0% found this document useful (0 votes)
279 views40 pages

AirWar 1918 2nd Edition

Uploaded by

Marco Colombelli
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
279 views40 pages

AirWar 1918 2nd Edition

Uploaded by

Marco Colombelli
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 40

Vittorio Lucchetti (Order #34598054)

AIRWAR: 1918 (2nd edition)


biplane era air combat rules (1914 – 1930)

Contents

Introduction 3 Jammed guns 10 Victory points 19


Dice notation 3 Aeroplane damage 10 Day’s end 19
Materials to play 3 Crippled aeroplanes 11 Aircrew improvement 19
Aeroplane 3 Additional damage 11 Battle damage repair 20
Characteristics and 3 Crewman hit 11 Wounded crewmen 20
ratings Ammunition 12 Reinforcements 20
Rockets 4 Ground attack 12 Campaign victory 20
“Loaded” 4 Strafing and rockets 12 Models 20
“Heavily loaded” 4 Bombs and depth 12 Designer’s notes 21
Pilots 4 charges Aircraft ratings 22
Advantages & flaws 4 Torpedoes 12 Austro-Hungary 22
Order of play 5 Damage to ground & 12 Czechoslovakia 23
Order of movement 5 sea targets Denmark 23
“Tailing” 6 Suppression 13 France 23
Formations 6 “Archie” (AA fire) 13 Germany 25
Echelon 6 “Flaming onions” 13 Great Britain 29
Vic 6 Balloons 13 Italy 32
Finger Four 6 Firing at balloons 14 Japan 33
Movement 6 Rockets 14 Russia 33
Speed changes 6 Exploding balloons 14 Switzerland 34
Movement and turning 7 Airships and Zeppelins 14 United States of 34
Turn and arc template 7 Takeoff and landing 15 America
Low altitude moves 7 Campaign system 15 German aeroplane 35
Manoeuvres 8 Campaign set up 15 designations
Normal manoeuvres 8 Pilot skill levels 15 Boelke’s dicta 35
Extreme manoeuvres 8 Campaign duration 15 Luftschiffe template 36
Stalling 9 The campaign day 15
Exceeding maximum 9 Random events 16
speed Replacement 17
Firing 9 aeroplanes
Guns and rockets 9 Determine encounters 17
37mm cannon 10 Mission details 18
Modifiers 10 Ground forces 18
Mission objectives 18

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.

Vittorio Lucchetti (Order #34598054)


AIRWAR: 1918 (2nd edition)
the aeroplane’s speed changes and damage
Introduction taken.

Dice: each player will need at least one 10-


Air War: 1918 is a fast play “entry level” set of
sided die (d10) and a six-sided die (d6). It is
rules for dogfights set in the years 1914 to
recommended to have two d10 and three or
1930, covering the Great War, the Russian
more d6. Where the rules call for a d4 to be
Civil war and a dozen smaller wars,
rolled, a d6 can be used; just re-roll any ‘5’s or
insurrections and armed altercations during the
‘6’s until you get results in the range ‘1’ to ‘4’.
golden age of the biplane and early monoplane
fighter. The rules use a quasi 3D manoeuvre
Ground units/ground targets: if you plan to
system, whereby the action is fought out in 2D,
play ground attack scenarios, you’ll need
but with some representation of 3D air combat
something on the ground (or on the sea) to
manoeuvres. Game length is typically 6-12
shoot at, and possibly to shoot back at you.
turns. Playing time varies by game size,
Ideally these would be miniatures again, at the
scenario, and player experience. Generally it
same scale or smaller scale than the
can range from 30 minutes for a small, short
aeroplane, but they can be counters. Mounting
scenario with four aeroplanes to 3-4 hours for
is not important, just pay attention to the scale
a large, convention-style game with 6-12 flights
of the model and what each miniature, stand of
of aeroplanes on the table. Typical game
miniatures, or counter represents. As a guide a
length with experienced players, eight
typical ground target should be no bigger than
aeroplanes, and 6-8 turns, is an hour to an
an aeroplane model (with the exception of
hour-and-a-half.
ships).

Dice notation Suppression markers: use these to mark


ground targets (usually anti-aeroplane guns)
that have been hit and suppressed by an air
The game uses standard notation for dice and attack. Cotton balls or yellow markers are
die rolling. For example, “roll 2d10” means roll suggested.
two ten-sided dice, 3d6 means three six-sided
dice. Scores on 10 sided dice are taken as
1-10 (so for dice marked 0-10 the 0 is read as Aeroplane
10)
Aeroplanes are the primary units in the game.
Materials needed to play Each miniature or stand represents a single
aeroplane. Aeroplanes are usually grouped
together into sections or flights of two to four
Materials needed for playing are: aeroplanes. New players should generally
control one or two aeroplanes. Experienced
Aeroplanes: ideally these are miniature players can control without difficulty a flight of
aeroplanes, but cardboard counters or markers four aeroplanes, or two sections of two or three
can be used. The rules work best with 1/144th aeroplanes apiece.
or 1/300th scale aeroplanes, but other scales
can be used (models are available in 1/200th
and 1/600th as well). If used with 1/72nd scale Characteristics and ratings
models all movement and distances should be
doubled. Aeroplanes can be mounted on flight
stands or placed directly on the tabletop. Aeroplanes have a number of factors to
Whatever is used, you need to define the point describe them
where angles, arcs, and ranges will be
measured from. This can be the centre of the Max: maximum speed in inches. The distance
stand, the nose of the aeroplane, or some moved in each of the 2 phases (1” per 10
other point; just be consistent. knots of speed). Aeroplanes are likely to suffer
damage if they exceed this maximum speed.
Aeroplane/pilot rosters: these list the ratings
of the aeroplane and pilots in the game and Min: minimum speed in inches. The minimum
provide locations to mark off weapons and speed the aeroplane can travel (if forced to do
ammo as they are used, as well as to record so it stalls and may crash).

Vittorio Lucchetti (Order #34598054)


AIRWAR: 1918 (2nd edition)
Manoeuvre: Low, Medium, High, Extreme (L, reduced by 1 level and the aeroplane may not
M, H, EX), a measure of the aeroplane’s ability perform any manoeuvres; maximum speed is
to turn and perform manoeuvres. Aeroplanes reduced to the aeroplane’s minimum speed +2.
with an “n” suffix (for example “Ln”) are not
capable of performing Extreme Manoeuvres
(see later) Pilots
Power: the raw power generated by the
Pilots have a Gunnery Skill, expressed as an
aeroplane’s engines, affecting the ability to
increased number of Gun Dice for air to air
perform some manoeuvres and to change
gunnery. They may also have a Bombing Skill
speed.
which is applied to bombing attacks.
DP (Damage Points): the damage value of
the aeroplane. The aeroplane is crippled when Gunnery / Gun Dice Bombing
the number of damage points suffered equals Bombing Skill Modifier Modifier
at least half this value, and it is destroyed
when the number of damage points suffered Green -1d6 See
equals or exceeds this value. bombing
Poor No change rules
Gun Type: air to air weapons, usually machine Average +1d6
guns, but also including balloon busting
rockets, hunting rifles, darts and grenades. Good +2d6
Ace +3d6
Bomb: other equipment, usually bombs,
whose carriage will reduce the manoeuvrability
of the aeroplane, but could also a camera for Pilots also have a Pilot Skill which is applied to
an aeroplane on a photo reconnaissance their attempts to perform manoeuvres.
mission.
Pilot Skill Manoeuvre Modifier
Rockets Green -2
Poor -1
Some aeroplanes used incendiary rockets for
use against airships and balloons. If carried Average 0
they reduce maximum speed by 1, but do not
Good +1
reduce manoeuvrability.
Ace +2
“Loaded”
Advantages & flaws
Aeroplanes that are employed on air to ground
(optional)
bombing missions are designated as “loaded”
until they have dropped all of their bombs or
jettisoned them. Whilst loaded an aeroplane’s Players may modify their pilots and aeroplane
maximum speed is reduced by 1, its power by choosing Advantages and Flaws from the
and manoeuvrability are reduced by 1 level following list. For each Advantage chosen the
and it may not perform any manoeuvres. player must also choose one Flaw. Each
Advantage and Flaw may be chosen only
once.
“Heavily loaded”

Some aeroplanes are capable of carrying


torpedoes. These aeroplanes were heavily
overloaded whilst they were carrying their
heavy payloads. Torpedo aeroplane are
treated as “Heavily Loaded” whilst carrying
torpedoes, its power and manoeuvrability are
4

Vittorio Lucchetti (Order #34598054)


AIRWAR: 1918 (2nd edition)
Advantage
Order of play
Dead Eye +1d6 Gunnery Dice
Flying Natural +1 Flying Skill Each Turn consists of two phases:

