Wow Flight of the Giants Rules

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    rubook

    FlightoftheGiants

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    gaMe MaTerials

    airPlane COnsOles (6)

    1/6F

    G

    1/12 FG

    TargeT CarDs (6) BOMB CarDs (12)

    1/13 FGXA

    ManeUVer CarDs (6 DeCKs: xa, xa, xB, xC, xD, xD) (78)

    B

    1/44 FG

    DaMage CarDs (1 DeCK: B) (44)

    ZEPPELIN STAAKEN R.VIRIESENFLIEGER-ABTEILUNG 501

    Hptm Arthur Schoeller1/8 FG

    4XA 34CAPRONI CA.3

    3A SQUADRIGLIA

    Ten. Casimiro Buttini,Serg. Luigi Remitti

    1/8 FG

    3XD 25

    airPlane CarDs (8)

    MarKers, TOKens, anD COUnTers (85)

    ZEPPELIN STAAKEN R.VI CAPRONI CA.3

    airPlane ManageMenT CarDs (8)

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    MarKers, TOKens, anD COUnTers

    CasUalTYMarKer

    Crew MOVeMenTTOKen

    engine DaMage TOKen(FrOnT/BaCK)

    Twin MaChine gUnsMarKer

    Crew TOKen-green(FrOnT/BaCK) Crew TOKen-YellOw(FrOnT/BaCK) wOUnDeD CrewMan TOKen(FrOnT/BaCK)

    alTiTUDeCOUnTer

    FlaMeTOKen

    sTeeP ManeUVerTOKen

    CliMBCOUnTer

    JaMMeD MaChinegUns MarKer

    sMOKeTOKen

    wings OF war - FlighT OF The gianTsFlight o the Giants is an expansion set or theWWI Wings oWar game. It adds to the game the large, multi-engine planesthat brought terror at a range o hundreds o kilometers odistance, with detailed rules to handle them and improved rulesor bombing.

    Te rst bombing rom an airplane happened during the Italo-urkish War: Italian enente Giulio Gavotti dropped our Cipellibombs rom his Etrich aube over Ottoman troops near Ain-Zara on November 1, 1911. Soon, Igor Sikorsky in Russia andGiovanni Caproni in Italy developed multi-engine planes thatbecame the rst strategic bombers.

    During World War I, several nations developed giant planes thatcould bring heavy loads o bombs ar behind enemy lines. Sadly,cities and civilians became targets too, and 23 years beore theBattle o Britain o 1940, several raids made with multi-engineplanes hit London and its population. However, the giants o thesky served their armies in several other roles too.

    o use this set, you must own anyWings o War boxed set thatincludes the basic game rules and some single-engine planes,such as Famous Aces,Watch Your Back!, or BurningDrachens, or theWings o War WWI Miniatures Deluxe Set.

    So, take o and start the ight o the giants!

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    MUlTi-engine PlanesanD BasiC rUles

    All the basic rules oWings o War apply to the multi-engineplanes included in this set. o use these giants o the sky, youshould also use the rules in this section.

    CenTer OF The PlaneOn multi-engine plane cards, there is no longer a single red dotat the center o the plane. Instead, there is one blue dot at thecenter o the plane and one blue dot on the tail. Use the blue dotat the center o the plane to decide whether the plane is inside or

    outside the gaming surace and or any other use apart romring. When using the basic rules, ignore the blue dot on the tail(it is used with the ailingoptional rule, see page 7).

    Red dots are used to mark machine gun positions: there is oneor each arc o re. o measure the range when ring with aspecic machine gun, use the matching red dot.

    MUlTiPle arCs OF FireAll multi-engine planes have several red letters on their airplane

    cards, that tell you which type o damage card to use when youhit your target. Next to the red letter, you can nd acorresponding red arch to identiy the ring arc or that machinegun. Te Curtiss H.16 and the Felixstowe F.2A cause "A"damage in their ront ring arc; all other ring arcs o planes inthis set cause "B" damage.

    Pay attention to ring arcs that overlap other ring arcs; a targetplane can be red at by more than one o a plane's machine gunsat the same time.

    Planes with several ring arcs can re at one target or each othem ater each movement phase.

    Exception: since the machine gun o the right arc o re and theone o the rear arc o re o the Friedrichshaen G.III weremanned by the same gunner, this model o plane can re onlyone o these guns ater each movement phase, not both.

    I a multi-engine plane takes jamming damage, only the machinegun that caused the jamming damage card to be drawn is

    jammed.

    Bc ru

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    Opto ru

    MUlTi-engine Planes

    anD OPTiOnal rUlesSome o theWings o War optional rules are modied or multi-engine planes or don't apply to them. In this section you have allthe details about these dierences. When you use an optionalrule, apply also the relevant paragraphs here.

    sPeCial DaMagesTe eects o two special damage results change when applied tomulti-engine planes. Engine hits and crew hitsrequire dierent procedures and have dierenteects on multi-engine planes than they do onsingle-engine planes.

    Tis symbol means that the engine is damaged.Tis special damage must be announced. ake twoo the engine damage tokens introduced in this set,one with a "1" on the ront and one with a "2" onthe ront (both with the engine damage symbol onthe back), pick one o those tokens at random, and

    keep the selected token secret next to the airplane managementcard. Te number on the engine damage token is the amount oengine damage the plane suers.

    When the plane has suered an amount o engine damage equal

    to the number o engines the plane has, the plane must use atleast one stall maneuver each turn (a maneuver card with a shortarrow and the stall symbol) or the rest o the game.

    When a plane has suered more engine damage than the numbero engines the plane has, the plane is eliminated. For example, ia two-engine airplane takes three engine damage, it is shot downand eliminated. Te same happens to a three-engine plane thattakes our engine damage, and to a our-engine plane that takessix engine damage.

    In addition, i altitude rules are being used, when a two-engineplane suers one engine damage, or a three or our-engine planesuers two engine damage, its climb rate increases by one.

    On every airplane card, you can nd how many engines a planehas. Te black number above the black gear symbol in the lowerlet corner o the airplane card indicates how many engines theplane has. For a complete list o all the airplanes in this set andtheir number o engines, check the table below.

    airPlane enginesCaproni Ca.3 3

    Caproni Ca.4 3

    Curtiss H.16 2

    Felixstowe F.2A 2

    Friedrichshaen G.III 2

    Gotha G.V 2

    Handley Page O/400 2

    Zeppelin Staaken R.VI 4

    engine DaMageTOKens

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    Tis symbol means that one o the crewmen is wounded.ake as many wounded crewman tokens withconsecutive numbers starting rom 1 as there arering arcs (see table) on your plane and place them

    acedown on the table.When a plane suers crew hit special damage, theplayer whose crew was hit draws one o that planes

    wounded crewman tokens at random and revealsit: the matching ring arc is silenced and cannotre or the rest o the game.

    Tis set introduces airplane management cards tohelp you to keep track o which crewmen havebeen wounded. Each crewman has a small

    numbered circle on the plane that identies his position on theplane. Te small circle is connected to a larger circle, called a rolecircle, that contains symbols identiying that crewmans role onthe plane. Te airplane management card uses these role circlesto indicate which crewman res which particular machine gun(each role circle containing a machine gun symbol is linked to acrewmans numbered position). When a crewman is wounded,the player places a casualty marker in the role circle on theairplane management card that corresponds to the number on

    the wounded crewman token that was drawn. Te machine gunthat crewman operated can no longer be red. Tat crewmans

    wounded crewman token is returned to the box and will not beused or the rest o the game. Unless the Expanded CrewDamage optional rules are used, crewmen who do not remachine guns (i.e., crewmen that dont correspond to a ringarc) cannot be wounded wounded crewman tokens with theirnumbers are not used. When another crewman is hit, you drawrom among the remaining acedown wounded crewman tokens.

    You can nd detailed inormation about airplane managementcards in the section on page 9.

    exaMPleA Felixstowe F.2A suffers a crew hit. Since there are ve ringarcs, the player randomly draws a wounded crewman token

    rom amongst those he selected or that plane, numbered rom

    one to ve. Te player draws a token with a 3 on it, so thecrewman in the 3 position has been wounded. Te machinegun operated by the crewman at that position is now silenced.Further wounded crewman draws will be rom the remaining

    acedown tokens only. o help players keep track o woundedcrewmen, on the airplane management card, every crewman isnumbered and is easy to nd. Te player places a casualtymarker in the role circle or the number 3 position on theairplane management card. Te wounded crewman token withthe 3 on it is returned to the box and will not be used or therest o the game.

    FELIXSTOWE F.2AFELIXSTOWE NAVAL AIR STATION

    Flt Cdr Gerald E. Livock,Flt Cdr Robert Leckie

    7/8 FG

    2XC 29

    FELIXSTOWE F.2A

    wOUnDeDCrewMan

    TOKen

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    airPlanenUMBer OF

    Firing arCs

    Caproni Ca.3 2

    Caproni Ca.4 3Curtiss H.16 3

    Felixstowe F.2A 5

    Friedrichshaen G.III 2*

    Gotha G.V 2

    Handley Page O/400 2

    Zeppelin Staaken R.VI 5

    *Exception: or the Friedrichshaen G.III take only twowounded crewman tokens even though the plane has three ringarcs (one token with a 1 on it and one token with a 2 on it).I the wounded crewman token with a 1 is drawn, the rontgun is silenced, and i the wounded crewman token with a 2 isdrawn, all o the guns other than the ront one are silenced.

    TailingMulti-engine planes cannot tail. Tey however can be tailed as

    normal by any single-engine plane. Connect the red dot at thecenter o the single-engine tailing plane with the blue dot at thetail o the multi-engine tailed plane when checking or tailing: allthe other rules about tailing remain the same.

