AirWar 1918 2nd Edition
AirWar 1918 2nd Edition
Contents
Credits
These rules are dedicated to Captain W. AIRWAR: 1918, all rules, text, and graphics are © Wessex Games
2021.
E. Johns for starting us on this road…
All rights reserved. No part of this publication may be produced in any form or by
any means without the prior permission of the publisher.
2nd edition written by: David Manley This publication is sold subject to the following conditions:
1. It shall not be by way of trade or otherwise be lent, resold or hired out or in
otherwise circulated without the publishers prior permission in any form of binding
(1st edition written by: David Manley & Matthew Hartley) or cover other than that in which it was published and without a similar condition
being imposed on the subsequent purchaser.
2. No part of this publication may be reproduced, stored in any retrieval system or
Special thanks to: Richard Baber, Matthew Hartley, transmitted in any form or by any means electronic, mechanical, photocopying,
Nowfel Leulliot, Paul Minson, Dom Skelton, recording scanning or otherwise without prior permission of the publishers.
members of the old WGHistorical Yahoo Group, Liz, Published 2021 by Wessex Games
Karen, Laura, Phil and Saul. Remember – illegal copying is theft and every penny you steal from us by
doing it, impacts another project we are working on for wargamers.
“Tailing”
Formations
(If you wish to use a protractor to measure turns: L Each card has a Difficulty Rating. This is the
turns up to 15 degrees per direction change, M number shown after the “DR” below. Roll equal
turns up to 30 degrees, H up to 45, E up to 60. A to or above the Difficulty Rating on a d10 to
successful break turn adds 30 degrees to the turn perform the manoeuvre. Add the pilots Skill to
amount for the rating, so an H aircraft doing a the die roll. Failure to make the roll means the
successful break turn turns 75 degrees.)
aeroplane suffers some form of penalty (see
manoeuvre descriptions for details).
Low altitude moves
Manoeuvres are divided into two classes,
Normal and Extreme. Large and fragile
Although altitude isn’t explicitly tracked in the aeroplanes are limited to performing Normal
game, occasionally it’s necessary for a pilot to manoeuvres only. They are denoted by an “n”
get down in the weeds, for instance as suffix against their manoeuvrability (e.g. “Ln” or
protection when trying to disengage and run, “Mn”).
when trying to avoid detection on approach to
a target, or when trying to ensure bombs or
cannon rounds hit that pesky ground target. Normal manoeuvres
Here’s how to get close to the terrain.
Jink (DR4): aeroplane jinks right and left,
To be eligible to move at low altitude in a avoiding fire. The model is moved 2/3 normal
phase, an aircraft cannot be marked to perform distance in a straight line. Incoming fire attracts
a special manoeuvre in that phase. Before a negative modifier.
making its normal move, a player may elect to
move at low altitude. If so, announce before Failure - aeroplane moves in a straight line.
moving it that the aircraft is moving at low
altitude for that phase. Mark the aircraft as Power Dive (DR 3): the aeroplane moves in a
being at Low Altitude. It then makes a normal straight line, and may increase speed by 1-5
move at its current speed. The low altitude over and above normal speed changes and
status ends at the end of the Speed segment also may move at greater than its normal
of that phase. An aircraft may make low- maximum speed (although this may cause
altitude moves in consecutive phases, extra damage due to overstressing). Power
effectively staying at low-altitude, but as above dives may not be performed if the aeroplane is
it must declare and mark the low-altitude already travelling at more than its maximum
status each phase before it moves. An aircraft speed. A Power Dive may be made in
that fails to declare and mark its low-altitude conjunction with normal speed changes
status is considered at normal altitude for all
purposes, so don’t forget to do so. Failure – as above, but incoming fire attracts a
bonus.
Being at low altitude gives modifiers for ground
attacks performed that phase, as well as Sideslip (DR4): the aeroplane moves 2/3 of its
modifiers for attacks on the aircraft by other movement at 60 degrees to the line of flight
aircraft and ground anti-aircraft defences. An (move along the “E” line of the turn and arc
air-to-air gun attack involving low-altitude may template). Speed is reduced by 1. No change
only be made if both the shooter and target are in direction.
at low altitude that phase.