Tuned Engine Increase max speed by 2 Phase 1


Racing Lines Improve Manoeuvrability Prep Segment
by one class • Select and apply speed changes using
Armoured If crew are affected by a power (unless stalled)
Cockpit critical hit roll a d6. On 4+ • Place manoeuvre cards *
the armour protects them • Roll for initiative
and they ignore the critical Move Segment
hit • Move all stalled aeroplane
• Test for and execute all movement or
Clever Reduce minimum speed
Aerodynamics by 1. manoeuvres in order of initiative (or
tailing). *
Fire Segment
• Resolve Light, Medium and Heavy
Flaw Archie fire
Double Vision -1d6 Gunnery Dice • Resolve air to ground attacks
• Resolve air to air and ground based
"What -1 Flying Skill MG fire
Mountain?"
Speed segment
Weak Engine Reduce max speed by 1 • Attempt stall recovery
• Resolve speed changes due to
Fiendish Flaps Worsen Manoeuvrability manoeuvre or stall recovery
by one class • Resolve excessive speed damage
Poor Reduce aeroplane’s
*Aeroplane below stall speed or having failed
Construction damage point rating by 2
to recover from a stall cannot move or
Duff Ammo Ignore one point of manoeuvre.
damage caused from
each gun attack Phase 2

Fragile Double any damage Prep Segment


received • Place manoeuvre cards *
• Roll for initiative
Unlucky Re-roll the first 6 (or 10)
rolled for any action Move Segment
during the turn • Move all stalled aeroplane
• Test for and execute all movement or
Note: some aeroplanes may have inherent manoeuvres in order of initiative (or
design features that are the same as tailing). *
advantages and flaws above. Note also that Fire Segment
flaws and advantages cannot be used to • Resolve Light, Medium and Heavy
improve or worsen manoeuvrability or power Archie fire
outside the limits of the rules. They may not be • Resolve air to ground attacks
selected; if players are electing to chose • Resolve air to air and ground based
advantages and flaws at random then they are MG fire
re-drawn.
Speed segment
• Attempt stall recovery
For example: a player flying a Sopwith Camel
• Resolve speed changes due to
selects “Racing Lines” at random; this would
improve manoeuvrability to greater than manoeuvre or stall recovery
• Resolve excessive speed damage
Extreme, so it is redrawn)

Vittorio Lucchetti (Order #34598054)


AIRWAR: 1918 (2nd edition)
*Aeroplane below stall speed or having failed initiative of the formation leader. The only
to recover from a stall cannot move or formations allowed are the Vic, Finger Four
manoeuvre. and Echelon.

The formation moves at the speed of the


Order of movement slowest aeroplane within it, and turns using the
lowest Manoeuvrability within the formation,
less one level. No manoeuvres may be made
To determine the order in which aeroplane by any aeroplane in the formation. Aeroplanes
move, roll a d6 and add the Pilot’s skill. in formation must stay within 3” of another
Subtract 1 if the aeroplane is travelling at less aeroplane in the formation, and the overall
than 6” per phase, or more than 12” per phase. formation must conform to the general
The result is the aeroplane’s Initiative Number. arrangements shown below.
Aeroplanes are moved in order of increasing
Initiative Number, starting from the lowest. In
the case of a tie, work through the following list Echelon
to determine which aeroplane moves first:

• Lowest pilot rating moves first


• Slowest aeroplane moves first
• Lowest manoeuvre rating aeroplane
moves first
• Most heavily damaged aeroplane
moves first
• Resolve by straight d6 die roll – no
modifiers, re-roll ties

“Tailing”

If, before movement, an aeroplane is in a


position where (a) it is within 12” and has the Vic
target in its front 30° arc and (b) it is in the
target’s aft arc (i.e. behind the target’s wing
line), it may opt to “tail” the enemy aeroplane
during movement. This means it executes its
movement immediately after the tailed
aeroplane, regardless of Initiative Number. It
also means that the tailing aeroplane may
attempt to change its selected manoeuvre to
match that of the target. If, when manoeuvres
are revealed, the tailing aeroplane wishes to
try to change manoeuvres, it rolls a d10. On a !
roll of 7+ (+/- pilot skill) it may change its
selected manoeuvre to that of the target. Note Finger four
it must still then roll to perform the manoeuvre
as normal. Note also that tailing aeroplane are
moved immediately after the aeroplane which
they are tailing, so they may find themselves
disadvantaged with respect to other
aeroplanes moving later.

Formations

Instead of flying independently, aeroplanes


may fly in formation. All aeroplanes in the !
formation move at the same time, using the

Vittorio Lucchetti (Order #34598054)


AIRWAR: 1918 (2nd edition)
It moves at 12 in the first phase. During that
Movement phase it successfully completes a Barrel Roll
(see below) so its speed is reduced by 3. It
therefore moves 9 in the second phase.
Aeroplanes move at one inch per 10 knots of
speed in each phase (so an aeroplane at 110
knots moves eleven inches each phase).
Movement and turning

Speed changes A normal move follows the sequence: half-


move, turn, half-move, turn. When performing
An aeroplane may change speed as follows at a normal move, an aeroplane moves straight
the beginning of each complete turn forward half its move in its current direction,
then changes direction (i.e. turns) if desired. It
then moves forward in its new direction for the
Low power aeroplane +2/-4” per turn other half its movement, and then turns again if
Medium power aeroplane +4/-4” per turn desired.
The maximum amount that an aeroplane may
High power aeroplane +6/-4” per turn change direction after each half-move is
limited by its manoeuvre rating. There are four
manoeuvre ratings: L = Low, M = Medium, H =
Speed changes using engine power cannot be High, E = Extreme. A turn and arc template is
used to increase speed above the aeroplane’s provided as a play aid. To use the turn
maximum. Other speed changes may result template, align the heavy arrow with the
from performing manoeuvres. These are aeroplane’s current direction. The aeroplane
resolved at the end of each phase and may may then change direction (rotate in place) up
result in an aeroplane’s speed exceeding its to the line marked with the letter of the
maximum. aeroplane’s manoeuvre rating. The aeroplane
can turn up to its full turn amount after each
For example: a Bristol F2B begins the turn at half move.
a speed of 8. It is a Medium power aeroplane
so it may increase speed by +4, which it does.

Vittorio Lucchetti (Order #34598054)


AIRWAR: 1918 (2nd edition)

(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.

Vittorio Lucchetti (Order #34598054)


AIRWAR: 1918 (2nd edition)
Failure – aeroplane moves as described effectively remains in position but is turned
above, but turns 60 degrees away from line of through 180 degrees. Speed reduced by 2.
flight, speed reduced by 6. (Note: the “Immelmann” manoeuvre is similar
to a wingover but not exactly the same.
Barrel Roll and Turn (DR 5): the aeroplane However, in game terms the results are
moves half distance at 60 degrees to flight practically the same)
path and may make a 60 degree turn after
movement in either direction. Speed reduced Failure – the aeroplane makes a half move
by 4. Incoming fire attracts a negative modifier. straight ahead, then is turned to face a random
heading and becomes stalled. Incoming fire
Failure – aeroplane moves as described attracts a bonus.
above, but turns 60 degrees away from line of
flight, speed reduced by 6.
Stalling
Break Right or Left (DR 5): the aeroplane
moves normally and may turn at two If speed changes or a failed manoeuvre
manoeuvre levels higher than it is rated i.e. a reduces the aeroplane to below its minimum
successful break turn adds 30 degrees to each speed the aeroplane stalls and loses the ability
of the two turns. For H and E aeroplane, use to fly (hopefully temporarily!). The aeroplane is
the turn rates marked HBT and EBT moved randomly at the start of each phase as
respectively. Incoming fire attracts a negative if it were performing a failed Falling Leaf
modifier. manoeuvre.
Failure – aeroplane cannot make additional Stall recovery is attempted at the end of the
turn, speed reduced by 1d6. phase. Roll a d10, adding pilot skill.
Falling Leaf (DR8): this is an extreme tactic On a score 4 or more the aeroplane recovers,
often used to evade a superior enemy. The may fly normally next phase its starting speed
aeroplane is deliberately thrown into a spin. Its being its stall speed). If it scores 3 or less the
effects are a little uncertain. Roll a d6 to aeroplane remains stalled, roll another d10. If
determine the direction in which the aeroplane the score is 2 or less the aeroplane loses
moves. Roll another d6 to determine the control and crashes.
number of inches moved in that direction.
Having completed this movement the
aeroplane may be turned to face any heading. Exceeding maximum speed
An aeroplane may NOT fire in a phase in
which it performs a Falling Leaf. Incoming fire
If an aeroplane exceeds its listed maximum
attracts a negative modifier. Speed is reduced
speed (either through power dives or having its
to the aeroplane’s minimum speed.
maximum speed reduced by damage) there is
a chance that it will take additional damage.
Failure – as above but at the end of movement
the aeroplane is turned to face a random
Roll a number of d6 equal to the excess
heading (roll a third d6). The aeroplane is now
speed. Apply the pilot’s skill to each die. One
stalled. Incoming fire attracts a bonus.
point of damage is taken for each roll of 3 or
less. If any damage is caused roll on the
Loop (DR5): the aeroplane is flown through a
Additional Damage table.
loop. This effectively places the aeroplane
back at its starting point, so the model is not
For example:. a Nieuport 28 with 5 damage
actually moved. Speed reduced by 2.
points is travelling at speed 13 when it suffers
3 damage points during the firing phase. It has
Failure – aeroplane remains in position but is
lost more than half of its original damage
turned to face a random heading and the
points, so this reduces its maximum speed to
aeroplane is stalled. Incoming fire attracts a
11 (see Heavy Damage below). Its excess
bonus.
speed is 2 so 2d6 are rolled. The pilot is an
Ace (+2). The die rolls are 1 and 3, modified to
Wingover/Immelmann (DR5): the aeroplane
3 and 5 respectively. The Nieuport suffers
flies forwards, climbs and flips quickly,
another 1 damage point due to excessive
reversing course and diving. The model

Vittorio Lucchetti (Order #34598054)


AIRWAR: 1918 (2nd edition)
speed, and another roll has to be made on the Gun Type Range Gun Dice
Additional Damage table. per Gun
37mm cannon 12” 1d6 – each hit
Firing (see note below) causes 2d6
damage
Unless stated on the aeroplane’s data table, 20mm cannon 12” 2d6 – each hit
each aeroplane can fire only one weapon (or causes 1d6
group of weapons – all fixed forward firing damage
machine guns are treated as a single group)
once each phase for each crewman in the Heavy Machine 12” 5d6
aeroplane. Gun

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

Modifiers are applied by altering the number of


dice thrown (round numbers of dice up – a
minimum of 1d6 is always rolled).