    DisrUPTiOnI this rule is in use, a single-engine airplane taking at least 1point o damage loses any tailing and aim bonuses or the nextphase (i those two optional rules are in use). Multi-engine planes

    don't suer this penalty: even i they are hit, they keep any aimbonuses.

    alTiTUDeAltitude rules are the same or single-engine and multi-engineplanes. Here you have the climb rates and maximum altitude or

    every airplane in the game, including multi-engine ones.

    airPlaneMax.

    alTiTUDeCliMBraTe

    AIRCO D.H. 2 10 5

    Albatros D.III 11 4

    Albatros D.Va 13 3

    Aviatik D.I 13 2

    Breguet BR.14 A2/B2 12 4

    Bristol F2B Fighter 13 3

    Caproni Ca.3 10 6

    Caproni Ca.4 6 6

    Curtiss H.16 8 8

    De Havilland/AIRCO D.H. 4 11 4

    Felixstowe F.2A 6 8

    Fokker D.VII 14 2

    Fokker Dr. I 13 2

    Fokker E.III / A.III 8 6

    Fokker E.IV 8 5

    Friedrichshaen G.III/G.IIIa 9 5

    Gotha G.V 13 5

    Halberstadt D.III 10 5

    Handley Page O/400 6 8

    Hanriot HD1 14 3

    L.F.G. Roland C.II 10 5

    Morane Saulnier ype N 8 5

    Nieuport 11/16 10 5

    Nieuport 17/21/23 12 3

    Palz D.III 11 5

    Palz D.IIIa 11 4

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    airPlaneMax.

    alTiTUDeCliMBraTe

    Phnix C.I 11 4

    Pomilio PC 11 5RAF R.E. 8 10 5

    RAF S.E. 5a 14 2

    Rumpler C.IV 14 4

    SAML S.2 10 4

    Siemens-Schuckert D.I 12 3

    Siemens-Schuckert D.III 15 2

    Siemens-Schuckert D.IV 16 1Sopwith Camel 13 2

    Sopwith Snipe 14 2

    Sopwith riplane 13 3

    SPAD VII 11 3

    SPAD XIII 14 3

    Uag C.I 11 4

    Zeppelin Staaken R.VI 9 8

    BallOOnMax.

    alTiTUDe

    Achthundert English Ae 800 4

    Avorio-Prassone AP 4

    Caquot M 4

    Parseval-Sigseld 3

    OVerDiVeOverdive is orbidden or multi-engine planes.

    BlinD sPOTs FOr rear gUnsI you want to add more realism and make some o the multi-engine planes less powerul, use this rule. It applies to the centralmachine gun at the rear o the plane.

    Te rear machine gun o the Curtiss H.16, Felixstowe F.2A,Friedrichshaen G.III, Gotha G.V and Handley Page O/400 (allplanes with a black section o ring arc behind the tail) has ablind spot just at the rear o the tail.

    Use the ruler to connect the red dot o the rear machine gunwith the center dot o the would-be target in the rear ring arc.I the ruler passes through the black section o ring arc behindthe tail o the multi-engine plane and the ruler touches any pointo the target card with its rst hal, ring is not possible.

    I you use altitude optional rules, the blind spot is only a actoragainst targets at the same or lower altitude; ignore it i the targetis at a higher altitude.

    FELIXSTOWE F.2A2XC 29

    Tis areais in the

    Blind Spot.

    Firing is notpossible.

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    sPeCial rUlesFOr sPeCiFiC Planes

    I you want to add more realism, include some or all the rules inthis section.

    exPanDeD Crew DaMage OPTiOnal rUleTe Expanded Crew Damage Optional rule allows you to use aneven more accurate system to keep track o the

    wounds suered by the crewmen, improving therealism level o the game.

    Tis symbol means that one o the crewmen is

    wounded. Tis special damage must be revealed.I you decide to use the Expanded Crew Damageoptional rule, you will still use the airplanemanagement card to help you to keep track o the

    wounds suered.

    I special crew damage is suered by a plane and ithe crew comprises three members, take threegreen crew tokens (with 13 on the backs), two o which havea picture o one crewman and one o which has a picture o two

    crewmen on the ronts, mix them acedown, and choose one atrandom. Te drawn token indicates the number o crewmen hit.

    I the crew is composed o our or more members, take six yellowcrew tokens (with 4+ on the backs), three o which have apicture o one crewman, two o which have a picture o twocrewmen, and one o which has a picture o three crewmen, mixthem acedown, and choose one at random. Te drawn tokenindicates the number o crewmen hit.

    Once you have determined how many crewmen have been hit,you have to check to see who has been hit, so take as many

    wounded crewman tokens (with consecutive numbers startingrom 1) as there are crewmen on the airplane and then putthem acedown on the table. Draw one o those woundedcrewman tokens at random and reveal it. Now you know the rstcrewman who is hit, so you have to put a casualty marker on hisrole circle on the airplane management card and then repeat theprocedure i there are any other crewmen hit.

    CrewTOKens

    airPlane ManageMenT CarDIn this set, you can nd an airplane management card orevery airplane introduced in it to help you to managebombers and their special rules during the game.

    On each management card, you will nd small circleswith numbers that reer to the crewmen o that airplane.

    In addition, connected to each numbered circle, you willnd a role circle containing a symbol identiying whichrole that particular crewman has on the airplane.

    Using this airplane management card, you can keep tracko the wounds that every crewman on that plane suers.

    When a crewman suers a wound, place a casualtymarker on the wounded crewmans role circle on theairplane management card.