Failure – aeroplane moves in a straight line.
Manoeuvres
Extreme manoeuvres
At the start of each phase players may place a
manoeuvre card alongside their aeroplane, Barrel Roll (DR 4): the Aeroplane moves half
displaying an intention to perform some form of distance at 60 degrees to flight path. Speed
special manoeuvre. Cards are placed face reduced by 4. No change in direction.
down and revealed at the same time. The card Incoming fire attracts a negative modifier.
may be a dummy, intended to try to trick an
adversary into making a manoeuvre and
shaking them off.
For example: an SE5a on a bombing mission Belt Machine Gun 12” 4d6
can fire its machine guns or drop its bombs in (mg)
a phase. A two-seat Bristol Fighter could drop Drum Machine 12” 3d6
bombs (controlled by the pilot) and fire the aft Gun (dmg, fmg,
machine gun (controlled by the gunner) in the rmg)
same phase.
Hunting Rifle 8” 1d6
Guns and rockets Rocket Pack 10” 6d6 – each hit
causes 1d6
damage
In order to be engaged the target must be
within range and the firing arc of the gun.
Use the indicated number of dice for each gun.
The firing arc is a cone extending 30 degrees
from straight ahead from the shooter for fixed For example: a Fokker Triplane with two belt
machine guns. For pintle mounted forward fed machine guns rolls 8d6; an SE5a with one
firing guns (designated as “fmg”) the arc is 180 belt and one drum machine gun rolls 7d6.
degrees ahead of the line of the wing. For
pintle mounted rear firing guns (designated as Note: belt fed machine guns are identified as
“rmg”) the arc is 180 degrees behind the line of “mg” in the data tables, whilst drum fed
the wing. For other types of gun, as may be machine guns are identified as “dmg”).
fitted to airships of large bombers and
seaplanes such as Gothas, Felixstowes and
37mm cannon
Sikorskis the firing arc can be determined by
looking at the model.
The 37mm cannon, fitted to some French
Machine guns are of 8mm calibre or smaller types (notably the SPAD XII) is a single shot
(including 0.3” and 0.303”). Heavy machine weapon. It may be reloaded in flight which
guns are 12mm / 0.5” or larger, but smaller takes 1 phase to complete, during which the
than 20mm. aeroplane may not fire any other weapons, nor
may it perform any manoeuvre. The cannon
Roll the indicated number of Gun Dice. Hits and any pilot-fired machine guns can be fired
are caused by rolls of 6 or greater. All rolls use together in the same phase BUT their effects
a d6 except where noted. are resolved separately.
Modifiers
10
11
Ground attack
12
To strafe a ground target or attack using The Great War saw the first successful aerial
rockets the firing aeroplane must pass over the torpedo attack on a ship, when a Short 184
target at a speed of 10 or less and must not seaplane from HMS Ben My Chree sank a
perform any manoeuvres during the phase. It Turkish freighter.
is not necessary for the aeroplane to end the
turn with the target in its firing arc. The number To attack a ship with a torpedo the torpedo
of hits that are caused are resolved in the plane must fly over the target ship or must end
same way as for air-to-air gunnery, but no its movement with the ship in its forward 30
modifiers are applied. degree arc and within 4”. No manoeuvres may
be performed during the phase in which a
If a strafing attack is made against a ship or torpedo attack is made, and the attacking
submarine that has its own anti-aeroplane aeroplane must not make a turn within 6” of
defences on board and at least one hit is the ship.
scored there is a chance that these may be
knocked out. Roll a d6 and add the number of Roll a single die as indicated above for
hits scored. If the result is 7 or more one gun is bombing attacks. Hits are scored on a roll of 1
knocked out. only. If the ship is hit it takes 6d6 damage.
Good D8 Bunker 6
13
14
Die Roll Result Airships may only make one 30 degree turn in
either the first or second phase.
1 Rocket hits the basket. 1 point of An airship’s maximum speed is reduced
damage scored proportionally as engines are knocked out.