10

Vittorio Lucchetti (Order #34598054)


AIRWAR: 1918 (2nd edition)

Condition Modifier given in the data tables. The following table


gives generic values that can be used for
Gunnery Skill Add indicated dice aeroplane types that are not included.
Firing from within 4” Add 2d10 Typical Damage Values
Shooter is in target’s Halve dice*
front arc, i.e. in 180 Size DV
degree arc ahead of
the target’s wing line Very Small 4
(fixed guns only) Small fighter, Lightly built fighter 5
Target stalled or Add a d10 Medium Fighter 6-7
failed manoeuvre
where an incoming Heavy Fighter, bomber 8-9
fire bonus is
indicated (Loop, Heavy Bomber 10-15
Immelmann, Falling
Leaf) These are typical values for a 1914-1918 era
aeroplane. For post war designs these may be
Target successfully Halve dice*
increased slightly due to improved design and
performs Jink, Barrel
construction methods.
Roll, Barrel Roll and
Turn, Break Right or
Left, Falling Leaf Crippled aeroplanes
Firer performs Loop, Halve dice*
Wingover, Barrel If an aeroplane loses at least half of its
Roll, Barrel Roll and damage points it becomes crippled. It suffers
Turn, Breaks Right the following effects:
or Left, (whether
successful or not) • Its manoeuvrability rating drops 1 level
• The pilot loses all his gunnery bonuses
Firer is Crippled Halve dice* • Maximum speed is reduced by 2.
Firer performs No firing possible
Falling Leaf Additional damage
* round numbers of dice up
Each time an aeroplane is hit and it loses
Jammed guns damage points the player should roll a d10 to
see what additional damage has been caused:

A machine gun jams if the number of 1s rolled


exceeds the number of 6s. Determine Die Roll Additional Damage
randomly from those guns which were firing to 1-3 No extra damage
decide which gun is jammed. That gun cannot
fire until it is cleared. Rolling to clear a jammed 4 Fuel lines damaged: the
gun takes place at the same time as stall aeroplane must leave the table
recovery. Gun clearance cannot take place if across a friendly table edge
the aeroplane performed any manoeuvres. within 1d6 turns. If it fails to do so
Roll a d10, adding pilot skill. If the result is 6 or it decelerates 4” every phase, it
more the gun is cleared, otherwise the gun may not accelerate, nor may it
remains jammed. perform any manoeuvres.
5 Gun KO: one gun may no longer
Aeroplane damage be fired
6 Bomb release damaged: bombs
The number of damage points that an may no longer be dropped or
aeroplane can absorb before it is shot down is jettisoned

11

Vittorio Lucchetti (Order #34598054)


AIRWAR: 1918 (2nd edition)

7 Engines damaged: reduce Crewman hit


maximum speed by 1.
8 Engines damaged: reduce If a crewman is hit on the Additional Damage
power level by 1. Single engined table, roll 1d10 and consult below:
aeroplanes roll an additional d6 –
5+ means the engine is lost and
the aeroplane crashes! Die Roll Result

9 Struts damaged: reduce 1 Pilot killed: aeroplane crashes


manoeuvrability by 1 level (but see note below on co-pilots)
2 Gunner killed.
10 Crewman hit: see crewman hit
table below. 3-6 Pilot wounded: reduce
manoeuvrability by 1, lose
1: pilot killed, aeroplane crashes gunnery bonus. Roll a d6 each
turn; on a roll of 6 the pilot breaks
2: gunner killed off and must attempt to leave the
table. Two wounds results in the
3-6: pilot wounded; Reduce pilot being killed and the plane
manoeuvrability by 1, lose crashing. (Note: if the aeroplane
gunnery bonus. Roll a d6 each has a co-pilot it is assumed that
turn; on a roll of 6 the pilot breaks he takes over; the plane will
off and must attempt to leave the crash if both pilot and co-pilot are
table. Two wounds results in the killed).
pilot being killed and the plane
crashing. (Note: if the aeroplane 7-10 Gunner wounded: lose gunner
has a co-pilot it is assumed that bonus and no firing from rmg.
he takes over; the plane will
crash if both pilot and co-pilot are Crewmen that are wounded twice are killed.
killed.
If the aeroplane is a single-seater the pilot is
7-10: gunner wounded – lose automatically hit.
gunnery bonus.

Crewmen that are wounded twice Ammunition


are killed.

If the aeroplane is a single seater Each aeroplane carries only enough


the pilot is automatically hit. ammunition for six turns of gunnery.
Aeroplanes equipped with rockets may use
them once only (historical note: these were
really intended to be used against balloons
and airships, but are included here more for
ahistorical games set in fictional environments,
or to test out the use of rockets in the WWI
environment).

Ground attack

Air War: 1918 is primarily a game of air-to-air


combat. However, players love to drop
explosives on things that are on the ground or
on the sea, and air defences such as machine
guns and heavy anti aeroplane artillery can
give them something to think about as well!

12

Vittorio Lucchetti (Order #34598054)


AIRWAR: 1918 (2nd edition)

Strafing and rockets Torpedoes

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.

Bombs and depth charges Damage to ground & sea


targets
To bomb a target that aeroplane must fly over
the target at a speed of 14 or less. The Ground and Sea targets can take the following
bombing aeroplane must not perform any amount of damage before they are destroyed
manoeuvres during the phase. or rendered ineffective
The Data Tables indicate the number of Bomb
Dice that an aeroplane may carry. Roll the Target Damage Notes
indicated type of dice for each Bomb Dice (for to KO
example, an aeroplane with 3 Bomb Dice is
Infantry Group, 3
flown by an Average pilot; it rolls 3d10; the
Artillery or AA
same aeroplane with a Good pilot rolls 3d6).
gun
On a roll of 1 the bomb lands somewhere near
the target, causing 1d6 hits. Truck Group 2
Tank 4
Bombing Skill Dice Used
Building 4-6 Ignores
Green, Poor D20
machine gun
Average D10 damage

Good D8 Bunker 6

Ace D6 Patrol Boat, 3-5


Coastal Motor
or Boat
Note: aeroplane bombs were quite ineffective
against metal ships in this era. Consequently Small Ship or 6-10 Ignores
each bomb hit only does one point of damage, Submarine machine gun
not 1d6 as normal, unless the target is a damage
wooden vessel or a patrol boat
Medium Ship 10-20 Ignores
Aerial depth charges use the same rules as machine gun
bombs. They may only be used against damage
submarines. Unlike bomb attacks on ships
they cause 1d6 hits if the attack is successful.

13

Vittorio Lucchetti (Order #34598054)


AIRWAR: 1918 (2nd edition)

Large Ship 20-30 Ignores “Flaming onions”


machine gun
damage
German Medium and Heavy AA guns could fire
Very Large 30-50 Ignores incendiary shells, known colloquially to RFC
Ship machine gun pilots as “flaming onions”. As well as causing
damage severe damage to an aeroplane that they hit,
they could pose a severe distraction to pilots of
aeroplane close to the point at which they
Suppression exploded.

Rather than being aimed at an aeroplane,


AA guns which are hit by air to ground fire and
flaming onion rounds are aimed at a point in
which suffer at least one point of damage are
the air. Roll a d6. On a score of 1-3 the round
suppressed. Suppressed guns cannot fire in
explodes the indicated number of inches past
the current phase or the following phase.
the chosen point (extend the line of fire from
Suppressed guns are marked with a cotton
the firing gun past the point of aim). On a 6 the
bud or similar marker.
round explodes at the point chosen. On a 4 or
5 the round fails to go off and is ignored.
“Archie” (AA fire)
If an aeroplane is within 1” of the point of
detonation it takes damage from the gun as
Anti-aeroplane machine guns are treated the normal. If a round detonated within 1” of a
same as for air to air fire, essentially being balloon the balloon is automatically destroyed.
treated as immobile aeroplane. All modifiers
are used except the modifier for shooting from If any aeroplane has a flaming onion
ahead, which is ignored. Machine guns cause detonation in its front arc (within 90 degrees of
1 point of damage for each hit scored. straight ahead) the pilot may be distracted.
Roll a d6 and add the pilot’s skill level. On a
Light, Medium and Heavy guns roll a single d6 roll of 4 or less the pilot is distracted. Gun or
– if the roll is a 6 then the shells have burst bomb dice for any attacks made during this
close to the target; roll the indicated number of phase are halved, and the pilot may not make
d6 and this is the number of hits scored. Halve any manoeuvres next phase.
the number of damage points if the target
a e r o p l a n e i s a H i g h o r Ve r y H i g h Use of flaming onions was limited and so the
manoeuvrability aeroplane. number of shells available to an AA gun should
be limited to 1 or 2 only.
Infantry sections firing at aeroplanes flying at
low altitude roll a single d6 and on the score of
6 roll 1 d3 to see the number of hits scored. Balloons

AA gun table Observation balloons were a favourite target of


WWI aviators, although they did tend to be
surrounded by potentially formidable archie
Gun Type Range Gun Dice defences. Observers were often provided with
parachutes and jumped to safety as soon as
Infantry section* 6” 6 / 1d3 attacking aeroplane were sighted, which was
Machine Gun 12” 3d6 also the point at which the ground team would
begin to haul the balloon down to safety.
Light AA 8” 6 / 1d6
The most common type of German balloon
Medium AA 10” 6 / 2d6 was the “Drache”, also known to Allied pilots
as the “Sausage”. Balloon busting appears to
Heavy AA 12” 6 / 3d6
have been a particular sport of Allied pilots,
* target undertaking low altitude move. although allied balloons were also targeted by
their German and Austrian opponents.

