tire d’abord au hasard un marq
with a hit on 4-5-6
nœuvres). Il souhaite changer d’altitude mais la ma- de dégâts dans un bol opaque et appliqu
Thel’interdit
• nœuvre destroyer doesn’t
et lui fait perdre 1 point move.
de Vitesse
(n.b.: 2 hits are required to turn
médiatement son effet.
• qu’ilIt’s
compense
the turn avec l’unof de thesesCentral2 points de puis- over the destroyer counter).
sance moteur. LeThe
Powers. pilote Roland
utilise le point moteur res-
determines Puis :
tant pour mettre les gaz. Sa Vitesse au prochain tour • Si l’avion endommagé est « en état de vo
his RP and gets 6 (5 for Speed +
est de 4. que le résultat
• It’s the Central final (éventuellement
Powers’ turn. modifi
1 for a roll of 5 on the d6). He
• Le destroyer ne bouge pas. l’effet du marqueur de dégâts « Structure
goes straight ahead for 3 Le hex The Roland determines his RP,
• C’est au tour des Puissances Centrales. Roland inférieur à 2 fois les PS, le pion est retourn
(totalses
détermine cost
PR et 3enRP) obtient by6 nosediving
(5 pour la Vitesse(- 1 Altitude,
la Vitesse). Il va+1
gets 2 on the d6 for a total ofsa5face
tout droit (1 PR), fait un virage à droite
RP. His tactic is
« endommagé ».
Speed)
+ 1 pour un jet and
de 5 aumakes
d6). Il va tout a tight turn to
droit pendant 3 the(3right
PR) et (cost simple :
poursuit3tout droit 1 hex (1 PR). Il reste 1nosedive to the Breguet
• Si le résultat the
above final est supérieur ou ég
hexRP).
(coût total 3 PR) en piquant (- 1 Altitude,
He is now at Low Altitude (2) and Speed 5 +1 Vi- PR à dépenser mais le DCA du destroyer.
destroyer décide He
d’un flies straight ahead
fois les 3PShex
de (3 RP).
l’avion, ce dernier est immé
tesse) et fait un virage serré sur la droite (coût 3 PR). Tir d’Opportunité (-1 MD différence The d’altitude
Breguet + 1 MD attempts Opportunityment abattu. Fire with his
(+1, -2, +1 for the motor compensation).
Il est maintenant à une Altitude Basse (2) et une Vi-
• tesseThe
car même hex), interrompant unrear moment
his du tir est insuffisant weapon
le mouve- on the Roland (-1 DRM for the face « endomma
• Si l’avion est déjà sur sa
de 5 Breguet
(+1, -2, +1 pouropens Opportunity
la compensation moteur). Fire with
ment. Le résultat pour toucher il est abattu et son pion est retiré du jeu e
difference in Altitude) but misses his mark
• LerearBreguet machine gun on theavec
fait un Tir d’Opportunité Roland
son mi- above him Le
le Breguet. (-1 destroyer dispose d’une seconde DCA marqueurs de dégâts sont remis dans le
DRM)
trailleur arrièrecoming
sur le Roland outau-dessus
of his tight de lui (-1 qui tir également, cette fois à -1 MD (altitude seule-
again. The Roland
pient opaque.
continues his
• C’est au tour des Puissances Centrales. Le Roland
MD)turnen sortie(-1deDRM).son virage The serré (-1
détermine ses PR, obtient 2 au d6 pour un total de 5
MD). Leof
result the ment). Le tir est à nouveau ineffectif sur le chasseur- movement, Important
résul- nosedives : Leswhile
marqueurs de dégâts « S
