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Flight Squadron

Ultra-Simple WWII Air Combat

3rd Modification

These are simple, fast-playing rules designed for use with 1:300-scale aircraft. They make no apologies about, nor any claims to, realism of any sort. All dice are the 6-sided kind. To speed play, it is recommended that miniatures are based on circular stands marked off like the face of a clock, in 30-degree segments starting from the plane's facing.

Each plane can operate at up to six levels, depending on their "service ceiling":

  1. Level 1: "Ground/Sea" (before taking off or after landing)
  2. Level 2: 2,000 feet
  3. Level 3: 5,000 feet
  4. Level 4: 10,000 feet
  5. Level 5: 20,000 feet
  6. Level 6: 30,000 feet

The altitude is indicated with counters (use a small six-sided die) or with height of stands. A plane cannot exceed its "service ceiling" level as shown in the plane stats chart below.


Each turn, every planes has orders written for it. These can include:

  1. Straight: fly straight forward at level speed.
  2. Turn: specify right or left and number of "points" (each is 30 degrees). You must move forward your "turn" factor before making each point in a turn, starting at the beginning of your move. When all ordered turns are made, remainder of movement is forward.
  3. Dive: Go down one altitude level, and move at dive speed. May be combined with turns.
  4. Climb: Go up one altitude level, and move at climb speed. If number of turns is greater than one, this specifies the number of turns a climb order must be given before an altitude level is gained. May be combined with turns.
  5. Loop/Roll: This requires a preceding straight, climb, or dive move the distance of the loop factor, which may include turns, at which point facing changes 120 to 240 degrees, gains an altitude level, and is considered inverted. It must then be followed by a straight, climb, or dive move the distance of the roll factor, which may include turns, after which it is no longer inverted. Note that the preceding and following moves may have to be taken in earlier and/or later turns, depending on level speed. Some aircraft may not perform this maneuver (see plane stats). A Loop/Roll should have other relevant orders specified. Loops will take place once the requisite preceding move has been made, and Rolls once the requisite following move has been made.
  6. Split "S": This is similar to a loop/roll, except that a level of altitude is lost, and the plane is not inverted afterwards. A plane which cannot loop/roll cannot perform this maneuver either.
  7. Stall: If you stall, you drop one to three altitude levels in place, according to a die roll: 1 = one level; 2-5 = two levels; 6 = three levels. If you go to Level 1, you crash.

Planes at Ground/Sea level must make a straight climb move to get off the ground, at which point they may maneuver normally. Planes landing must make a straight dive move in line with the airstrip/carrier on which they are landing.

Note that planes given orders to climb above their service ceiling will stall involuntarily. This will happen when a roll is made such that the service ceiling is exceeded also.


All movement is conducted simultaneously, according to orders. When complete, all firing is conducted simultaneously. Note that there is no such thing as a mid-air collision. Planes will always use their full movement allowance as shown in the plane stats chart, based on their activity. Thus, you either use your level, climb, or dive distance as your basic move. The capacity for other operations (turns, loops/rolls, etc.) are based on this movement factor.


Guns have an "arc of fire": For fixed, forward-facing guns, this is a cone of fire from the center of the aircraft model going out 30 degrees to either side of facing. For rear-facing guns, this is a cone of fire going out 30 degrees to either side of the rear facing of the model. For turret-mounted guns, this is generally 360 degrees, depending on mounting, and may not be able to fire down or up an altitude level (see plane stats, below).

Any enemy plane at the same or one level different altitude, within the arc of fire, and within range may be rolled on as a target.

Range is based on weapon types:

For each gun, roll one die to hit: