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109's win the first initiative Dr.
109 Long Shot vs Yak
1:2 +45 dr=33 MISS
Yak Long Shot vs 109
1:6 +60, dr=89 MISS
~~ T15 Head On ~~
109 On Goal Shot vs Yak
1:1 +30 dr=68 MISS
Yak Long Shot vs 109
1:6 +15, dr=48 MISS
~~ T19 ~~
Yak-2 Long Shot vs 109-2
1:4 +10, dr=16, 2H2C
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Big Guns (37mm to 55mm): A/C with 37mm or larger air-toair
cannons must fire them separately from smaller guns. They
may fire in the same game turn as smaller guns but use their
firepower only in conjunction with similar large cannons and roll
separately from the smaller guns to determine damage.
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Mixed Firing with Big Guns: When both regular guns and
big guns are fired in the same turn, resolve the smaller guns'
shots first. If they score hits, apply a –05 LH modifier to the big
guns' shot roll for each hit the smaller guns scored. Sighting with
MG's does not save big gun ammo if a miss occurs.
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Big Gun (37mm+) Damage and Critical Hits: 37mm to
45mm guns do double damage and double critical hits. 50mm and
larger guns do triple damage and triple critical hits. This means
that for each hit given by the Combat Odds Table, 2 or 3 points
of damage and 2 or 3 critical hits actually occur, respectively.
Only roll once to determine the area affected by each double or
triple critical hit, then roll that many times for effects.
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30mm to 35mm Cannon Critical Hits: Every other critical
hit caused by 30mm to 35mm guns are double criticals. If the raw
percentile roll for the shot was even, this cycle begins with the
first hit caused by the cannon. If odd, it begins with the second
hit caused. A double critical means roll twice for effects in the
area hit and treat it as two critical hits for victory points.
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A/C may not release free fall weapons if they end a game turn
in an inverted attitude or incur negative-Gs.
When drop tanks are jettisoned in combat scale play, roll a D10
for each. A result ≥ 10 indicates a stuck tank. Add +1 to
jettison roll if A/C is above its max listed level speed.
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