14

Vittorio Lucchetti (Order #34598054)


AIRWAR: 1918 (2nd edition)
Because of the nature of balloon installations
and defences they make ideal subjects for solo Exploding balloons
play. Alternatively a balloon site may have a
flight of defending aeroplane as well as ground Balloons which ignite as a result of hits from
based defences incendiary machine gun rounds or rockets will
explode in a blaze of (short lived) glory. This
It takes 6 turns to haul down a balloon, during can pose a severe danger to nearby
which the balloon is vulnerable to aeroplane aeroplane. The danger zone extends for 6”
fire. On the 7th turn the balloon is assumed to around the balloon; this zone exists during the
have reached safety. movement phase following the gunnery phase
in which the balloon was destroyed. Any
Firing at balloons aeroplane that flies through that zone may be
damaged; roll 2d6 and subtract 2. The result is
the amount of hits scored on the aeroplane.
Balloons have 30 damage points, making them
difficult targets to shoot down using
conventional machine gun fire. Aeroplane may Airships and Zeppelins
be armed with incendiary bullets which may
ignite the hydrogen gas in the balloon. If
These follow the same rules as balloons with
incendiaries are used roll a d6 for each hit
the following exceptions.
scored. On a roll of 6 the hydrogen ignites and
the balloon is destroyed. Note that machine
Airships have between 60 and 200 hit points
guns using incendiary ammunition may NOT
(they are incredibly difficult to shoot down by
be used to shoot at aeroplane (this was
gunfire). They roll for hydrogen ignition each
banned under the St Petersburg Convention
time a multiple of 20 hits is passed (e.g. 20,
and implied as illegal under the Hague
40, 60 etc.)
Convention; it was also considered unsporting
and therefore wasn’t done; whilst this rule was
Historical note: helium filled airships (which
obviously abrogated on many occasions its
were extremely rare, and limited to US service
inclusion here as a hard and fast rule limits its
after WWI) do not roll for hydrogen ignition.
use). Conventional machine guns may also
cause hydrogen ignition, resulting in the
They have discrete locations for engines,
balloon bursting into flames. However, in this
machine gun posts and the control cabin. Each
case the d6 roll is only made after the balloon
location has 6 hit points (the control cabin has
suffers its 20th hit.
10). These locations may be targeted
individually. Hits inflicted on these locations are
Rockets also added to the overall total.

The airship is considered lost if any of the


Some aeroplanes, notably French types, were following apply:
able to carry a pair of incendiary rockets for
use against balloons. These have a maximum • All engines are knocked out.
range of 10”. To hit roll a d6 and add 4. If the • The control cabin is knocked out.
result is equal to or greater than the range the • The airship is ignited by incendiary
rocket has hit. Roll a d6 for effect rounds or rockets

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

Vittorio Lucchetti (Order #34598054)


AIRWAR: 1918 (2nd edition)
Each squadron consists of 1d3+6 aeroplane,
Takeoff and landing each of which comes with a pilot and (for two
seat aeroplane) an observer.
In some scenarios an aeroplane may begin the
game on the ground. To take off the aeroplane
is pointed into the wind (within 60 degrees). Pilot skill levels
Note: wind direction must be specified at the
start, or the wind can be chosen as “still” in
which case any direction is allowable). The Roll a d6 for each pilot and observer to
aeroplane spends one phase making its determine their starting Skill levels:
takeoff run (moves at minimum speed). In the
following phase the aeroplane is airborne with Die Roll Result
a starting speed equal to its minimum speed.
From this point on it moves normally. 1 Poor
2 Poor
To land the same restrictions on wind direction
apply. Landing takes three phases to 3 Average
complete. The aeroplane must spend two
phases at its minimum speed, during which the 4 Average
pilot may not fire or make any manoeuvres. On 5 Average
the third phase the aeroplane is on the ground,
moving at its minimum speed. The aeroplane 6 Good
comes to rest at the end of the third phase.

If landing on a prepared airfield or on calm sea Campaign duration


(in the case of a seaplane) the landing is
automatically successful. If landing on open
ground the plane is damaged on a d10 roll of 3 Decide how many days the campaign will be
or less (add pilot skill). If the aeroplane lands fought over. This will typically be a week or
on rough ground or a rough sea it is two, representing aerial activity during a wider
automatically damaged. If an aeroplane is land operation (e.g. “the Big Push”)
damaged on landing roll a d6 for each member
of the crew; they are unharmed on a 1-3, The campaign day
wounded on 4,5, and killed on a 6.

Each day of the campaign comprises two


Campaign system parts, the Morning and Afternoon. At the start
of each part the players roll to determine
whether they have been ordered by their Wing
Aerial wargaming set in the Great War seems Commanders to complete any particular
to be far more popular as a campaign than missions. They may also assign aeroplane to
later periods, perhaps because of the relative patrols.
simplicity (or maybe just because everyone
wants to fly with Biggles and Algy! ). Air War: Roll a d10 and a d6. If the d10 roll is 6+ (5+ if
1918 is no different in presenting its own WWI the morning mission was a Photo
campaign system. Reconnaissance) then a specific mission is
called for:
Campaign set up

Each side has two squadrons of aeroplane.


The first is a fighter squadron, the second a
composite squadron of two seat recce and
bomber aeroplanes. The types of aeroplane
selected will depend upon the front in which
the campaign is taking place.

16

Vittorio Lucchetti (Order #34598054)


AIRWAR: 1918 (2nd edition)

Die Morning Afternoon enemy aeroplane that are undertaking specific


Roll Mission Mission missions or that are themselves on patrol.
Aeroplane on specific missions may also
1 Trench Trench encounter enemy aeroplane on their own
Strafing Strafing specific missions.
2 Artillery Photo As a result of their choices a player may have
Spotting Reconnaissance a Mission, a Patrol, a patrol or a Mission or
3 Photo Artillery nothing in the air.
Reconnaissance Spotting
There are no limits to the number and type of
4 Photo Artillery aeroplane that can be assigned to a mission
Reconnaissance Spotting other than noted above. However, aircrew who
take part in two missions a day will have their
5 Bombing Bombing Skill Levels reduced by 1 in the second
Mission Mission mission and on the following day. In addition,
6 Bombing Bombing any aeroplane that suffered more than 1 point
Mission Mission of damage, or which suffered any Additional
Damage are not airworthy and are either
consigned to the hangar or sent to a depot for
Having determined the missions to be flown for repair (there is no distinction between the two
the day players may then assign aeroplane to in the rules); they are unavailable until they are
those missions. Each mission has its own fixed.
requirements for numbers and types of
aeroplane. Once aeroplane and aircrew have been
assigned to their missions roll for a random
Mission Type Aeroplane event. This could be good or bad, or may even
Requirements call for a special mission to be completed, over
riding the previous mission plan.
Patrol Any armed aeroplane
Trench Strafing Any aeroplane with a Random events
fixed forward firing
machine gun
Each side rolls a d6 and a d10. If the d6 score
Artillery Spotting Two seat recce is a 6 then use the d10 to determine the
aeroplane random event
Photo Two seat recce
Reconnaissance aeroplane D i e Event
Roll
Bombing Mission Any aeroplane with a
Bomb Dice rating 1 Accident: one aeroplane selected at
random is involved in an accident. It
Balloon Busting* Any armed aeroplane. takes 2d6 damage points. If this
exceeds its damage points it is
Bomber Escort* Any armed aeroplane wrecked. Roll a d6 for each
aircrewman. On a 1-4 they are
* These are Special Missions, arising from
wounded. On a 5 or 6 they are killed
Random Events (see below).
2 Shortage at the depot: no
Photo reconnaissance and Artillery spotting replacements are available today
missions are flown by a single recce
aeroplane. Others may accompany it but only 3 Seasoned campaigner: the next
in a capacity as escort; Fighters may also be replacement pilot that is received is
assigned to a mission to provide close escort. automatically Good

In addition to these specific missions players


may also assign aeroplane to a Patrol mission.
Aeroplane on Patrol are likely to encounter

17

Vittorio Lucchetti (Order #34598054)


AIRWAR: 1918 (2nd edition)

4 Surprise: the next time the player Replacement aeroplanes


attempts a mission in the face of an
enemy Patrol that patrol is delayed
off table for 1d6 turns If a plane is shot down or damaged in the
morning’s action and is scheduled to fly again
5 Bad weather: all flying today is in the afternoon it may be possible to replace
cancelled that aeroplane. Roll a d6. On a roll of 1 no
6 Flash of inspiration: one pilot, replacement aeroplane is available (all other
determined at random, advances one planes are undergoing maintenance, or the
level. pilots are “otherwise engaged”), otherwise an
aeroplane and pilot of the players choice may
7 Mechanical failure: one enemy be substituted for the lost aeroplane and crew.
aeroplane suffers an engine fault and
must return to base. Announce this at
the start of the scenario. One enemy Determine encounters
aeroplane is removed from play
As a result of their orders and patrol choices
8 Luck of the Irish: the player may re-
each player may have a Patrol, a Mission, a
roll one die roll (their own or an
combination of both or nothing in the air. Cross
enemy’s) during the game
reference the players’ combination of missions
9 Special Mission Balloon Busting: and patrols to determine the actions that are
one mission of the day is replaced fought out. It does not matter which player is
with a Balloon Busting mission. “Player A” or “Player B”.