    Each crewmen has a number in a red circle, but you may

    notice that in some airplanes there are some numbersthat have been repeated inside a green circle as well.Tese repeated numbers are used or some special rulesthat characterize some airplanes. On these planes, thereare some crewmen who can move between two possiblepositions. On the airplane management card, you canshow these movements using the crew movement token.

    When a crewman moves rom his starting position, thecrew movement token is moved anywhere on theairplane management card (except on a crew position).On the ollowing turn, i the crewman chooses to occupya position, the crew movement token is placed on therole circle o the position the crewman doesnt occupy.(Te crew movement token indicates that the crewmanisnt there.) Te crewman is at the position without thecrew movement token.

    Te crew movement token has been movedto the ront machine gun position;

    the crewman is now at the rear machine gunposition, ready to fre!

    FRIEDRICHSHAFEN G.III

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    Te crew is usually ormed o pilots and gunners, apart rom aew exceptions that you can nd in sections concerning specicairplanes, and on the airplane management card you can seeimmediately which role the hit crewman has by the symbol in

    the role circle linked to his number.Pilots are wounded with no eect to their maneuvering abilitiesthe rst time that they are hit and are incapacitated the secondtime that they are hit. A pilot will have one casualty markerplaced on his role circle the rst time he is hit and a secondcasualty marker placed on his role circle the second time he ishit, which causes him to become incapacitated. However, when apilot with a machine gun suers his rst hit, his machine gun issilenced (even though his maneuvering ability is unaected). A

    plane with all its pilots incapacitated is shot down. When agunner is hit the rst time, hes incapacitated and his machinegun is silenced.

    I urther crewmen are hit, dont draw the wounded crewmantokens o already incapacitated pilots and incapacitated gunners.

    You can nd on this page a table that tells you how manycrewmen every airplane in this set has. On the next page, anothertable presents the eects o damage on the crew o every airplanein this set.

    airPlanenUMBer OFCrewMen

    Caproni Ca.3 4

    Caproni Ca.4 5

    Curtiss H.16 4

    Felixstowe F.2A 6

    Friedrichshaen G.III 3Gotha G.V 3

    Handley Page O/400 5

    Zeppelin Staaken R.VI 7

    exaMPleA Caproni Ca.4 suffers a crew hit. Since there are ve crewmen, theplayer has to take six yellow crew tokens: three with one crewman,two with two crewmen and one with three crewmen. Drawing one

    o the crew tokens at random, the player unluckily draws the three-crewmen token. Tree crew hits must be assigned to the crewmen othe plane. Te player takes the wounded crewman tokens or that

    plane, numbered rom one to ve, mixes them up acedown, anddraws one. A 2 is drawn, and the player places a casualty markeron the role circle linked to that number on the airplanemanagement card: crewman 2 is incapacitated, and the rear-rightmachine gun is silenced. Next, the player must draw rom theremaining acedown 1, 3, 4, and 5 wounded crewmantokens only. A 5 is drawn, and pilot B is wounded. A casualtymarker is placed on the role circle linked to the 5 position. Since heis not incapacitated, his 5 token is mixed back into the acedownwounded crewman tokens or the next random draw, once againdone with wounded crewman tokens numbered 1, 3, 4, and5. Te 5 is drawn again, and the player places a second casualtymarker on pilot Bs role circle on the airplane management card.Pilot B is now incapacitated. Future draws or allocating wounds

    or the crew o that plane will be done with the 1, 3, and 4wounded crewman tokens only.

    Tese are the results o the shot: three crewmenhit on the Caproni Ca.4. Crewman number 2

    on the rear right machine gun has been hit andthe machine gun silenced. Crewman number 5

    (one o the pilots) has been hit twice and isincapacitated.

    CAPRONI CA.4

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    airPlane Crew 1 hiT Crew 2 hiT Crew 3 hiT

    Caproni Ca.3 Gunner incapacitated:Front machine gun silenced.

    Gunner incapacitated:Rear machine gun silenced.

    Pilot A

    Caproni Ca.4 Gunner incapacitated:

    Front machine gun silenced.

    Gunner incapacitated

    Rear-right machine gun silenced.

    Gunner incapacitated:

    Rear-let machine gun silenced.

    Curtiss H.16 Pilot A:Front-let machine gun silenced.

    Gunner incapacitated:Front machine gun silenced.

    Gunner incapacitated:Rear machine gun silenced.

    Felixstowe F.2A Pilot A:Front-let machine gun silenced.

    Gunner incapacitated:Front machine gun silenced.

    Gunner incapacitated:Rear-right machine gun silenced.

    Friedrichshaen G.III Gunner incapacitated:Front machine gun silenced.

    Gunner incapacitated:Right and rear machine gunssilenced.

    Pilot

    Gotha G.V Gunner incapacitated:Front machine gun silenced. Gunner incapacitated:Rear machine gun silenced. Pilot

    Handley Page O/400 Gunner incapacitated:Front machine gun silenced.

    Gunner incapacitated:I also 3 is incapacitated, rearmachine gun silenced.

    Gunner incapacitated:I also 2 is incapacitated, rearmachine gun silenced.

    Zeppelin StaakenR.VI

    Gunner incapacitated:Front machine gun silenced.

    Mechanic incapacitated:Upper-right machine gun silenced,no right engine repair.

