DEFENCE OF THE REICH - AIRCRAFT CHARACTERISTICS AIRCRAFT CREW GUNS AMMO DIVE SIZE -----DAMAGE POINTS----- TYPE BONUS ENG F'AGE WING TAIL NOTE P-51 1 2F+2 30 Y 0 6 18 20 6 (1,2) P-47 1 2F+4 20 Y 0 8 26 28 7 P-38 1 2F+2 20 N 0 6+6 28 22 9 Spitfire IX 1 2F+3 16 N 0 6 18 18 6 (3) Spitfire XIV 1 2F+3 16 N 0 7 18 18 6 Typhoon I 1 2F+5 15 Y 0 7 22 22 6 Tempest V 1 2F+5 12 Y 0 7 24 22 6 Me109G 1 2F+3 12 Y 0 6 16 16 6 (4) Me109G6/R6 1 2F+6 12 N 0 6 16 16 6 Me109K 1 2F+5 12 Y 0 6 18 16 6 (5) Me110G 1+1 2F+3* 15 N 0 6+6 24 22 8 (6) Me410 1+1 2F+5,O+1 20 N 0 6+6 26 26 7 (7) FW190A 1 2F+4 15 Y 0 8 21 20 6 (1,8) FW190A8/R8 1 2F+3* 10 N 0 8 22 20 6 (6,9) FW190D 1 2F+6 12 Y 0 7 24 20 6 (1) Me262A1 1 2F+6* 9 Y 0 6+6 21 20 6 (6,10) Notes:- CREW: no. of pilots + observers/gunners GUNS: F = forward firing, O = observer gun, * = heavy cannon AMMO: ammo for forward firing guns DIVE BONUS: does the a/c get a dive bonus as per special rule I.1 SIZE: combat modifier added to all firing against this a/c DAMAGE: damage points for engine(s), fuselage, wing and tail 1. High Roll Rate: aircraft may not be tailed except by a pilot of higher quality or by another aircraft with this ability. 2. Details for P-51D. P-51B & C have GUNS 2F. 3. Manoeuvres 5, 25 & 26 are non-repeatable. 4. Details for G6. G1/2 have GUNS 2F. 5. Details for K4. G10 & G14 have GUNS 2F+2 and use the same manoeuvre sheet. 6. Heavy Cannon Armament: when firing draw double the number of RED chits indicated but do not draw any BLUE chits. 7. Alternative armament is 2F+2,O+1 plus a BK5 50mm cannon with ammo 7. See special rules Section A below. 8. Details for A3/4. A6 has GUNS 2F+5, fuselage 22. A8 has GUNS 2F+6, fuselage 22. 9. "Sturmbock" armoured bomber-destroyer. See special rules Section B below. 10. Me262A1 Jet Fighter. See special rules Section C below. May be fitted with R4M rockets (1 salvo). See special rules Section D. Special Rules:- A. BK5 50mm cannon. This is a modified anti-tank weapon used exclusively against heavy bombers. 1. The weapon may only be used against heavy bombers flying in formation and must be fired from a hex directly behind the target. Maximum range is 4 hexes. 2. Only 1 shot may be fired per turn at a cost of 1 point of ammo. Roll 2D6 per shot. The score to hit is 7 + 'range in hexes', or higher. A single hit destroys the target. 3. The gun jams and cannot be used again if the hit score is 3 or less. B. FW190A8/R8 "Sturmbock". This aircraft is a heavily armed and armoured bomber-destroyer whose pilots have sworn an oath to press home their attacks to the closest range and ram their target if necessary. 1. When calculating damage from bomber defensive guns, all RED chits are treated as BLUE. 2. Each time bomber defensive fire against the Sturmbock is resolved, 1 damage chit, selected by the fighter is ignored. The chit must show at least 1 point of fuselage damage. 3. Maximum burst length is restricted to short unless firing at a heavy bomber. 4. Ramming may be attempted only if the Sturmbock is unable to fire it's guns. To ram the aircraft must be in the bombers hex facing in the same direction. Ramming attempts are resolved after damage from defensive fire has been applied. Roll D6:- 5,6 both aircraft destroyed 4 fighter destroyed, bomber takes 12 RED damage 1,2,3 ramming failed, no damage to either plane If the ramming is sucessful the fighter pilot may attempt to bail out but must use a -1 modifier on the die roll. 5. Any Sturmbock pilot who fails to destroy at least one heavy bomber and who has not been shot down at the end of the scenario will be court-martialed for cowardice. The pilot is treated as having died and receives (at most) half normal victory points. C. Me262A1 Jet Fighter. The engines of this revolutionary fighter were notoriously unreliable. 1. At the end of any turn the aircraft uses maximum speed pick 1 RED chit. If any engine damage is shown an engine has caught fire. One engine, chosen at random, is marked as destroyed and the aircraft is on fire. Normal fire rules apply. 2. At the end of any turn the aircraft decelerates pick 1 RED chit. If any engine damage is shown an engine has flamed-out. Mark one of the engines as destroyed. 3. Maximum speed on one engine is Speed 4. D. R4M Rockets. These small rockets were fitted to some Me262s just before the end of the war. A whole pack of 24 would be salvoed at a single target. 1. The weapon may only be used against heavy bombers flying in formation. Range to the target must be either 1 or 2 hexes. The rockets may be fired from any angle. 2. All rockets are fired in a single salvo at 1 target. Roll 2D6 per salvo. The score to hit is 8 or higher, at range 1 and 9 or higher at range 2. Subtract 1 from the roll if firing from the side. 3. If a hit is scored roll D6. On 1-3 target is destroyed; 4-6 target takes 12 RED chits. E. Wgr21 Rockets. Some German fighters were fitted with 2 or 4 of these heavy 21cm rockets for use against the American bombers. They were time-fused and very inaccurate. 1. The weapon may only be used against heavy bombers flying in formation and must be fired from a hex directly behind the target. Range to the target must be either 2 or 3 hexes. Other forward-firing weapons may not be used in the same turn. 2. Each rocket is fired at a single target. Only one target may be attacked per turn but any number of rockets may be fired. Roll 2D6 per rocket. The score to hit is 11 or higher, at range 2 and 12 at range 3. 3. If a hit is scored roll D6. The target takes 3 RED chits for each pip shown on the die. 4. The aircraft is considered "Loaded" (see WWII Variant Rule I.4) until it has fired all the rockets it carries. 5. The Me109G (except G6/R6) and FW190A (except A8/R8) may each carry 2 rockets. The Me110G and Me410 may each carry 4. Special Weapons Table (to hit scores, 2D6) --------------------- Range (hexes) Weapon 0 1 2 3 4 Effect of Hit BK5 cannon 7+ 8+ 9+ 10+ 11+ Kill Wgr21 rocket -- -- 11+ 12 -- D6 x 3 RED R4M rocket salvo -- 8+ 9+ -- -- D6: 1-3 = Kill 4-5 = 12 RED Ian Clarence (22/03/02)