2,3 Rocket fails to ignite. Large hole
For example: an airship with a maximum
torn in balloon; 1d6 hits scored
speed of 6 (60 knots) that has 4 engines has
4,5,6 Rocket ignites and destroys its maximum speed reduced by 1.5” (15 knots)
balloon for each engine lost.
15
16
17
18
In each case play out the resulting scenario. If the morning mission is a Photo
Reconnaissance and the afternoon mission is
At the end of the scenario determine who has a bombing mission the target for the bombing
achieved their victory conditions. mission is the same as the objective of the
reconnaissance mission. In this case the table
set-up and location of any ground forces
Mission details determined for the morning’s recce are the
same for the afternoon’s bombing mission.
Most games are played out over table that is
divided in two, the division representing the Ground forces
Front Line. The Front Line divides the table in
half and runs from the middle of a table edge
to the middle of the opposite table edge. The As well as aerial forces selected by the players
Front Line will generally be a straight line, but there are likely to be enemy ground forces that
for a bit of variety it can zig-zag slightly. The will play a part too. Each side may place 1d6
end points are the same. At the middle of machine guns and 1d3-1 heavy AA guns in
opposing table edges; all sections are straight their half of the table (i.e. on their side of the
lines, no section is less than 6” long and no Front Line). They are placed as markers until
point of the line can deviates more than 6” they open fire, at which point the type of gun is
from the line between the end points revealed. No gun may be set up closer than 4”
to the Front Line, nor closer than 6” to another
19
If the mission being flown is Balloon Busting Specific objectives for each mission are as
the defender uses a slightly different system. follows:
1d6 machine guns and 1d3 heavy AA guns
Trench Any aeroplane The selected target is a stretch of the Front Line, straight
Strafing with a fixed and 8” long, with no point closer than 9” to a table edge. To
forward firing successfully strafe the target at least 2 complete passes of
machine gun. the target trench line must be competed (aeroplane must
fly a course remaining within 1” of the line at all times)
Artillery Two seat recce After entering the table the spotter must fly across the
Spotting aeroplane. Front Line and thereafter must remain within 6” of it for at
least 6 turns. After 6 turns roll a d6 at the start of each
turn. On a roll of 6 the barrage is completed and the
spotter may leave the table.
20
Balloon Any armed The entire table is behind the Front Line. The balloon must
Busting aeroplane. be within the enemy’s half of the table, within 12” of an
enemy held corner. The balloon must be destroyed for the
attackers to win.
Bomber Any armed The player must escort a Heavy Bomber to a critical
Escort aeroplane. objective (ammunition dump, enemy headquarters or a rail
junction) well behind the lines. The entire table is behind
the Front Line. The objective is placed by the enemy
player; it must be on the enemy’s half of the table, at least
12” from either corner and more than 8” from a table edge.
The bombing aeroplane must pass directly over the
objective. The target must be destroyed.
At the end of each engagement Victory Points At the end of each day the players undertake
are scored as follows: various actions to get themselves ready for the
next day of campaigning.
10 points Each Mission successfully
completed Aircrew improvement
15 points Each Bomber Escort or
Balloon Busting mission Any aircrew who have taken part in a mission
successfully completed and who have survived may improve their
skills as a result. Whether they are able to do
5 points Each enemy aeroplane shot so depends on what they have got up to during
down the mission.