tat du Test de Tir est 3 (5 au d6 -2 MD), le Roland n’est bombardier qui poursuit sa route 1 hex tout droit (il turning right (2
ture » RP,
ajoute+1
1d3 nosedive
au résultat du Test de S
PR.Fire Testestissimple,
Sa tactique 3 (5piquer on the sur led6 -2 au-
Breguet
pas touché.
DRM); the Roland is 3not hit. dépense son dernier PR) mais ne peut lâcher ses speed, -1 turn
ture,speed).
augmentantThe turnles chances d’ab
ainsi
dessus du destroyer. Il va tout droit hex (3 PR). Le
Tour 2 bombes car sa Vitesse est supérieure à 4. Si le pilote allows for acertains
change appareils
in au premier tir !
altitude
Breguet tente un Tir d’Opportunité avec son arme-
• Les joueurs déterminent l’initiative: le Roland ob- avait anticipé et réduit sa vitesse au tour 1, il aurait
and fire. TheEnRoland’s
pratique : les marqueurs de dégâts
pilot
ment arrière sur le Roland (-1 MD pour la différence
Turn
tient 4 2 (2 au d6 + 2 Altitude) et le Breguet obtient 5 pu bombarder: tire 1d6 et lire le résultat sur la table posés sur la ligne qui correspond à l’ap
• (4d’Altitude)
The mais rate à nouveau sa cible. Le Roland engages the bomber and gets a
au d6 +1players
Altitude). Le determine
Breguet décide the
de jouer en de bombardement pour l’altitude 1 avec une touche concerné sur le Tableau de Vol à l’exceptio
continue son mouvement, pique en faisant un virage 5 on the Firemarqueurs
Test (3« on the d6
premier.
initiative: the Roland gets 4 (2 sur 4-5-6 (nota: il faut 2 touches pour retourner le Structure » qui sont remis da
à droite (2 PR, +1 vitesse du piqué, -1 vitesse du vi- +1 DRM for the same hex +1
• Leon Breguet dispose de 6 PR : il tire 5 au d6 + 5 pour pion destroyer). pioche.
rage). Lethe d6autorise
virage + 2 Altitude)
le changementand theet
d’altitude
Breguet gets 5 (4 on the d6 +1 Suite page 9
DRM for the Fire Quality of the
le tir. Le pilote du Roland engage le bombardier et
16/ VAEVICTIS - N° 129 - SEPTEMBRE/OCTOBRE 2016 Ace). The Breguet is hit. The
Altitude).
obtient un 5 au TestThe de TirBreguet
(3 au d6 +1 MD decides
car même
hexto +1 MDplay pourfirst.
la Qualité de Tir de l’As). Le Breguet Structure Test is taken
est touché. Le Test de Structure est fait et est réussi successfully with a result of 5
• avecThe Breguet has 6 RP : he rolls
résultat de 5 (4 du d6 + 1 MD pour l’armement (4 on the d6 + 1 DRM for the
5 on
> valeur pour thetoucher
d6 + du 5 Bréguet
for Speed). qui est deHe 3). Un weapon > the Breguet’s hit
goes Dégâts
marqueur straight ahead
est tiré dans le(1 bol.RP),
Le joueurturns
tire
value of 3). A Damage marker
un to the right
« Structure +1d3 »(3 et RP)
obtientand un 1 pursues
pour un total
de dégâts de 6 (5+1), insuffisant pour détruire im- de Tir. On constate la position relative du tireur par
médiatement le bombardier. Le pion du Breguet est 13 du tir (opportunité ou
rapport à sa cible au moment
simplement retourné. non).
• A noter que nous sommes toujours dans le tour
des Puissances Centrales et que le destroyer peut 14.3 - MANŒUVRER EN ALTERNANCE
Age of Aces II - v.20160724