10 Special Mission Bomber Escort:


(occurs only once per game). All of
the side’s missions for the day except
Patrol missions are cancelled. Patrol
missions may be cancelled if desired.
Instead, a Photo Reconnaissance
mission must be flown against a vital
target behind enemy lines, following
which a heavy bomber must be
escorted to attack the target.

18

Vittorio Lucchetti (Order #34598054)


AIRWAR: 1918 (2nd edition)

Player A Nothing Mission Patrol Mission + Patrol


Player B
Nothing No action Resolve mission No action Resolve mission,
Patrol takes no
part
Mission Resolve Mission Roll a d6: Resolve mission, Roll a d6:
1-3 : Resolve both patrol enters and 1-3 : Resolve both
missions on same engages mission missions on same
table. table, patrol enters
4-6 : Resolve
4-6 : Resolve
missions on
missions on separate separate tables.
tables Patrol engages
opponent’s mission

Patrol No action Resolve mission, Patrols engage Resolve mission,


patrol enters and both patrols enter.
engages mission
Mission + Resolve mission, Roll a d6: Resolve mission, Roll d6.
Patrol patrol takes no 1-3 : Resolve both both patrols enter 1,2: Resolve both
part. missions on same missions on same
table, patrol enters table, both patrols
4-6 : Resolve enter
3,4: Resolve
missions on separate
missions separately,
tables. Patrol enemy patrols enter
engages opponent’s 5,6: Resolve
mission missions separately.
Both sides roll a d6,
low scorer decides
which table their
patrol fights on, then
the high roller does
the same.

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

Vittorio Lucchetti (Order #34598054)


AIRWAR: 1918 (2nd edition)
gun. Up to 8 Dummy markers may be placed may be set up within 8” of the balloon. Up to 8
on the table. The identity of a marker may be Dummy markers may also be placed on the
revealed if an enemy aeroplane flies within 6”; table.
Roll a d6 and add 1 if the aeroplane is a 2 seat
observation aeroplane. The identity of the If the battle to be fought out is a Patrol vs.
marker is revealed on a roll of 4+ (unless of Patrol encounter (no missions being
course it is real gun and the owning player conducted) roll a d6. On a 1-2 the action is
decided to open fire!). fought over the Front Line, with both sides
deploying AA guns as above. On a 3+ the
Any aeroplane lying at low altitude over the mission is fought over clear ground away from
Front Line or enemy territory may be shot at by the Front Line – no AA guns are deployed.
enemy infantry. For each phase at low altitude
roll 1d6. If a 6 is rolled the aeroplane will be
shot at by 1d3 enemy infantry sections. Mission objectives

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

Mission Aeroplane Objective


Patrol Any armed There are no specific requirements other than to patrol the
aeroplane can table and engage the enemy
take part.

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.

Photo Two seat recce


Reconnaissance aeroplane. The objective is placed by the enemy player; it must be on
the enemy’s side of the Front Line, at least 12” from either
corner and more than 8” from a table edge. The recce
aeroplane must pass directly over the objective and then
must exit over a friendly table edge to succeed.

If this mission is flown as the morning element of a


“Bomber Escort” mission use the target description in the
“Bomber Escort” box below to determine the setup.
Bombing Any aeroplane The objective is placed by the enemy player; it must be on
Mission with a Bomb Dice the enemy’s side of the Front Line, at least 12” from either
rating. corner and more than 8” from a table edge. The bombing
aeroplane must pass directly over the objective. The target
must be destroyed.

20

Vittorio Lucchetti (Order #34598054)


AIRWAR: 1918 (2nd edition)

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.

Victory points Day’s end

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)

Pilot, Bomber or Prerequisite Die Roll Needed on Modifiers


Observer Skill D10 to Advance
Green or Poor to Survive a Mission 6+ +1 for each aeroplane they
Inexperienced have shot down during the
day
Inexperienced to Survive a Mission 7+ +1 for each aeroplane they
Average have shot down during the
day
Average to Survive a Mission & 8+ +1 for each aeroplane they
Experienced must have shot down 1 have shot down during the
aeroplane in career day
Experienced to Ace Survive a Mission & 9+ +1 for each aeroplane they
must have shot down 3 have shot down during the
aeroplane in career day

21

Vittorio Lucchetti (Order #34598054)


AIRWAR: 1918 (2nd edition)

Battle damage repair Score Result


1 - 1.2 Narrow victory
At the end of the day aeroplane that have been 1.2 - 1.5 Clear victory
damaged are sent for repair. Roll a d10 for
each Squadron. The result is the number of 1.5 – 2.0 Decisive victory
damage points that can be repaired overnight.
Roll a d6. The result is the number of >2 Crushing victory
Additional Damage effects that can be
removed (apart from wounded crewmen – see
below) Models

Wounded crewmen AirWar: 1918 can be played with miniatures


from any scale 1/72nd through to 1/600th (and
Wounds take longer to heal than aeroplane even smaller for those with great eyesight and
take to fix. Wounded crewmen are out of a steady paintbrush!). Most gamers will opt for
action for 1d6 days. either 1/72nd, 1/144th or 1/300th depending on
how much table space they have available.
Reinfocements The following list of model manufacturers is not
exclusive but will prove a fertile hunting ground
The established number of aeroplanes in each for most gamers needs. If a manufacturer is
squadron is ten, but for various reasons it is not on this list it doesn’t not mean we do not
likely to be less than this (and indeed recommend their models or dislike them or
squadrons will probably start the campaign whatever, it is just an oversight on our part.
with less than this number). Roll a d10. If the
result is equal to or greater than the current Airfix
number of aeroplane in the squadron a NavWar
replacement aeroplane has arrived from HQ Nexus
(generally this will be the same type as the rest Revell
of the aeroplane in the squadron). Note that it Red Eagle Miniatures
is possible for a squadron to have more than Reviresco
ten aeroplanes. Shapeways

Use the same procedure to determine whether


any additional aircrew are received (resolve Designer’s notes
separately for pilots and observers). Roll a d6
for each additional crewman. On a roll of 1-3 Air War: 1918 is the second in Wessex
they are Green, otherwise they are Poor Games’ air war series, and follows on from Air
(newly qualified from the depot!) War: C21. The pace of 1918 is slower than its
JP10 fuelled predecessor, but there are a
Campaign victory number of period-specific elements and quirky
aeroplane that keep life just as interesting. Just
like C21, the requirement was for a game that
Once the end of the campaign has been met the “5 minute rule” for explanation and the
reached determine the victor. The higher “45 minute rule” for game play. This has been
scoring player is victorious. The ratio of scores achieved for basic game play, although the
determines the scale of victory. Divide the introduction of ground attack, balloons and
winner’s total by the loser’s total: airships will increase the level complexity a bit,
and will take longer to explain.

New players, or seasoned vets with some


spare time on their hands, are able to conduct
solo missions against balloons. The static
nature of a balloon installation coupled with

22

Vittorio Lucchetti (Order #34598054)


AIRWAR: 1918 (2nd edition)
ground defences makes it an subject for a solo New rules for take off and landing have been
scenario. added since these seemed an important (albeit
small) part of actions of the period (or at least
This second edition as been borne out of one would get that impression from reading
similar work to develop the second edition of Biggles!) Stats for many additional aeroplane
C21. The changes in this edition are not so have been developed, although space
marked as in C21, comprising mainly a general limitations have precluded all of them being
tidying up of the text, and a streamlining of included in the rules; those that didn’t make
mechanisms. The new C21 turning system has the cut will be appearing on the WG Historical
been applied, making movement smoother. Yahoo group..
Some of the debilitating effects of damage
have been reduced slightly to better reflect We are indebted to Paul Minson (for
“graceful degradation” of these less spearheading the drive to C21 2nd Edition)
sophisticated machines. A new short section and Nowfel Leulliot (for prodding me into doing
has been added to cover torpedo attacks on the same for 1918!), and also to Captain W E
surface ships, and depth charge attacks on Johns for writing the books that got us started
submarines. Additional rules and weapons down this route many years ago!
have been added to cover specific actions of
the period, such as balloon busting missions. David Manley

23

Vittorio Lucchetti (Order #34598054)


AIRWAR: 1918 (2nd edition)

