Aviation Rules

Why do all German soldiers photographed in Normandy have their eyes glued to the sky, and why do they take the trouble to camouflage their vehicles under thick branches, or move only at night?

The answer’s simple… Fear!

If you like the sweet sound of Stuka’s dive-bombing  armoured columns, the song of twin machine gun bursts digging holes in infantry lines, or the concert of 250 kg bombs shaking the whole audience, then these aviation rules are for you.


This new version of aviation rules includes:
– A new and exciting mechanic with Bluff Order Tokens, rendering aircraft units out of range for a turn. Aircraft are thus protected for one turn, so that you can use them at that exact crucial moment!
– Tweaks to the Long Range penalty, increasing the survival rate of aircraft.
– Changes in how anti-aircraft units may fire at airplanes. You’ll want to field some powerful AA units to bring that Stuka down!

posted by yann the [17/09/2020]

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18 Comments on “Aviation Rules”

  1. avatar 18. Nagash1959 said :

    Seems like an easy fix. Aircraft has to have an order token on it to be shot at. With an order token on it, and enemy aircraft or AA can use an order to fire at the aircraft normally. No regular units can fire at the aircraft until the attack run.

    After the aircraft declares its attack either its target or a unit within 5 spaces of the target may fire back. Both units get to perform an attack, representing shooting at the aircraft on approach and both units may destroy each other as a result. Ground units without AA may only target aircrafts during this attack run. A unit that returns fire is given an activation token immediately.

    If the aircraft is given a bluff token, reveal it after it is declared as a target by an enemy aircraft or AA unit. That unit loses the option to fire but may move instead.

    This solves the first activation superiority unless the second player is ballsy enough to risk it. It creates a window of opportunity to shoot down the attacking craft without making them constantly vulnerable to attack. Seems like a good balance to keep them useful, encourage including AA units, targeting enemy AA units to make the attack run safer.

  2. avatar 17. Private Fred said :

    Cool enfin les règles d’aviation ! Merci !

  3. avatar 16. bartdevuyst said :

    Thanks, GT!

  4. avatar 15. Quickle said :

    Thanks for letting us know about the update Bartdevuyst. I’m glad to see the primary weapon part was fixed. I like the new bluff mechanic for leaving the battlefield, although I feel an airplane should be able to chase after it 🙂

  5. avatar 14. geetee123 said :

    Looks like a typo in the Firing Section. Final paragraph: ‘Longe’ Range should be Long Range.

  6. avatar 13. bartdevuyst said :

    The file above has been updated! Check it out!

  7. avatar 12. bartdevuyst said :

    A new and updated file is being worked on to decrease the chance of airplanes being too easy of a target.

  8. avatar 11. Ainsty Castings said :

    We tried these rules when stalingrad came out, they just do not work at all.
    Both players purchase an aircraft. Turn one, the player with the advantage uses his aircraft to take out the other players aircraft, whether it has an order or not. they then have air superiority for the whole unbalanced game.
    Aircraft should not be targetable unless they have an order token. they then should, to represent the fact that they are not flying around the table all turn but merely doing a fast flyover, be targetable only by units with order token numbers that follow their order number by 1 or 2. this does mean that if the player with the aircraft has more order tokens than the other player, then he can wait until the end of the turn to do his run without fear of reprisal, so even this needs a tweak!

  9. avatar 10. Silverpaint68 said :

    Merci ! Je vais pouvoir réfléchir à écrire des scénarios, maintenant 😉

  10. avatar 9. Quickle said :

    Yeah that would be better. I still think they should specify “primary weapon”, to avoid any chance for confusion –> “Every weapon (primary or secondary) with the AA ability …”

  11. avatar 8. Axe said :

    I see the ambiguity. Maybe if the rules say: every weapon with AA ability instead of every unit. Because the AA ability of the 88 flak is on the primary weapon

  12. avatar 7. Quickle said :

    My proposed rule change is: “Units with the Anti-Aircraft special ability may fire their Primary Weapon at Aircraft.”

    This will allow vehicles an anti-aircraft Primary Weapon to fire at aircraft (as they obviously should be able to do).

  13. avatar 6. Quickle said :

    @thia74 – I’m referring to the 88mm Flak 36 emplacement from Whitmann’s Tigers, which has the Anti-Aircraft ability. I’m not referring to the Tiger tanks. Please click the link: https://www.devil-pig-games.com/en/product/wittmanns-tigers/

    @Axe – The rules state no unit can fire their Primary Weapon at an aircraft. This means the 88mm Flak 36 emplacement cannot fire it’s flak cannon at aircraft.

    The rules say:
    Units with both Primary and Secondary
    Weapons cannot use their primary weapon
    for a Firing Action against Aircraft Units.
    However, the secondary weapon can be used
    normally against Aircraft Units.

  14. avatar 5. Axe said :

    Sorry but the 88mm flak have AA capability. I dont understand the problem

  15. avatar 4. thia74 said :

    The 88 gun of the tiger was an adaptation of the flak gun, with no AA capability.

  16. avatar 3. Quickle said :

    I think units with a Primary and Secondary Weapon should be able to shoot at aircraft with their Primary Weapon if they have the Anti-Aircraft special ability.

    With the rules as written, the 88mm Flak 36 from Wittmann’s Tigers cannot fire it’s Primary Weapon (the flak canon) at an aircraft:

  17. avatar 2. Axe said :

    Ça me semble simple et efficace. Mais ça sera très meurtrier pour l’attaquant et la cible. Ceci dit tout le jeu l’est…😜

  18. avatar 1. manoi said :

    Merci les cochons!