is drawn from the container. The player draws a 13.2. Variation on Operation F.6, 19 July 1918
“Structure +1d3” and gets 1 for a damage total of [solo]
6 (5+1), insufficient to immediately destroy the The raid on Tonder, Denmark is the first
bomber. The Breguet’s counter is simply turned bombardment (Zeppelin shelter) dropped from an
over. aircraft carrier. Trained on Sopwith Pup for this
• Note that it is still the Central Powers’ turn and mission named “Operation F.6.”, the pilots of the
the destroyer can now fire at the Breguet with RNAS finally take off from the HMS Furious aboard
its 2 AA … leaving it little chance to return to 7 Camel 2F (a wave of 4 then one of 3). The raid
the fold. destroys 2 Zeppelins out of the 3 sheltered on the
base.

13. SCENARIOS • Number of turns : 12


13.1. Preparation
After having chosen a scenario : • Entente : positions itself first, has the initiative

1 - each player sets aside the types of aircrafts 1 x Aircraft-Carrier (HMS Furious), the HMS
necessary for the scenario and selects the specified Furious is positioned freely on the edge of C3, in the
numbers of aircrafts (for example : 3 x Fokker E.III direction of 5 or 6.
[n° 1, 2, 3] signifies : take the Fokker E.III counters 4 x Sopwith Pup [n° 1 to 4], Altitude on the Ground
numbers 1, 2 and 3).
(0), Speed 0, 1 x Ace -1/+1, the aircrafts are on the
2 - each player places on his Flight Table the speed deck of the Furious.
markers that correspond to the initial speed of his For owners of The Age of Aces (VV 117), use the
aircrafts, as indicated in the scenario. If necessary,
Camel counters.
each player places the “Ace” counters on the line
that corresponds to the number of the aircraft that • Central Powers :
the Aces pilot.
3 x AA, positioned between the city in A2 and the
3 - place the damages markers in an opaque aerodrome in A3 (at the edge of zones A2 and B2).
container near the map. The AA represent the installations to bomb and also
act like AA.
4 - place the Turn-Counter marker on the first square
of the turn counter, on the side of the player with the 3 x Balloons, to be positioned freely on the coast in
initiative in turn 1. zones B2 and B3.
5 – each player places his aircrafts on the map, with • Victory conditions :
their Altitude markers, their starting zones indicated
in the scenario (A-C/1-4, positioned as specified in 1 Entente : Destroy at least 2 of the 3 installations and
to 6 found in zone C1). succeed in landing at least 2 Pup.
In practice : be sure to consult the “special” column Central Powers : Prevent the Entente’s victory.
for your vessels on the aircrafts list. You’ll find the
special capabilities or crucial restrictions to fly them • Special rules :
better! Light load : the Pup are equipped with 2 bombs of
25 Kg each: they can make two passes per aircraft
New scenarios will be offered in your magazine and are not considered “loaded”.
or on the VaeVictis website.

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Age of Aces II - v.20160724

13.3. Variation on the Gulf of Saros, August 1917 Central Powers : Prevent the Entente’s victory.
The HMS Ben-my-Chree transports 4 sea planes
during the Dardanelles campaign. On 17 August • Special rules :
1915, Flight Commander Charles Edmonds becomes Exit : the destroyer leaves the port in B2 starting in
the first pilot to sink a ship with a torpedo (370 kg) Turn 2.
aboard his Short Type 184 in the Gulf of Saros.
What would happen two years later with improved 13.4. Zeppelins I, 5 August 1918
resistance? Final raid in the direction of the Midlands, the sun
is setting, a Zeppelin and its brawny escort
• Number of turns : 7 approach the coasts. A ship will take some time to
detect the raid and alert the interception.
• Entente : has the initiative
• Number of turns : 12
2 x Short Type 184 [n° 4, 5], Medium Altitude (3),
Speed 4, 1 x Ace -/+1. They are armed with a • Entente : positions itself first
torpedo of 370 Kg each. Type 184 arrive by the
edge of zones B4 or C4; they are adjacent. 3 x Nieuport 28 [n° 1, 2, 3], Medium Altitude (3),
Speed 6, 1 x Ace -1/+1, 1 x Ace -2/+1, enter by an
1 x Bristol F2 [n° 3], Medium Altitude (3), Speed 4, edge of A4 (see special rules).
1 x Ace -1/-. The Bristol is the only cover for the 2
sea planes and positions itself 3 hex from them at the (Historical Variation) replace the Nieuport 28 by 3 x
most. DH.4 available in The Age of Aces from VV117.