Aircraft ratings

Austro-Hungary

Speed
Name Min Max Man Power DP Gun Bomb Notes Year

Aviatik B.I 3 6 M L 5 unarmed 1 2 seater recce 1915

2 seater recce. Later


Aviatik B.II 3 6 M L 5 unarmed 1 1915
models have 1rmg

Aviatik B.III 3 7 M M 5 1rmg 1 2 seater 1915


2 seater, recce. mg has
360 degree coverage
Aviatik C.I 4 8 M M 6 1mg (actually 2 guns, but 1915
both manned by the
observer)

Later aircraft may


Aviatik D.I 4 12 H M 6 1mg 1917
have 2mg
Lloyd C.I
3 7 M L 5 unarmed 2 seater observer 1914
(Series 41)
Lloyd C.II
4 8 M L 5 1rmg 2 seater 1915
(Series 42)

Lloyd C.III 1fmg,


4 9 M M 6 2 seater 1916
(Series 43) 1rmg

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

Lohner B.IV 4 9 M M 5 1rmg 2 seater recce 1915

Lohner B.VI 4 10 M M 5 1rmg 2 seater recce 1916

Lohner B.VII 4 10 M M 6 1rmg 2 seater recce 1915

Lohner C.I 4 9 M L 5 1rmg 2 seater recce 1916

Lohner E 3 6 M L 4 1mg Seaplane 1914

Lohner L 3 6 M M 4 1mg Seaplane 1915

Oeffag S.253 4 12 H M 5 2mg Fighter 1917


2 seater recce 110lb
Phönix C.I 4 11 M M 6 1mg 2 1918
bombs

Phönix D.I / D.II 4 12 M M 6 2mg Fighter 1918

1mg,
Sablatnig SF3 4 10 M L 5 Seaplane 1917
1rmg

Sablatnig SF4 4 10 M M 5 2mg 2 seater tri-seaplane 1917

24

Vittorio Lucchetti (Order #34598054)


AIRWAR: 1918 (2nd edition)

Speed
Name Min Max Man Power DP Gun Bomb Notes Year

1mg,
Sablatnig SF5 4 10 M M 6 Seaplane 1917
1rmg

1mg, 2 seater recce. 1rmg


Ufag C.I 4 14 M H 7 1918
1rmg could be 2rmg

Czechoslovakia

Speed
Name Min Max Man Power DP Gun Bomb Notes Year

Aero A.11 4 14 M M 7 1mg 4 2 seater recce 1923

Avia B-21 4 15 H H 7 2mg 1926

1mg, 2 seater recce. 1rmg


Letov Sm-1 4 12 M M 7 4 1921
1rmg could be 2rmg

Denmark

Speed
Name Min Max Man Power DP Gun Bomb Notes Year

Hawker Dancock 4 14 H H 7 2mg 1926


2 seater. Bombs may
1mg,
Hawker Dantorp 4 12 M M 8 4 be replaced with 1 1925
1rmg torpedo

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

Caudron G.III 4 8 Ln L 7 1fmg 2 2 seater 1914

1fmg,
Caudron G.IV 4 8 Ln M 8 3 2 seater 1915
1rmg

Caudron G.VI A.2 4 10 M M 7 2rmg 2 2 seater 1916

2fmg, Pilot, forward gunner,


Caudron R.4 4 9 M M 8 3 1915
2rmg rear gunner

Pilot, forward gunner,


1fmg, rear gunner. Both
Caudron R.11 4 12 Ln M 10 8 machine gun positions 1918
1rmg
could be doubled.

25

Vittorio Lucchetti (Order #34598054)


AIRWAR: 1918 (2nd edition)

Speed
Name Min Max Man Power DP Gun Bomb Notes Year

1mg,
Dorand AR-1 4 11 H M 6 2 seater 1916
1rmg

Farman MF.7 3 6 Ln L 3 1fmg 1 2 seater 1913

Farman MF.11 3 7 Ln L 4 1 fmg 3 2 seater 1914

Farman HF.20 3 7 Ln L 4 1 fmg 1 2 seater spotter plane 1914

Farman HF.27 3 7 Ln M 4 1 fmg 1 2 seater spotter plane 1915


Produced primarily for
Farman F.30A 4 10 M H 5 2mg 1916
Russia

Farman F.40 4 7 Ln L 6 1dmg 2 1916

Farman F.50 4 10 Ln L 9 2fmg 6 2 seater 1918

F.B.A. Type B / C / 2 seater seaplane,


3 7 L L 6 unarmed 1915
H unarmed

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

1fmg, Pilot, forward gunner,


Letord Type 5 4 11 Ln M 10 8 1917
1rmg rear gunner.

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 H 4 8 M M 4 1mg 1915

Morane-Saulnier I 4 10 M H 5 1mg 1914


Morane-Saulnier L
4 8 M L 5 1mg 2 1914
(MS.3)

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)

Nieuport 10A.2 4 10 M M 5 1rmg 2 seater, recce 1915


Single seated 10A.2
Nieuport 10C.1 4 10 M M 5 1dmg 1915
temporary fighter

Nieuport 11 Bébe 4 10 H M 4 1dmg 1915

1dmg,
Nieuport 12 4 10 M M 5 2 seater 1915
1rmg

Nieuport 16 4 10 H H 4 1dmg May carry rockets 1916

26

Vittorio Lucchetti (Order #34598054)


AIRWAR: 1918 (2nd edition)

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 23 4 12 H M 5 1mg May carry rockets 1916

Nieuport 24 bis / 27 4 12 H M 5 2mg May carry rockets 1917

Nieuport 28 4 13 H H 5 2mg 1918

Nieuport - Delage
4 14 H H 6 2mg 2 1919
29

1mg, 2 seater, rmg may be


Salmson 2A.2 4 12 M M 7 1918
1rmg 2rmg

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

Spad VII 4 12 M M 6 1mg 1916

1mg, 2 seater,. rmg may be


Spad XIA.2 4 11 M M 7 2 1917
1rmg 2 rmg

1 37mm,
Spad XIIC.a I 4 11 M H 6 1917
1mg

Spad XIII 4 14 H M 7 2mg 1917

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

Spad XVII 4 14 H M 7 2mg 1918

2mg,
Spad S20 4 14 H M 7 2 seater 1918
1rmg

Voisin 1 (Type L) / 2 4 7 L L 5 1fmg 2 2 seater 1914


Voisin 3 (Type LA) /
4 7 L L 6 1fmg 2 2 seater 1914
4 (Type LB)

Voisin 5 / 6 4 7 L L 7 1fmg 3 2 seater 1915


2 seater. Mk 8 may be
Voisin 7 / 8 4 8 M M 6 1mg 3 armed with 37mm 1916
cannon

Voisin 10 4 9 M M 7 1mg 3 1918

1mg
Voisin LBR 4 9 M M 7 37mm 1918
cannon

27

Vittorio Lucchetti (Order #34598054)


AIRWAR: 1918 (2nd edition)

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

A.E.G. C.I / C. II 4 9 M L 5 1rmg 2-seater observer 1915

1mg,
A.E.G. C. III / C.IV 4 10 M M 6 3 Escort/Recce 1916
1rmg

1fmg, Bomber. Pilot,


A.E.G. G.I / G.II 4 9 Ln M 8 4 1915
1rmg observer, 2 gunners

1fmg, Bomber. Pilot,


A.E.G. G.III / G.IV 4 9 Ln M 9 6 1916
1rmg observer, 2 gunners

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

Ago C.I 4 9 Mn L 5 1fmg 2-seater observer 1915

Ago C.II 4 9 M M 5 1fmg 2-seater observer 1915

1mg,
Ago C.IV 4 10 M M 6 2-seater observer 1917
1rmg

Albatros B.I / II 3 7 M L 5 unarmed 2-seater observer 1914

Albatros C.I / C.Ia 4 9 M M 5 1rmg 2 2-seater observer 1915

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

Albatros D.I 4 10 M H 6 2mg 1916

Albatros D.II 4 11 M H 6 2mg 1916

Albatros D.III 4 12 H M 5 2mg 1917

Albatros D.V / D.Va 4 11 M H 6 2mg 1917

Albatros W.4 4 10 M M 6 2mg Seaplane D.I variant 1916

D.F.W. B.I 3 8 Ln L 4 Unarmed observer 1914

28

Vittorio Lucchetti (Order #34598054)


AIRWAR: 1918 (2nd edition)

Speed
Name Min Max Man Power DP Gun Bomb Notes Year

D.F.W. C.I 4 9 L L 4 1rmg observer 1915

D.F.W. C.V 4 10 M M 6 1mg 2 2 seater 1916

Fokker Dr.1 4 10 EX H 6 2mg 1917

Could also be 2mg in


Fokker D.I / D.II 4 10 M M 5 1mg 1916
later versions

Fokker D.III 4 10 M M 5 2mg 1916

Fokker D.VI 4 12 H H 6 2mg 1918

Fokker D.VII 4 13 EX H 6 2mg 1918


Initially designated
Fokker D.VIII 4 11 EX H 6 2mg 1918
Fokker E.V

Fokker E.I / E.II 4 8 M M 5 1mg 1915

Fokker E.III 4 9 M M 5 1mg 1915

Fokker E.IV 4 10 M M 5 2mg 1916

1fmg, Pilot, co-pilot and 2


Gotha G.I 4 8 Ln L 8 1915
1rmg gunners.