2 points Each enemy aeroplane
damaged
5 points In a “Patrol vs. Patrol”
scenario to the side left
holding the table (all enemy
aeroplane exited the table or
shot down)
21
22
23
Aircraft ratings
Austro-Hungary
Speed
Name Min Max Man Power DP Gun Bomb Notes Year
Lloyd C. V 1fmg,
4 11 M M 6 2 seater 1916
(Series 46/82) 1rmg
2 seater unarmed
Lohner B.I / B.II 4 9 M L 5 Unarmed 1913
recce
1mg,
Sablatnig SF3 4 10 M L 5 Seaplane 1917
1rmg
24
Speed
Name Min Max Man Power DP Gun Bomb Notes Year
1mg,
Sablatnig SF5 4 10 M M 6 Seaplane 1917
1rmg
Czechoslovakia
Speed
Name Min Max Man Power DP Gun Bomb Notes Year
Denmark
Speed
Name Min Max Man Power DP Gun Bomb Notes Year
France
Speed
Name Min Max Man Power DP Gun Bomb Notes Year
Nuisance bombers
Blériot XI unarmed 1910
with 55lb of bombs
1mg,
Breguet 14 4 11 Mn M 10 7 2 seater 1917
2rmg
1mg,
Breguet 19 4 14 Mn M 9 7 2 seater 1922
2rmg
1fmg,
Caudron G.IV 4 8 Ln M 8 3 2 seater 1915
1rmg
25
Speed
Name Min Max Man Power DP Gun Bomb Notes Year
1mg,
Dorand AR-1 4 11 H M 6 2 seater 1916
1rmg
Used operationally by
Hanriot HD-1 4 11 H H 6 1mg 1916
Belgians and Italians
2mg,
Hanriot HD-3 4 12 M M 6 2 seater 1917
2rmg
Morane-Saulnier AI
4 13 H M 5 1mg 1918
(MS.27c.1)
Morane-Saulnier AI
4 13 H M 5 2mg 1918
(MS.29c.1)
Morane-Saulnier 1dmg,
4 8 M M 5 2 seater, recce 1915
BB 1rmg
Morane-Saulnier N 1mg,
4 10 M M 5 1914
(MS.5.c1) 1dmg
Morane-Saulnier P
4 11 M M 5 1mg 1916
(MS.21 / MS.23)
1dmg,
Nieuport 12 4 10 M M 5 2 seater 1915
1rmg
26
Speed
Name Min Max Man Power DP Gun Bomb Notes Year
1mg,
Nieuport 17/ 17bis 4 12 H M 5 May carry rockets 1916
1dmg
Nieuport - Delage
4 14 H H 6 2mg 2 1919
29
2 seater, used by
Spad A2 4 8 M L 6 1fmg Imperial Russian Air 1915
Service
2 seater, used by
Spad A4 4 8 M M 6 1fmg Imperial Russian Air 1916
Service
1 37mm,
Spad XIIC.a I 4 11 M H 6 1917
1mg
1 37mm,
Spad XIV 4 10 M M 6 Seaplane fighter 1917
1mg
2mg,
Spad XVIA.2 4 11 M H 7 2 2 seater 1918
2rmg
2mg,
Spad S20 4 14 H M 7 2 seater 1918
1rmg
1mg
Voisin LBR 4 9 M M 7 37mm 1918
cannon
27
Germany
Speed
Name Min Max Man Power DP Gun Bomb Notes Year
A.E.G. B.I / B. II /
unarmed 2-seater observer 1914
B.III
1mg,
A.E.G. C. III / C.IV 4 10 M M 6 3 Escort/Recce 1916
1rmg
Ground straffing.
Forward machine
2mg,
A.E.G. J.I / J.II 4 9 M M 6 guns can only engage 1918
1rmg ground targets.
Armoured cockpit
1mg,
Ago C.IV 4 10 M M 6 2-seater observer 1917
1rmg
1mg,
Albatros C.III 4 9 M M 5 2 2 seater 1916
1rmg
1mg,
Albatros C.V 4 10 M M 5 3 2 seater 1916
1rmg
1mg,
Albatros C.VII 4 11 H M 6 3 2 seater 1916
1rmg
1mg,
Albatros C.X 4 11 H M 6 3 2 seater 1917
1rmg
1mg,
Albatros C.XII 4 11 H M 6 3 2 seater 1918
1rmg
1mg,
Albatros C.XV 4 11 H M 6 3 2 seater 1918
1rmg
28
Speed
Name Min Max Man Power DP Gun Bomb Notes Year
G. II withdrawn after
repeated crankshaft
1fmg,
Gotha G.II / III 4 9 Ln L 9 failings on Balkan 1916
1rmg front. Pilot, co-pilot
and 2 gunners.