    Gunner incapacitated:Rear-right machine gun silenced(can be used by crewman 4 insteado his own i not incapacitated).

    airPlane Crew 4 hiT Crew 5 hiT Crew 6 hiT Crew 7 hiT

    Caproni Ca.3 Pilot B Optional rule(see the notes):reat as 2 and draw again.

    Caproni Ca.4 Pilot A Pilot B

    Curtiss H.16 Pilot B

    Felixstowe F.2A Gunner incapacitated:

    Rear machine gun silenced.

    Gunner incapacitated:

    Rear-let machine gunsilenced.

    Pilot B Optional rule

    (see the notes):reat as 4 and draw again.

    Friedrichshaen G.III

    Gotha G.V

    Handley Page O/400 Pilot A Pilot B

    Zeppelin StaakenR.VI

    Gunner incapacitated:Rear-let machine gunsilenced (can be used bycrewman 3 instead o hisown i not incapacitated).

    Mechanic incapacitated:Upper-let machine gunsilenced, no let enginerepair.

    Pilot A Pilot B

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    Notes to the table:When you use the Expanded Crew Damageoptional rule together with the Rear Gunner o Caproni Ca.3optional rule (see page 17) add a wounded crewman token 5to the other wounded crewman tokens or the crew o that plane.

    I the 5 is drawn when the crew suers a hit, the rear gunner isincapacitated (the same as by a result o a 2) and make anadditional draw rom the 1, 3, and 4 tokens to see who elseis hit besides him.

    When you use the Expanded Crew Damage optional ruletogether with the Upper Rear Gunner Platorm o FelixstoweF.2Aoptional rule (see page 17), add a wounded crewman token7 to the other wounded crewman tokens or the crew o thatplane. I a 7 is drawn when the crew suers a hit, the rear

    gunner is incapacitated (the same as by a result o a 4) andmake an additional draw rom the 1, 2, 3, 5, and 6tokens to see who else is hit besides him.

    Te Handley Page O/400 has a machine gun position on the rearo the plane that is manned by two gunners, so i one gunner iseliminated, the other one can continue ring. o silence the rearring arc, you have to eliminate both gunners. On the airplanemanagement card, these two gunners o the Handley PageO/400 are indicated by two role circles that have been joined

    together but are linked to two dierent numbers. When a gunneris eliminated, place a casualty marker on the hit gunners rolecircle, and i the other gunner is eliminated later, place a casualty

    marker on the other gunners role circle. When both gunners areeliminated, the gun is silenced. I theAltitude and Rear Arc oFire o Handley Page O/400 optional rule (see page 16) is alsoin use, the plane is entitled to two shots to the rear (one in the

    blind spot), that become one shot when one gunner is eliminatedand none when both gunners are eliminated.

    Crew OF FrieDriChshaFen g.iiiTis optional rule aects the crew o the Friedrichshaen G.III,

    which has a crew o three crewmen. Te ront gunner is seated inthe ront nacelle, the pilot sits on the let side o the plane, and aside/rear gunner is on the pilots right, but the side/rear gunnercan move to the pilots back to re the rear machine gun.

    Normally the side/rear gunner is at the right side o the pilot andres the machine gun with the ront-right arc, and at the startyou have to place the crew movement token on the role circle orthe rear machine gun position on the airplane management card(where the side/rear gunner is not at).

    Ater each movement phase, beore starting to resolve any re,the owner o the plane can declare that the side/rear gunner isswitching positions. ake the crew movement token and put itanywhere on the airplane management card outside o any

    crewmans role circle. Te side/rear gunner cannot re anymachine gun at this time.

    In the ollowing turns, the owner can decide that the side/reargunner reaches one o his two possible destinations: the rear gunemplacement (in which case he places the crew movement tokeninto the role circle, at the ront o the plane, linked to the 2inside a red circle on the airplane management card) or the sidegun emplacement near the pilot (in which case he places thecrew movement token into the role circle, at the back o the

    plane, linked to the 2 inside a green circle). I the side/reargunner is eliminated by enemy re, both side/rear machine gunsare silenced.

    exaMPleIt is the rst turn o the scenario. A Friedrichshaen G.III oBoghol 2 and a Friedrichshaen G.III o Boghol 5 are fyingtoward the enemy lines when a Sopwith Camel and a SPAD

    XIII appear at the horizon. Te two G.IIIs can re both in theirront arc and in their ront-right arc, so the crew movement

    tokens have to be placed on the role circles or the rear machinegun positions. Ater revealing and executing the rst maneuver

    On the Handley Page O/400, the doublegunner in the rear position has been indicated

    by joining together the role circles o the twogunners.

