1. Pilot quality -All Spitfire pilots are regulars. The Zero leader is a veteran ace,
nos. 2 and 4 are veterans, and no. 3 is a regular.
2. Formations -For initiative, the Spitfires will fight as two independent pairs (1
and 2, then 3 and 4) with 1 and 3 as the element leads. The initial Zero trio is
one formation.
3. Zero Notes - The Zeros are A6M3 Model 22s.
4. Zero Surprise - On turn 1, the Zeros may only fly straight ahead at cruise power
with no maneuvering. Starting on turn 2, they may fly normally.
5. Zero Reinforcement -Starting turn four, after all A/C have moved, roll a D10. If
result ≤ 2 (minus 2 per turn after T4) a fourth Zero is added and moved. It must
start no closer than 10 hexes to any Spitfire, in any bank angle, in LVL, SHC or
SHD pitch. Its start altitude must be 500' below to 1000' above the nearest Spitfire.
Speed = any speed up to 6.5. This Zero is not part of the first trio's formation.
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RAAF 20mm Gun Jams – At any altitude, if the original shot percentile roll for half bursts,
normal bursts, and long bursts, equals or exceeds 95, 75 and 55 respectively, and the
original shot roll was an EVEN number, one 20mm gun group is randomly jammed. For each band
above ML the combat is taking place in, reduce by 10, the above thresholds for jamming (e.g.
in the HI band, an original shot percentile roll of ≥ 55 will randomly jam a cannon (≥ 35
if using a long burst). These numbers replace the normal jamming numbers in the FW rules.
RAAF .303 and .50 calibre M.G. Jams – Below the MH band, M.G.s jam normally on a shot roll
of ≥ 85 for long bursts and ≥ 98 for other burst lengths. If the A/C’s altitude is in the
MH band or higher, and the original shot percentile roll for half bursts, normal bursts,
and long bursts equals or exceeds 95, 75 and 55 respectively, AND the original shot roll was
an ODD number, one M.G. gun group is randomly jammed. For each band above HI the combat is
taking place in, reduce by 10, the above thresh-holds for jamming.
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CSU Failures - The Merlin 46 engine used on the RAAF Spitfires was prone to "Constant
Speed Unit" failures. See the Mission Scenario special rules for this problem.
Combat Scale Failures: At the end of each game turn, the IJN player rolls percentile
dice. If result ≥ 96, each Spitfire that used military or emergency power that game
turn must roll a D10. On ≤ 1, it suffers a CSU failure (-1 if in HI+ bands). If so,
the engine is first treated as if in idle power for a D5 of turns, then roll a D10
as above for long term affect.
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