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.

1fmg, Pilot, co-pilot and 2


Gotha G. IV 4 9 Ln M 10 1917
1rmg gunners.

1fmg, Pilot, co-pilot and 2


Gotha G.V / Va / Vb 4 9 Ln L 12 6 1917
1rmg gunners.

Friedrichshafen 2 seater seaplane,


4 8 M M 6 unarmed 1914
FF33E recce
Friedrichshafen 2 seater seaplane,
4 8 M M 6 1rmg 1914
FF33H escort for FF33

Friedrichshafen 1mg,
4 8 M M 6 2 seater seaplane 1915
FF33H 1rmg

Friedrichshafen 2 seater seaplane,


4 8 M H 7 unarmed 2 1917
FF49B bomber
2 seater seaplane,
Friedrichshafen
4 8 M H 7 1rmg recce. Can have 2rmg 1917
FF49C in late 1918

1fmg, Pilot, copilot, 2


Friedrickshafen G.II 4 9 Ln L 9 4 1916
1rmg gunners

Friedrickshafen 1fmg, Pilot, copilot, 2


4 9 Ln M 10 8 1917
G.III / IIIa 1rmg gunners

2mg, 2 seater, may have


Halberstadt CL.II 4 10 M M 6 2 1917
1rmg only one mg

29

Vittorio Lucchetti (Order #34598054)


AIRWAR: 1918 (2nd edition)

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

Halberstadt D.II 4 9 M M 5 1mg 1916

Halberstadt D.III 4 9 M M 5 1mg 1916


Later versions have
2mg
Halberstadt D.IV 4 10 M M 5 1mg 1916
Some supplied to
Turkey
Later versions have
Halberstadt D.V 4 11 M M 5 1mg 1917
2mg

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 1mg, 2 seater. used widely


4 10 M M 6 1916
Brandenberg C.I 1rmg by Austrian forces

Hansa
Brandenberg D. I 4 10 M M 5 1mg 1916
(Spinne)

Hansa Seaplane version of


4 10 M M 5 1mg 1916
Brandenberg KDW D.I

Hansa 2mg,
4 10 M M 8 2 2 seater seaplane 1917
Brandenberg W.12 1rmg

Hansa 2mg, Seaplane (bigger W.


4 10 M M 9 2 1918
Brandenberg W.19 1rmg 12 worked in pairs)

Hansa 2mg,
4 10 H H 8 2 2 seater seaplane 1918
Brandenberg W.29 1rmg

Hansa 2mg, Seaplane (bigger W.


4 10 M H 9 2 1918
Brandenberg W.33 1rmg 29)

2mg,
Junkers CL.I 4 10 H M 6 2 seater 1918
1rmg

Junkers D.I 4 12 EX H 5 2mg 1918

Junkers J.I 1mg, 2 seater, recce,


4 10 M L 7 1917
(Möbelwagen) 1rmg armoured cockpit

L.F.G. (Roland) C.II 1mg,


4 10 M M 7 2 seater 1915
(Walfisch) 1rmg

30

Vittorio Lucchetti (Order #34598054)


AIRWAR: 1918 (2nd edition)

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

L.V.G. C.I 4 10 M M 6 1rmg 2 seater, armed B.I 1915


2 seater, armed B.II,
L.V.G. C.II 4 10 M H 6 1rmg 1915
late production + 1 mg

1mg,
L.V.G. C.V / C.VI 4 11 M H 6 3 2 seater 1918
1rmg

Pfalz A.I 4 8 M L 5 1mg 1915

Pfalz C.I 4 11 M M 6 2rmg 2 2 seater 1917

Pfalz D.III / D.IIIa 4 10 M H 6 2mg 1917

Pfalz D.XII 4 12 H H 6 2mg 1918

Pfalz E.I 4 8 M M 4 1mg 1915

Pfalz E.II 4 8 M M 5 1mg 1915

Pfalz E.III 4 8 M L 5 1mg 1916

Pfalz E.IV 4 8 M L 5 2mg 1916

Phönix D.I / D. II /
4 11 H H 6 2mg 1917
D.IIa

Phönix D.III 4 12 H H 6 2mg 1918

Rumpler 6B1 4 10 M M 6 1mg Seaplane fighter 1916

Rumpler C.I 4 10 M M 6 1rmg 2 2 seater 1915

1mg,
Rumpler C.III 4 10 M M 6 2 seater 1917
1rmg

Rumpler C.IV 4 11 M M 6 2rmg 2 2 seater 1917

Rumpler C.VII 1mg,


4 11 M M 7 2 seater, recce 1917
(Rubild) 1rmg
Siemens-Schuckert
4 12 H M 5 1mg 1916
D.I

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

Vittorio Lucchetti (Order #34598054)


AIRWAR: 1918 (2nd edition)

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.

Taube 3 6 Ln M 4 Rifle 1 1914


Pilot, copilot, 3
gunners. “pmg” and
“smg” are mounted in
cupolas on the front of
2pmg,
Zeppelin (Staaken) the engine nacelles.
4 8 Ln M 10 2smg, 10 1917
R.VI Port guns fire from
1rmg dead ahead to 90
degrees port;
starboard guns similar
to starboard.

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

Airco D.H.2 4 8 M M 5 1mg 1915

1mg,
Airco D.H.4 4 12 M M 8 4 2 seater 1917
1rmg

Airco D.H.5 4 10 H M 6 1mg 1917


2 seater. Trainer used
by RNAS for
submarine hunting in
Airco D.H.6 3 7 Mn L 5 unarmed 1 1916
1918 carrying 100lb
bomb load (and no
observer)

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

Vittorio Lucchetti (Order #34598054)


AIRWAR: 1918 (2nd edition)

Speed
Name Min Max Man Power DP Gun Bomb Notes Year

Armstrong
4 15 H H 7 2mg 1 1924
Whitworth Siskin

Austin-Ball AFB-1 4 14 H H 7 2dmg 1917

Avro 504A 4 9 M M 5 1dmg 2 seater, RFC model 1914

Avro 504B 4 9 M M 5 1dmg 1 2 seater, RNAS model 1914

Avro 504C 4 10 M M 5 1dmg Anti-Zeppelin fighter 1915

Avro 504K 4 11 M M 5 1dmg Anti-Zeppelin fighter 1918

BAT Bantam 4 12 EX H 5 2mg 1921

Blackburn 1fmg, 246 Sqdn, sunk 1 U-


4 10 Ln M 8 6 1918
Kangaroo 1rmg boat, 4 probables

1mg,
Bristol F.2A 4 11 H M 9 2 seater 1917
1rmg

1mg, 2 seater. May have 2


Bristol F.2B (Brisfit) 4 12 H M 9 1917
1rmg rmg

Bristol M.1C 4 13 H H 6 1mg 1917


RNAS version fire
Bristol Scout C 4 9 M M 5 1dmg 1 Ranken anti-Zep darts 1915
(treat as rockets)

Bristol Bulldog 4 18 H H 7 2mg 1 1927

Pilot, co-pilot and two


2fmg,
DeHavilland DH.10 4 13 Ln M 12 8 gunners. No 1919
2rmg manoeuvres possible

1mg, 2 seater, recce sea


Fairey III.C 4 12 Mn M 8 2 1919
1rmg plane

Fairey Campania 3 8 Ln L 5 1rmg 2 Seaplane, 2 seater 1917


Carrier borne fighter,
Fairey Flycatcher 4 14 H H 7 2mg 1 1923
RNAS

1mg, 2 seater. May have 2


Fairey Fox 4 22 H H 8 1927
1rmg rmg

Farman S.7 2 seater. Unarmed


3 6 Ln L 3 Unarmed 1913
(Longhorn) observation plane

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.

Nieuport Nighthawk 4 15 H H 6 2mg 1 1919

33

Vittorio Lucchetti (Order #34598054)


AIRWAR: 1918 (2nd edition)

Speed
Name Min Max Man Power DP Gun Bomb Notes Year

Gloster Grebe 4 15 H H 7 2mg 1 1923

Gloster Gamecock 4 16 H H 7 2mg 1 1924

2fmg, Pilot, co-pilot and


Handley Page
4 10 Ln L 12 2rmg 8 three gunners. No 1916
0/100
1 rmg manoeuvres possible

2fmg, Pilot, co-pilot and


Handley Page
4 10 Ln L 14 2rmg 8 three gunners. No 1917
0/400
1 rmg manoeuvres possible

2fmg, 3 bombed up and


Handley Page V/
4 9 Ln L 14 2rmg 8 ready to launch at 1918
1500
1 rmg Berlin 9/11/1918!,

Hawker Woodcock 4 14 H H 7 2mg 1924


2 seater. Bombs may
1mg,
Hawker Hawsley 4 12 M M 8 4 be replaced with 1 1925
1rmg torpedo

Hawker Fury 4 20 H H 9 2mg 1930

1mg, 2 seater. May have 2


Hawker Hart 4 18 H H 10 4 1930
1rmg rmg

1mg, 2 seater. May have 2


Hawker Demon 4 18 H H 10 1930
1rmg rmg

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)