    HANDLEY PAGE O/400AAND ELEYY P G

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    card o the turn, the German player decides that the side/reargunners o both planes start switching positions. Te Germanplayer takes the two crew movement tokens and puts them oneach airplane management card outside o any crewmans rolecircle. Ater revealing and executing the second maneuver card,he decides that the side/rear gunner o the Boghol 2 plane reachesthe rear position (and he places the crew movement token on therole circle or the ront position) and the side/rear gunner o theBoghol 5 plane stays at the center o the plane. Neither o theside/rear gunners can re his machine gun at this time. Aterrevealing and executing the third maneuver card, the German

    player decides that the side/rear gunner o the Boghol 5 planegoes back to his seat near the ront (and he places the crewmovement token on role circle or the rear position). Te side/

    rear gunner will be able to re in the ront-right arc ater therst maneuver o the second turn, while the side/rear gunner othe Boghol 2 plane is already able to re in the rear arc o re,having reached the rear machine gun in the previous movement

    phase.

    engine MeChaniC OF ZePPelinsTaaKen r.ViTis optional rule gives the crew o the Zeppelin Staaken R. VIthe ability to possibly repair the planes engines i they becomedamaged. Te Zeppelin Staaken R.VI has two mechanic/gunners

    who can try to repair the engines i the engines become damaged.Tese mechanic/gunners start each game using the machine gunslocated on the rear o the upper wing (positions 2 and 5 on theairplane management card), and i an engine is hit, themechanic/gunner can switch positions to try to repair it.

    At the start o the scenario, place the crew movement tokens on

    the role circles or the positions identied by the numbers 2and 5 inside green circles, and when an engine is hit, take twoengine damage tokens numbered 1 and 2 and draw one atrandom. I the engine damage token has a 1 on it, the damageis to one o the let engines; i the engine damage token has a 2on it, one o the right engines suers the damage. Keep the tokenaceup on the damaged engine on the airplane management cardto remember that the engine is damaged.

    Ater each movement phase, beore starting to resolve any re,

    the owner o the plane can declare that a mechanic/gunner isswitching positions. ake the crew movement token and put it

    on the wing (let or right side, depending on which engine is

    damaged) on the airplane management card. Te movingmechanic/gunner cannot re any machine gun at this time.

    Ater each movement phase, the owner can decide that themechanic/gunner reaches one o his two possible positions: eitherat the engines (place the crew movement token on the role circleor the position identied by the number inside the red circle) orthe machine gun (place the crew movement token on the rolecircle or the position identied with the number inside thegreen circle).

    I the mechanic/gunner spends a whole turn at the engines, hecan try to repair damage to one o them. At the end o the turn,ater any re is resolved, draw a B damage card. I the result is0 or an explosion, the damage is permanent and cannot berepaired and you can ip the engine damage token acedown topoint it out; i the result is 1 or more, the damage is repaired.I the damage is repaired, you can remove one engine damagetoken. Each mechanic/gunner can try to repair damage on hisown side (let or right) only. He can try only once or eachengine damage, and or no more than one damage each turn.

    ZEPPELIN STAAKEN R.VI

    MeChaniC PilOT a PilOT B MeChaniC

    UPPer-leFTgUnner

    rearleFTgUnner

    UPPer-righT

    gUnner

    rearrighT

    gUnner

    FrOnTgUnner

    iF One gUnneris eliMinaTeD,

    The OTherCan ChOOse TOUse The OTherMaChine gUn

    The MeChaniC/gUnner MOVes BeTween These POsiTiOns

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    A mechanic/gunner cannot re his machine gun on the phase hereaches his machine gun position, but he can re the machinegun on the phase ater the one in which he reached the machinegun position.

    On the back o the plane, there are two gunners that re twomachine guns that are placed on the same nacelle (positions 3and 4), so when one o the two gunners is eliminated, hismachine gun can be used by the other gunner. Place a casualtymarker on the role circle or the position occupied by theeliminated crewman. I the player wants the remaining gunner tore the machine gun o the eliminated crewman, the player hasto put a crew movement token on the role circle or the positionnot occupied by this gunner to indicate this movement.

    OBserVers anD iMMelMann TUrnSome two seaters, such as the Bristol F.2 Fighter (not included inthis set, but available in the Crossfre booster pack), have theImmelmann turn maneuver card in their maneuver decks. Teseplanes cannot re at a target in the rear ring arc immediatelyater using that maneuver card, nor ater the maneuver cardplayed just beore or just ater it. I such a plane res at a targetin the rear ring arc ater its last maneuver card o a turn isplayed, it cannot plan the Immelmann turn maneuver card as therst maneuver card o the next turn.

    airPlaneMaxiMUM BOMB

    lOaD (Kg)

    Breguet BR.14 B2 256

    Bristol F.2 Fighter 108

    Caproni Ca.3 800

    Caproni Ca.4 1438

    Curtiss H.16 105

    De Havilland/AIRCO D.H. 4 208

    Felixstowe F.2A 105

    Friedrichshaen G.III 1000

    Gotha G.V 500

    Handley Page O/400 1655

    LFG Roland C.II 50

    Phnix C.I 50

    Pomilio PC 150

    Royal Aircrat Factory R.E. 8 112

    Royal Aircrat Factory S.E.5a 45

    Rumpler C.IV 100

    Saml S.2 40

    Sopwith Camel 36

    Sopwith Snipe 36

    Uag C.I 150

    Zeppelin Staaken R.VI 2000

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    sPeCial alTiTUDe rUlesFOr sPeCiFiC Planes

    I you are using optional altitude rules, you may wish to applythe ollowing optional rules or specic planes. All planes use thearcs o re that are marked on their cards, but i you use theollowing optional rules, some o the planes have somewhat

    wider elds o re when ring at higher altitude targets.

    alTiTUDe anD arCs OF Fire OFZePPelin sTaaKen r.Vi

    ZEPPELIN STAAKEN R.VI

    4XA 34

    Te Zeppelin Staaken R.VI has two higher rear machine guns atthe rear o each engine nacelle, on the wings o the plane, thatcan be turned 360 (positions 2 and 5). When the altitude rulesare in use, players have to use the arcs o re on the card ortargets at the same altitude or lower, but these machine guns can

    ignore the ring arcs when ring at higher altitude targets, giventhat they can re in 360.