Friedrichshafen 1mg,
4 8 M M 6 2 seater seaplane 1915
FF33H 1rmg
29
Speed
Name Min Max Man Power DP Gun Bomb Notes Year
2 seater, ground
Halberstadt CL.IV 2 10 M M 5 1mg 2 1918
attack
1mg,
Halberstadt C.V 4 11 M M 7 2 seater, recce 1918
1rmg
1mg,
Hannover C.II 2 seater 1917
1rmg
1mg,
Hannover C.IIIa 4 11 M M 7 2 seater 1917
1rmg
Hansa Lightweight seaplane
4 11 H M 4 1mg 1917
Brandenberg CC fighter
Hansa
Brandenberg D. I 4 10 M M 5 1mg 1916
(Spinne)
Hansa 2mg,
4 10 M M 8 2 2 seater seaplane 1917
Brandenberg W.12 1rmg
Hansa 2mg,
4 10 H H 8 2 2 seater seaplane 1918
Brandenberg W.29 1rmg
2mg,
Junkers CL.I 4 10 H M 6 2 seater 1918
1rmg
30
Speed
Name Min Max Man Power DP Gun Bomb Notes Year
L.F.G. (Roland) D.II
4 11 H M 5 1mg 1916
(Haifisch)
L.F.G. (Roland)
4 11 H H 6 1mg 1917
D.VIa / D.VIb
1mg,
L.V.G. C.V / C.VI 4 11 M H 6 3 2 seater 1918
1rmg
Phönix D.I / D. II /
4 11 H H 6 2mg 1917
D.IIa
1mg,
Rumpler C.III 4 10 M M 6 2 seater 1917
1rmg
Siemens Schuckert
4 11 H H 6 2mg 1918
D.III
Siemens Schuckert
4 12 H H 6 2mg 1918
D.IV
Pilot, observer,
Siemens Schuckert gunner. Machine gun
3 6 Ln L 8 1frmg 4 1915
R1 has 360 degree arc of
fire.
31
Speed
Name Min Max Man Power DP Gun Bomb Notes Year
Pilot, copilot, wireless
operator, fuel attendant,
Staaken R.IV 4 9 Ln M 14 3dmg 14 Navigator/bombardier 1916
plus two engineers act
as gunners.
Great Britain
Speed
Name Min Max Man Power DP Gun Bomb Notes Year
2 seater Used for
Home Defence up to
Airco D.H.1A 4 8 M M 5 1fmg 1915
1918 and in Palestine
in 1916
1mg,
Airco D.H.4 4 12 M M 8 4 2 seater 1917
1rmg
1mg,
Airco D.H.9 4 11 M L 8 3 2 seater 1918
1rmg
1mg,
Airco D.H.9A 4 11 M M 8 3 2 seater 1918
1rmg
Armstrong
2 seater, employed in
Whitworth F.K.3 4 9 M M 7 1rmg 1 1916
Macedonia to 1918
(Little Ack)
Armstrong
1mg,
Whitworth F.K.8 4 10 H M 7 2 seater, 1917
1rmg
(Big Ack)
Armstrong
1mg,
Whitworth F.K.10 4 9 H H 5 2 seater 1917
1rmg
Quadriplane
32
Speed
Name Min Max Man Power DP Gun Bomb Notes Year
Armstrong
4 15 H H 7 2mg 1 1924
Whitworth Siskin
1mg,
Bristol F.2A 4 11 H M 9 2 seater 1917
1rmg
Farman S.11
3 7 Ln L 4 1 fmg 3 2 seater 1914
(Shorthorn)
Pilot, navigator, 4
gunners. “pmg” are
2fmg, waist mounted guns
Felixstowe F.2A 4 10 Ln M 12 2rmg, 5 port and starboard
2 pmg that can engage any
target between the
wing line and the tail.