• Central Powers : positions itself first 1 x Destroyer, positioned freely in B2. Reminder :
the Destroyer is armed with 2 AA…
1 x Merchant ship (on the back of the aircraft
carrier), positioned freely in B1, 4 hexes from the 1 x Merchant ship, positioned freely in C4
coasts, facing direction 1.
2 x AA, positioned freely at least 1 hex from the port
1 x Destroyer, in the port in B2, facing direction 2. town in B4.

3 x AA, positioned at will along the coasts at least 3 • Central Powers : has the initiative
hexes apart from each other.
1 x Albatros D.V [n° 1], Very High Altitude (5),
1 x Balloon, positioned at will in a hex adjacent to Speed 3, 1 x Ace -1/-
the port in B2 or in a hex of a coastal town, Altitude
1. 1 x Zeppelin [n° 2], Very High Altitude (5), Speed
3.
1 x Pflaz D.III [n°1], Altitude on the Ground (0) on
the aerodrome in A3 (objective point), Speed 0, 2 x Roland D.VI [n° 3, 4], High Altitude (4), Speed
facing at will. 4

1 x HB W.12 [n°5], Altitude on the Ground (0) in 1 x Fokker D.VII [n° 5], High Altitude (4), Speed
the port in B2, Speed 0, facing at will toward the 4, 1 x Ace -/+1
sea. All the aircrafts enter by C1 and C2, at a depth of 2
• Victory conditions : hex, facing 6.

Entente : Sink the merchant ship or damage the • Victory conditions :


Destroyer. Entente : Prevent the victory of the Central Powers
15
Age of Aces II - v.20160724

and damage or destroy the Zeppelin. Entente : Prevent the victory of the Central Powers.

Central Powers : Hit the port installations in B4 (4 Central Powers : destroy the assigned objective
hits to destroy, 2 to damage) and leave by the edge (see special rules)
C1-2-3-4.
If the installations are only damaged, it is a tie. • Special rules :

• Special rules : Target for today : The objective of the Zeppelins is


Detection at sea : As soon as a raid vessel is 2 hex or only known by the Central Powers’ player. Before
fewer from a ship (regardless of its altitude), roll turn 1, he notes the targeted zone and keeps it secret
1d6 : on 2-6, the alert is given and the Nieuport 28 until the first bombing. The target cannot be changed
enter the game. Otherwise, attempt detection again during the game. The number of hits required to
when the conditions are right. destroy a target, aiming at one or more of its hexes,
is:
Double load : The Zeppelin can make 2 passes - the port in B2 (1 hex objective) : 2 hits
above its target. Each successful bombing inflicts 2 - the city in A1 (4 hex objective) : 3 hits
hits on the target. - the city in A4 (3 hex objective) : 4 hits

