CY6 - Quick Reference Card
CY6 - Quick Reference Card
Movement Phase (in Move Group order) SURFACE ATTACK SUMMARY (C3.0)
• Spotting Segment (optional): Aircrew Checks for spotting Base To-Hit
• Move Segment: execute move in Move Group order with Pilot (2d6) Modifiers
Reaction; then make final speed & altitude adjustments Bomb-load of Attacker:
10+ -1 Very Light (<500lb)
o Move Group 1: OOC AC, Bombers, Green (+0) Aircrew Surface Low +0 Light (500-1500lb)
o Move Group 2: Skilled (+1) Aircrew CAB +1 Med (1501-4000lb)
o Move Group 3: Veteran (+2) Aircrew +2 Heavy (4000lb+)
o Move Group 4: Ace (+3) Aircrew 12+
Low and General Modifiers:
Priority Within Group Medium CAB +n Aircrew Skill
(aircraft in same Move Group) +1 Dive Bomb/Rocket Attack/Strafing Attack
A) Tailed Aircraft 14+ -1 Point Target (small non-ship target: radar, bunker, etc)
B) enemy “Out of the Sun” High CAB -2 Night Attack
C) Lower Altitude (current) +3 Area Target (city; only very large targets)
D) National Move Order 16+ -1 or +1 Special Equipment & Training
V./Ex. High CAB Ship Attack:
-1 Torpedo Attack (S.Low CAB, TAL1, four hex from tgt.)
(roll = or > 1hit;
Fire Phase (simultaneous within each segment) roll 2 + > 2 hits)
-1 Small Ship / Surfaced Sub (<3000 tons)
+1 Large Ship (13,000+ tons)
• Anti-Aircraft Fire Segment (optional): fire AA batteries Hits: A target can take a number of hits as defined by the scenario before it is
• Air-to-Air Fire Segment damaged/destroyed (see scenarios for examples)
o Air-to-Air To-Hit Roll: roll to-hit with modifiers Dive Bombers: Must execute their attack in Low or Surface Low CAB; must
o Roll for Weapons Firepower: roll attack firepower per gun start minimum one CAB above
o Robustness Roll: roll robustness to prevent damage
• Surface Attack Segment (optional): resolve surface attacks BOARD EXIT AIRCREW CHECK (A7.2)
After exit, take normal aircrew check; apply the additional modifiers:
• -2 if exited off Unfriendly Board Edge
• -1 if exited off Neutral Board Edge
FORMATION RULES (C1.0) • -1 if aircraft is damaged
• A formation must consist of at least two (2) aircraft (Formation Leader & Wingmen). If failed, aircraft is damaged for VP purposes (if already damaged then destroyed)
• Formations are determined at the start of the game. If a formation must break-up it If failed by four or more, aircraft is destroyed for VP purposes
may not be reformed.
• Formations must move at one less than the maximum speed of the slowest SPOTTING SUMMARY (C4.0) Aircraft Arc Diagram
undamaged aircraft in the formation or may move at speed 1 if maximum speed is 1. FT, T3
• Aircraft in formations must fly at the same Tactical Altitude Level. Modify Spotting Aircrew Check by the following:
FF, F
• At the start of the Move Plotting Phase, players determine if any Wingmen will • +1 – Spotting formation of 5-9 aircraft
FB, B3
voluntarily drop-out of formation and what formations will voluntarily Break-up. • +2 – Spotting formation of 10+ aircraft
Modify Max and Auto Spotting Distances by the T3 T3
following: SL SR
Formation Example Formation Example (part 2) • Out of the Sun - ¼ normal distance B3 B3
(part 1) Alt=5
Formation
1. Formation flying at Speed 2 (max speed 4 & Move Chart B).
2. Flight Leader Extreme Turn right (R25 turn code)
• Enemy Behind Spotter – ½ norm. distance
1. Formation flying at
Sp=2 Hexes
3. Wingmen must both involuntarily
• Behind and Below Spotter – ¼ norm. dist. RT, T3
Speed 3 (max speed 4
& Move Chart B). Alt=5 break formation as they are not able R, BRCRG
2. Flight Leader climbs
Alt=5
to move to Formation hexes (so must RB, B3
and turns to left (L32
Sp=1
fly straight and level at start speed of Formation Hex Diagram
turn code); reduces Alt=5 formation leader).
speed to 2.
3. Wingmen climb and
Sp=x Bomber Fixed Forward (BFF)
Alt=5 Alt=5
move into formation Sp=x Guns Diagram
hexes (R44 and F31R Alt=4 Alt=5
turn code) Sp=2 Sp=2
4. Wingmen in formation
hexes (Lt. grey hexes) Sp=3 Sp=2
Alt=5
Firing Arc
Flt Leader (start) Alt=4 Alt=4 Alt=5
Flt Ldr (start)
Sp=x
Wingman (start) Sp=x Sp=x Wingman (start) Sp=x Formation Hexes