R.A.F. B.E.2a/b 3 7 M L 5 1rmg 2 2 seater 1914

R.A.F. B.E.2c/d 4 9 M L 6 1rmg 2 2 seater 1915


2 seater, may have
R.A.F. B.E.2e 1rmg. Rockets could
4 7 M M 5 1dmg 2 1916
‘Quirk’ be carried instead of
bomb dice
Single seat version of
R.A.F. B.E.12 4 10 M M 6 1mg 2 1916
BE2c
2 seater. dmg and rmg
controlled by the
gunner. Both cannot
1dmg, fire in the same
R.A.F. F.E.2b 4 8 M M 5 1915
1rmg phase. Pilot cannot
fire either gun. Both
guns on pintle mounts
(180 degree arc)

R.A.F. F.E.8 4 9 M L 5 1dmg

R.A.F. R.E.5 4 8 M M 6 Unarmed 1 2 seater, spotter plane 1914

R.A.F. R.E.7 4 10 M M 6 1rmg 4 2 seater

34

Vittorio Lucchetti (Order #34598054)


AIRWAR: 1918 (2nd edition)

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

2 seater, sea plane,


Short 184 4 8 Mn M 8 1rmg 3 1x torpedo can 1915
replace bomb dice

Short Bomber 4 8 Ln M 8 1rmg 8 1916

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

Sopwith Camel 4 12 EX H 6 2mg Bentley engine 1917


torped
Sopwith Cuckoo 4 11 M M 8 1918
o

Sopwith Dolphin 2mg,


4 14 H H 7 1918
Mk. I 2dmg

Sopwith Pup 4 9 M H 5 1mg 1916


Sopwith Ground attack aircraft.
4 13 H H 7 2mg 1918
Salamander Cockpit armour

Sopwith Snipe 4 13 EX H 6 2mg 1 1918


Lewis gun strapped to
Sopwith Tabloid 4 9 M M 5 1mg 1 1914
fuselage.

Sopwith Triplane 4 10 EX H 6 1mg 1916

Served Palestine and


Vickers F.B.19 4 10 M M 5 1mg 1916
Macedonia

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

Vittorio Lucchetti (Order #34598054)


AIRWAR: 1918 (2nd edition)

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

Ansaldo A.I Balilla 4 13 M M 5 2mg 1918


Short span SVA4 used
Ansaldo S.V.A. 3 4 14 H M 7 1mg 1918
for home defence
Photo reconnaissance
Ansaldo S.V.A. 4 4 14 H M 7 1mg 1918
aircraft
Fighter bomber
Ansaldo S.V.A. 5 4 14 H M 7 2mg 3 1918
variant of SVA 4

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.

1mg, Improved and smaller


Fiat R-2 4 11 M M 6 1918
2rmg S.I.A. 7B.2

Fiat CR.1 4 17 H H 6 2mg 1924

Fiat CR.20 4 17 H H 7 2mg 1926

Macchi L.1 4 10 M M 5 1mg Seaplane 1915

Seaplane recce,
bombing (4 x 220lb
Macchi M.3 4 10 M M 6 1mg 3 1916
bombs) escort, ground
support

Macchi M.5 4 12 M M 6 1mg Seaplane fighter 1918

Pomilio PC / PD 4 11 M M 6 1rmg 4 2 seater 1917

36

Vittorio Lucchetti (Order #34598054)


AIRWAR: 1918 (2nd edition)

Speed
Name Min Max Man Power DP Gun Bomb Notes Year

Pomilio PE 4 12 M M 8 1rmg 4 2 seater 1918


Italian built Aviatik B.I
S.A.M.L. S.1 4 10 M M 6 1rmg 4 1916
development

S.A.M.L. S.2 4 11 M M 7 1rmg 4 1917

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

1mg, 2 seater, 1rmg could


Kawasaki Type 88 4 14 Mn M 9 4 1927
1rmg be 2rmg

Mitsubishi 1MF1 4 15 M M 7 2mg Carrier borne fighter 1921


2 seater. 1 torpedo
1mg,
Mitsubishi B1M 4 13 Mn M 9 4 may be carried 1922
1rmg instead f bombs

Nakajima A2N 4 16 EX H 7 2mg 2 1929

Nakajima Type 91 4 19 H H 7 2mg 1930

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

Lebed XI 3 8 M M 6 1rmg 4 2 seater 1916

Lebed XII 4 9 M M 6 1rmg 4 2 seater 1916

1mg,
Polikarpov R.5 4 14 H M 6 3 2 seater 1928
1rmg

Mosca M2bis 4 8 M M 5 1mg 1916

Saveljev
4 8 M M 5 Unarmed 2 seater recce 1916
Quadriplane

Sikorsky “Ilya 2fmg, 4 Pilot, co-pilot and four


4 10 Ln L 14 6 1914
Murometz” rmg gunners.

37

Vittorio Lucchetti (Order #34598054)


AIRWAR: 1918 (2nd edition)

Switzerland

Speed
Name Min Max Man Power DP Gun Bomb Notes Year

Haefli DH-1 4 9 M M 5 1fmg 2-seater observer 1916

Haefli DH-3 4 11 H M 6 1rmg 3 2 seater 1917

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, Naval fighter, FB-2


Boeing FB-1, FB-2 4 16 H H 7 1923
1hmg operated from carriers

1mg, 2 seater. Variant of the


Boeing O2B 4 12 M M 8 4 1917
1rmg DH.4 built in the USA

1mg,
Boeing P-12 4 18 H H 7 2 1929
1hmg

Boeing PW-9 4 16 H H 7 2mg 1923

Curtiss O2 2mg,
4 15 M M 8 5 2 seater 1925
Helldiver 1rmg

Curtiss P-6 Hawk 4 16 H H 6 2mg 1924

2mg,
LUSAC-11 4 11 M M 8 2 seater 1918
2rmg

2fmg, Pilot, co-pilot and


Martin MB-2 4 10 Ln L 12 2rmg 8 three gunners. No 1916
1 rmg manoeuvres possible

2 seater, sea plane, 1


Martin T3M 4 11 Mn M 8 1rmg 3 torpedo can replace 1925
bombs

Thomas-Morse S4-
4 10 M M 6 unarmed 1917
B Scout

Thomas-Morse S4-
4 10 M M 6 1mg 1917
C “Tommy”

Vought O2U 1mg,


4 17 M M 8 2seater recce 1927
Corsair 1rmg

38

Vittorio Lucchetti (Order #34598054)


AIRWAR: 1918 (2nd edition)
N - two-seat night (Nacht) bomber
German aeroplane designations
R - armed biplane bomber aircraft with four
German and Austrian aircraft used the “Idflieg” engines (Riesenflugzeug - "giant aircraft").
designation system to denote general types of
aircraft Each designation consisted of (1) the W - seaplanes and flying boats of all kinds.
name of the manufacturer, (2) one or two (Wasser - "water")
letters that denoted the type of aircraft, and (3)
a roman numeral denoting the sequence of
Boelke’s Dicta
production. For example, the first "D"-class
aircraft built by Fokker was designated the
Fokker D.I, the second, the Fokker D.II. German fighter ace Oswald Boelke formulated
eight rules of combat for fighter pilots. These
A - single-seat unarmed aircraft, powered by rules were used during WWI and were issued
an engine of less than 150 hp (112 kW) to Luftwaffe pilots during WWII. They are
known as Boelke's Dicta. They are essential
B - two-seat unarmed biplane, powered by an reading for any Air War:1918 player!
engine of less than 150 hp
1. Try to secure advantages before attacking.-
C - two-seat unarmed biplane, powered by an If possible, try to keep the sun behind you.
engine of more than 150 hp
2. Always carry through an attack when you
CL - lightweight "C" class aircraft, agile enough have-started it.
to be used as fighter aircraft when armed.
3. Fire only at close range and only when your
D - single-seat armed aircraft, powered by an opponent is-properly in your sights.
engine of more than 150 hp
4. Always keep your eye on your opponent,
E - single-seat armed aircraft, powered by an and never let yourself be deceived by ruses.
engine of less than 150 hp
5. In any form of attack it is essential to assail
F - single-seat armed triplane, powered by an your opponent from behind.
engine of less than 150 hp (early use only)
6. If your opponent dives on you, do not try to
G - armed biplane bomber aircraft with two or evade his onslaught, but fly to meet it.
three engines (groß - "large"). These aircraft
were originally designated K 7. When over the enemy's lines, never forget
your own line of retreat.
J - two-seat ground attack aircraft
8. Attack on principle in groups of four or six.
K - armed biplane bomber aircraft with two or When the fight breaks up into a series of single
three engines (Kampfflugzeug - "battle combats, take care that several do not go for
aircraft"). Later changed to G one opponent.

39

Vittorio Lucchetti (Order #34598054)


AIRWAR: C21 (2nd edition)
Luftschiffe template

Small Airship / Luftschiffe

Fwd Machine Gun

Fwd Port Engine


Fwd Stbd Engine

Gondola

Aft Port Engine


Aft Stbd Engine

Aft Machine Gun

40

Vittorio Lucchetti (Order #34598054)

You might also like

pFad - Phonifier reborn

Pfad - The Proxy pFad of © 2024 Garber Painting. All rights reserved.

Note: This service is not intended for secure transactions such as banking, social media, email, or purchasing. Use at your own risk. We assume no liability whatsoever for broken pages.


Alternative Proxies:

Alternative Proxy

pFad Proxy

pFad v3 Proxy

pFad v4 Proxy