13.5. Zeppelins II, May 1917 Big damage : Roll 1d6 to find out how many hits the
The 39th Home Defence Squadron, near London, is loading of the bombs of a Zeppelin causes:
on alert while a Zeppelin raid was just signaled near
the coast. 1-4 : 2 hits
5 : 3 hits
• Number of turns : 10 6 : 4 hits
• Entente : positions itself first 13.6. The English Channel, 19 June 1917
A flight of the Seaplane Defence Flight escorts a
1 x SE 5a F2 [n° 1], High Altitude (4), Speed 4, 1 x Short 184 returning from a mission (its partner was
Ace -1/-, freely position the patrol SE 5a in B3, destroyed) northeast of Nieuport (Belgium) when 3
facing at will. unidentified German aircrafts, including a seaplane,
take them by surprise.
3 x Bristol F2 [n° 3, 4, 5], Altitude on the Ground
(0), Speed 0, 1 x Ace -1/+1 ; the F2 are on the • Number of turns : 8
ground in A3 (objective point).
• Entente : positions itself first.
3 x AA positioned at will along the coast and/or on
the bombing targets (to know what they are, see 2 x Nieuport 11 [n° 1, 2], one at High Altitude (4)
below “special rules”). and the other at Medium Altitude (3), Speed 4, on
the edge of zone A3, direction 3, 1 x Ace -/+1, 1 x
• Central Powers : has the initiative Ace -1/-.
2 x Zeppelins [n° 1, 2], High Altitude (4), Speed 3, 1 x Short Type 184 [n° 1, 2], Medium Altitude (3),
facing direction 4. They arrive by the C4 edge. Speed 0, 1 x Ace -1/-.
The seaplane has no more munitions to fire, the pilot
2 x Roland D.VI [n° 3, 4], High Altitude (4) and/or is wounded at the beginning of the game but there is
Very High Altitude (5), Speed 3, 1 x Ace -1/+2, 1 x no impact on the flight.
Ace -1/-. The Roland escort is facing direction 4 and
is at most 2 hex from the Zeppelins in B4 and/or C4. 2 x AA placed in the coastal hex of zones B2 and B3
at least 3 hex apart.
• Victory conditions :

16
Age of Aces II - v.20160724

• Central Powers : has the initiative. (Historical variation, 23 March 1918) replace the
Albatros D.V by 3 x Pflaz D.III, High Altitude (4),
3 x Fokker E. III [n° 1, 2, 3], Low Altitude (2), Speed 5.
Speed 3, 1 x Ace -1/+1.
• Victory conditions :
1 x HB W.12 [n° 5], Low Altitude (2), Speed 4, 1 x
Ace -1/-. Entente : cause more losses than the Central
Powers, otherwise there is no winner.
The 4 vessels position themselves freely in B4,
direction 3. Central Powers : cause more losses than the
Entente.
• Victory conditions :
• Special rules :
Entente : get the seaplane and the Nieuport 11 out Return to the Pub: starting with Turn 9, roll 1d6.
by the edges of C3 and/or C4. The combat continues on 4-5-6. The stop is
automatic on Turn 12.
Central Powers : Prevent the victory of the Entente.
13.8. North Sea, August 1917
• Special rules : En route toward Norway, the HMS Furious is
Wound : starting with Turn 9, roll 1d6. On a 5-6, the surprised by a German reconnaissance flight.
wound of the pilot of Type 184 worsens and the
seaplane must do everything to land as quickly as • Number of turns : 12
possible on land or sea (except a city hex with an
objective point). If the seaplane lands on land, it is • Entente : positions itself first
considered captured.
1 x Aircraft-Carrier (HMS Furious), freely in C2,
13.7. Scout Power, 11 March 1918 facing 1.
Lt James Anderson Slater is assigned to the 64th
squadron of the Royal Flying Corp. There he obtains 1 x Destroyer, freely in C2, facing 1.
the majority of his victories, 24, including 20 in his
SE 5a (Scout Experimental) between March and 4 x Sopwith Pup [n° 1 to 4], Altitude on the Ground
May 1918 ! (0), Speed 0, 1 x Ace -1/+1, on the deck of the HMS.