    Te two machine guns on the uselage (positions 3 and 4) arerestricted to their ring arcs when ring at targets at the same orlower altitude. When ring at higher altitude targets, bothmachine guns can re in a larger 180 ring arc, as indicated inthe diagram.

    alTiTUDe anD arCs OF Fire OFCaPrOni Ca.4

    CAPRONI CA.43XA 28

    Te Caproni Ca.4 has a ront machine gun that, when thealtitude rules are in use, continues to re in a 180 arc.

    In addition, it has two machine guns on the uselage (positions 2and 3) that are restricted to their ring arc when ring at thesame or lower altitude targets. When ring at higher altitudetargets, they can both re in a larger 180 ring arc, as indicatedin the diagram.

    gOTha TUnnelTe Gotha G.V and some Friedrichshaen G.IIIa (this version isnot included in this set) planes had a tunnel in the uselagethat allowed the rear gunner to re downward. When thealtitude rules are in use, ignore the blind spot or targets at alower altitude (but the blind spot is still in eect or targets at thesame altitude).

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    alTiTUDe anD arC OF Fire OFrOlanD C.ii

    BK 15 LFG ROLAND C.II

    No Front Arc

    Rear Arc(B Fire)

    LFG ROLAND C.IIK 15BB

    Front Arc

    (B Fire)

    Rear Arc(B Fire)

    Te German Roland C.II (not included in this box, but availablein the Recon Patrol booster pack) has higher rear machine gunsthat can be turned 360 (variants o the plane may also have aront machine gun, as shown in the right diagram above).

    When the rear machine guns re against a target at the same orlower altitude, use the arc o re indicated on thecard, and the blind spot rule (see Blind Spotsor Rear Guns, Burning Drachensrulebook, page 9) is in use. When the rearmachine guns re against a target at higheraltitude, the Roland C.II ignores both thearc o re and the blind spot rule.

    alTiTUDe anD rear arC OF Fire OFhanDleY Page O/400Te Handley Page O/400 actually has two dierent machineguns in the rear position: a dorsal one and a ventral one ringdownward and backward, in a restricted arc o re that covers theblind spot. When altitude rules are not in use, only the dorsalmachine gun res (the one that shoots outside the blind spot),

    with either o the gunners able to re the machine gun. Bothgunners have to be eliminated to silence that machine gun.

    When the altitude rules are in use, the plane can re two shots tothe rear at the same time: one to a target in the eld o re that isnot in the blind spot and one to a plane that is both inside theblind spot and at a lower altitude. I both gunners are eliminated,

    the rear ring arc is silenced, and neither o the two shots can bered.

    I the Expanded Crew Damage optional rule (see page 9) is alsoin use and one gunner is eliminated, the plane can still re one othe rear machine guns: either outside the blind spot or inside theblind spot at lower altitude targets. I both gunners areeliminated, the plane cannot re to the rear.

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    higher PlaTFOrMsA ew planes have, or can have, higher platorms that expose thegunner more than usual to enemy re. Te Caproni Ca.3 has all

    its rear gunners situated this way, while the Felixstowe F.2A hashigher ring platorms on some versions. A player using theFelixstowe F.2A has to choose beore the start o the game

    whether his plane has higher ring platorms or not.

    When players arent using altitude rules, higher ring platormscan aect the exposure o the gunner to enemy re and can aectthe rear blind spot. When players are using altitude rules, higherring platorms also aect the eld o re o a machine gun, asthe eld o re becomes 360 against higher altitude targets.

    rear gUnner OFCaPrOni Ca.3

    CAPRONI CA.33XD 25

    Te Caproni Ca.3 has a higher rear machine gun platorm withno blind spot. Te drawback to having such a platorm is thatthe rear gunner is very exposed to enemy re.

    When you use the Expanded Crew Damage optional rule, youhave to use an additional wounded crewman token or the reargunner when the crew is hit and a crewman is being selected, as aresult o the rear gunners extra exposure to enemy re. Use

    wounded crew tokens numbered rom one to ve instead o romone to our, even i there are just our crewmen (see table at page11).

    When altitude rules are not in use, the plane doesnt have a rearblind spot and the plane uses the arc o re represented on the

    plane card.

    When altitude rules are in use, apply the arc o re o the rearmachine gun represented on the plane card or targets at thesame or lower altitude. Tis machine gun can ignore the ringarc on the card and re 360 when ring at targets at a higheraltitude.