33
Speed
Name Min Max Man Power DP Gun Bomb Notes Year
Martinsyde F.4
4 14 H H 7 2mg 1918
(Buzzard)
Martinsyde G.100 /
4 10 M M 5 1rmg 2 2 seater 1916
G.102 (Elephant)
34
Speed
Name Min Max Man Power DP Gun Bomb Notes Year
1mg,
R.A.F. R.E.8 4 10 M M 6 3 2 seater 1916
1rmg
1mg,
R.A.F. S.E.5 4 11 M H 6 1917
1dmg
1mg,
R.A.F. S.E.5a 4 12 H H 7 1917
1dmg
Sopwith 1 ½ 1mg,
4 10 M M 8 2 2 seater
Strutter 1dmg
Sea plane. Anti
Zeppelin version
Sopwith Baby 4 10 H M 5 1mg 2 replaced gun and
bombs with rocket
salvo
LeRhone, Clerget
Sopwith Camel 4 11 EX H 6 2mg 1917
engine
Vickers F.B.5
4 8 M M 5 1dmg 2 seater 1915
(Gunbus)
Vickers F.B.9
(Streamline 4 10 M M 5 1mg 1916
Gunbus)
Pilot, observer, 2
2fmg, gunners. 3 Vimys on
Vickers Vimy 4 11 Ln M 15 1918
2rmg RAF charge
30/10/1918
35
Speed
Name Min Max Man Power DP Gun Bomb Notes Year
2 seater, bombs may
1mg,
Vickers Vildebeest 4 16 Mn M 11 5 be replaced with 1 1928
1rmg torpedo
1mg,
Westland Wapiti 4 14 M M 9 4 2 seater 1927
1rmg
Italy
Speed
Name Min Max Man Power DP Gun Bomb Notes Year
1mg,
Ansaldo S.V.A. 10 4 12 H M 7 Recce & bombing 1918
1rmg
Bomber, Photo
1fmg, reconnaissance.
Caproni Ca2 4 8 Mn M 10 6 1915
1rmg Pilot, Copilot and two
gunners
Bomber, Photo
1fmg, reconnaissance.
Caproni Ca3 4 10 Mn M 10 6 1916
1rmg Pilot, Copilot and two
gunners
rmgs are in two single
1fmg,
Caproni Ca4 4 9 Ln M 12 10 mounts. Pilot, copilot, 1918
2rmg 3 gunners
rmg could be 2 or 3
1fmg,
Caproni Ca5 4 9 Ln M 12 10 guns in a combined 1918
1rmg mount.
Seaplane recce,
bombing (4 x 220lb
Macchi M.3 4 10 M M 6 1mg 3 1916
bombs) escort, ground
support
36
Speed
Name Min Max Man Power DP Gun Bomb Notes Year
1dmg,
S.I.A. 7B.1 4 12 M H 6 2 2 seater 1917
1rmg
1mg,
S.I.A. 7B.2 4 12 M M 7 1918
2rmg
Larger 2 seater flew
1mg,
S.I.A. 9B 4 13 M H 7 with Italian navy 1918
2rmg sqdns
Japan
Speed
Name Min Max Man Power DP Gun Bomb Notes Year
Russia
Speed
Name Min Max Man Power DP Gun Bomb Notes Year
1mg,
Anatra D 4 8 M L 5 1 2 seater 1915
1rmg
1mg,
Anatra DS Anasal 4 9 M M 6 1 2 seater 1917
1rmg
1mg,
Polikarpov R.5 4 14 H M 6 3 2 seater 1928
1rmg
Saveljev
4 8 M M 5 Unarmed 2 seater recce 1916
Quadriplane
37
Switzerland
Speed
Name Min Max Man Power DP Gun Bomb Notes Year
1mg,
Haefli DH-5 4 12 H M 6 3 2 seater 1917
1rmg
United States
of America
Speed
Name Min Max Man Power DP Gun Bomb Notes Year
1mg,
Boeing F4B 4 18 H H 7 2 1929
1hmg
1mg,
Boeing P-12 4 18 H H 7 2 1929
1hmg
Curtiss O2 2mg,
4 15 M M 8 5 2 seater 1925
Helldiver 1rmg
2mg,
LUSAC-11 4 11 M M 8 2 seater 1918
2rmg
Thomas-Morse S4-
4 10 M M 6 unarmed 1917
B Scout
Thomas-Morse S4-
4 10 M M 6 1mg 1917
C “Tommy”
38
39
Gondola
40