• Number of turns : 9 (12 maximum) 1 x Sopwith Pup [n° 5], Low Altitude (2), Speed 3,
1 x Ace -/+1, freely in C2, free direction.
• Entente : has the initiative
• Central Powers : has the initiative
5 x SE 5a [n° 1 to 4], High Altitude (4), Speed 3, 1 x
Ace -2/+1 (Slater), 1 x Ace -/+1. The aircrafts are 3 x Pflaz D.III [n° 1, 2, 3], Medium Altitude (3) or
positioned in a V, at will in C3, facing direction 6. High (4), Speed 5, 1 x Ace -1/+1, on the edge of A4,
direction 2.
• Central Powers : positions itself first
2 x Halberstadt CL-II [n° 4, 5], High Altitude (4),
3 x Albatros D.V [n° 1, 2, 3], Very High Altitude Speed 5, 1 x Ace -1/+1, freely in A4, direction 2.
(5), Speed 5, 1 x Ace -1/+1, on the edge of A2, The Halberstadt are equipped with cameras. They
facing direction 2, in a diagonal at a depth of 3 hex. can take as many photos as they wish. The
photographers can also fire from their posts at the
2 x Halberstadt CL-II [n° 4, 5], High Altitude (4), rear of the aircraft.
Speed 4, 1 x Ace -1/-, freely in A2, direction 2

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Age of Aces II - v.20160724

• Victory conditions : 2 x Nieuport 11 “bebe” (n°1, 2), High Altitude (4),


Speed 3, 1 x Ace -1/+1 (Roobaert). The two-seater
Entente : prevent the victory of the Central Powers. enters by the B1 edge in direction 1.
Central Powers : take 2 photos and leave by the • Central Powers : positions itself first
edge of the map A1, A2, A3 or A4.
1 x Fokker E.III (n°1), Medium Altitude (3), Speed
• Special rules : 3, 1 x Ace -2/+1, enters by A4 in direction 3.
Photos : in order to have useable photos of the
Entente fleet, an aircraft must pass above its target at 3 x Balloons (n°3 to 5), altitudes at choice of Very
a speed less than 4 and a Medium Altitude (3) or a Low (1) or Low (2). 1 balloon on the aerodrome in
speed less than 3 and a Low Altitude (2). A3, 1 balloon 3 hex at the most from the aerodrome,
1 balloon on the tip of the coast in B3.
13.9. The beginnings of Lafayette, May 1916
The squadron of American volunteers celebrates • Victory conditions :
100 years in 2016. Its pilots just took delivery of
their “babies”. Still fresh, they will quickly face off Entente : destroy at least 2 balloons and leave by
against the “Fokker scourge” that nevertheless is in the edge of the map at A1, B1 or C1.
its final days
Central Powers : Prevent the victory of the Entente.
• Number of turns : 10
• Special rules :
• Entente : Le Prieur Rockets : the Nieuport 11 are not
4 x Nieuport 11 “bebe” (n°1 to 4), Medium considered loaded even though they are armed with
Altitude (3), Speed 4, 1 x Ace -1/-, positioned in a rockets. The firing of rockets occurs after a “Straight
“diamond”, all adjacent, freely in B2, facing 2. Ahead!” only 1 hex from the target (adjacent to the
balloon) by applying -1 DRM due to the
• Central Powers : imprecision. If a balloon is hit, it is shot down.
Remember that the Nieuport 11 can also use their
5 x Fokker E.III (n°1 to 5), 3 at High Altitude (4), 2 frontal weapons.
at Medium Altitude (3), Speed 4, 1 x Ace -1/ +1, 1 x
Ace -/ +1, all adjacent, positioned freely in A1, 13.11. Overcast night, May 1918
facing 2. The Nieuport 28 of the American Expeditionary
Force (AEF) assist in the bombing of a ship by a
• Victory conditions : Breguet. Quentin Roosevelt (son of the President) is
part of the flight. He would be shot down 2 months
Entente : prevent the victory of the Central Powers. later, 14 July, over Coulonges-Cohan (Aisnes). This
confrontation is fictional but plausible.
Central Powers : destroy at least 2 Nieuport 11 and
do not suffer more than one loss. • Number of turns : 10
13.10. Franco-Belgian rockets, 16 May 1916 • Entente : positions itself first, has the initiative
One of the rare Belgian pilots to have used the
Prieur rockets (French origin) was the Adjudant 3 x Nieuport 28 [n° 1, 2, 3], High Altitude (4)
Egide Roobaert (1st Hunting Squadron). “Fox-Trot” and/or Very High (5), Speed 4, 1 x Ace -1/+1,
was the name of his aircraft. positioned in a V on the edge of A1, facing 3.
• Number of turns : 10 1 x Breguet 14 [n°5], High Altitude (4), Speed 4, 1
x Ace -1/-, placed freely in A1, facing 3.
• Entente : has the initiative

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Age of Aces II - v.20160724

• Central Powers : > C) or by descending order of results of 1d6 roll.

1 x Merchant ship, positioned freely in C2, facing Managing the initiative per aircraft tends to slow
1, it is heading toward the port in A4. down the game but provides a subtlety in reaction
and tactics.
1 x Roland D.VI (n°1), High Altitude (4), Speed 4,
1 x Ace -1/+1, positioned freely in C2. 14.2. Deflection
Fire on a target facing 3/4 front compared to the
1 x Fokker D.VII (n°5), Medium Altitude (3), shooter has a penalty of -1 in the Fire Test. The
Speed 4, 1 x Ace -1/+2, enters on Turn 2 by an edge position relative to the shooter is based on his target
of choice: C1 or B1. at the moment of fire (opportunity or not).

• Victory conditions : 14.3. Alternating manœuvres


This variation offers great interaction between
Entente : Neutralise the merchant ship. players and gives a new dynamic to the rhythm of
the game. Alternate the activation of aircrafts, one
Central Powers : Prevent the victory of the Entente. by one, for each camp. The player who won the
initiative moves an aircraft, possibly is fired at
• Special rules : (opportunity fire), then fires himself. The other
Cloudy night : at the beginning of turns 1, 4, and 7, player then chooses one of his aircrafts and follows
roll 1d6 : the same sequence (manoeuvre, adverse opportunity
fire, fire). The in-phase player chooses a new aircraft
1-4 : visibility is reduced to 4 hex (i.e. fire range),
and so on.
5-6 : the cloud cover is getting lighter, visibility 8
hex To avoid weighing down the game unnecessarily,
we advise against using the optional rule of initiative
The visibility limit in altitude requires an aircraft to aircraft by aircraft with this variation.
manoeuvre in an area - respectively - of 4 or 8 hex,
including with a change in altitude. The pilot must 14.4. List of the aircrafts of the Age of Aces I
take account of this at the beginning of his Entente: Hanriot HD 1, Airco DH.4, RAF SE5a,
movement. If he still has RP to spend (ex: going Sopwith Camel F1, Sopwith Triplane, Spad VII,
from a turn of 4 hex visibility to 8 hex), ignore them. Spad XIII; Central Powers: Fokker D.VII, Fokker
DR-1, Albatros D.III, AEG C.IV, Gotha G.IV,
Night fire : apply a DRM -2 to the Fire Test unless Roland C-2.
the target is in an adjacent hex.
Credits
Double load : The Breguet 14 can make 2 passes
over its target with a -1 DRM regardless of Game Design: Patrick Ruestchmann
visibility. Each successful bombing inflicts 1 hit on
the target. Counters and map : Pascal Da Silva
Game Aids : Patrick Ruestchmann and Pascal Da
Silva
14. OPTIONAL RULES Layout : Nicolas Stratigos
14.1. Initiative aircraft by aircraft
The initiative is no longer calculated globally for a Tests and proofreading: Jean-Louis Badin, Pascal
camp, but aircraft by aircraft (regardless of the Bons, Ludovic Carrique, Terry Mays, Lawrence
camp). The order of Initiative becomes : Speed of Hung, Sandrine Ruestchmann, Léonard
the aircraft + Altitude Level (1 to 5). In the case of Ruestchmann, Sébastien Thuillier, Stéphane Welnin.
a tie, separate them by manoeuvrability class (A > B

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