    UPPer rear gUnner PlaTFOrM OFFelixsTOwe F.2a

    FELIXSTOWE F.2A2XC 29

    Some Felixstowe F.2As had a higher rear machine gun platormwith no blind spot. Te drawback to that arrangement is that therear gunner was very exposed to enemy re. I in a scenario youdecide that the Felixstowe F.2A has this special platorm, use asecond wounded crewman token or the rear gunner when thecrew is hit, i you use the Expanded Crew Damage optional rule(see page 9).

    When altitude rules are not in use, the machine gun o thegunner that uses the rear machine gun ignores the blind spot

    rule.When altitude rules are in use and the Felixstowe F.2A has thehigher rear machine gun platorm apply the arc o re on theairplane card or targets at the same or lower altitude, and applythe blind spot to lower altitude targets only. Tis machine gunon the higher platorm can, however, ignore the ring arc andcan re at 360 when ring at targets at a higher altitude.

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    sco ru

    Tese are optional rules that can be added in specic scenarios.

    BOMBingI you want to play a bombing scenario, include the rules in thissection.

    hOw TO BOMBAt the start o the scenario, the players agree on the load o eachbomber. Te bombs can be in a single load or they can bedivided into several groups o bombs, usually two. Don't mindthe weight o bombs just decide how many points o damage

    each load is worth to the target (or victory points or thescenario). See examples in the winning conditions o theABridge too Close scenario on page 21.

    Beore revealing any maneuver card, the bomber can drop one ormore groups o bombs, or even all the load. I the player decidesthe plane will drop some or all o its bombs, the player takes abomb card to represent all o the planes bombs being dropped inthat turn.

    Te player executes the maneuver card and, beore weapon re isresolved, puts the bombs into play. I the last maneuver card othe bomber was a stall, the player places a stall maneuver card inront o the airplane and then places the bomb card so that thearrow on its rear matches the one at the rear o the stallmaneuver card. I the last maneuver card was not a stall, put astraight maneuver card in ront o the plane instead o the stallmaneuver card.

    As soon as the bombs are placed on the table, the bombs hit theground. I the red dot on a target card is totally covered by thebomb card, the target takes ull damage (and the player scoresull victory points). I the red dot is not totally covered but evena little part o the target card is, the damage (or the score) ishalved (round down). I no part o any target card is covered, thebombs missed. In any o the three cases, remove the bomb card.It is strictly orbidden to take any kind o measurement duringthe game apart rom those required to check ring, tailing, andsuch. You cannot take measurements to evaluate i your bombs

    will strike the target or not.

    Bombs cannot be dropped just ater an Immelmann/Split S.Note that no plane in Flight o the Giants has maneuver cardsor Immelmann/Split S maneuvers. Tis restriction is onlyrelevant to planes rom other sets used in bombing scenarios.

    BOMBing anD alTiTUDeI you are playing with altitude, use also the ollowing rules.

    A bombing can be made at any altitude above level 0.

    I the plane is at altitude 1 when it drops the bombs, they hit theground immediately. Use the rules provided beore. I the planeis above altitude 1 when bombs are dropped, place one or morecounters o some kind on the bomb card when it is placed on the

    table. Place one counter i the altitude is 2 or 3, two counters i itis 46, three counters i it is 710, and our counters i it is abovealtitude 10. Te bombs dont immediately hit the ground whenthey are placed on the table, and they are not removed. Instead,in each subsequent movement phase, they are again moved withthe same maneuver card with which they were placed (stall orstraight), and a counter is taken away each time. Te bombs haveno eect on any other card (target, plane, or whatever) whilethey are in the sky. When you move the bombs and take away

    the last counter, the bombs hit the ground with the eectsexplained in the section beore.

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    o help remember the speed o the bombs, put the counters alongthe ront side o the bomb card i a straight maneuver card has tobe used or along the rear side i a stall maneuver card is required.

    exaMPle

    A Caproni Ca.3 has a single load o bombs. Te player will earn4 victory points in the scenario i he can bomb a building withthem. Te plane gets in ront o the target card and, ater a rightturn at altitude 4, the plane drops the bombs. In the same phase,the player puts a straight in ront o the Caproni and a bombcard matching the point o the arrow on it. Since the planesaltitude is 4, two counters are placed on top o the bomb card,along the ront side. In the next two movement phases, the player

    places a straight maneuver card in ront o the bombs and then

    moves the bombs matching the point o the arrow, taking away acounter. At the end o the second movement phase, the bombsland. Since the bomb card overlaps part o the target card butdoes not ully cover the red dot, the player receives only 2 victory

    points.

    FUll lOaD - OPTiOnal rUleAn airplane that still has to drop at least hal o its bombs (oneload to be dropped i it has one or two loads, two loads to bedropped i it has three or our loads, and so on) is considered tohave a ull load. A plane with a ull load cannot do Immelmannturns, it must use at least two non-steep maneuvers rather thanthan one between steep maneuvers, and its climb rate is increasedby one.

    As soon as at least hal o its bombs are dropped, all o theserestrictions no longer apply. However, i the plane now hasenough climb counters to gain an altitude level (because theclimb rate is no longer increased by one), leave it at the current

    altitude level and discard one counter.

    exaMPleA Gotha G.V has two loads o bombs. It fies at an altitude o 3with our climb counters rom previous turns. It uses a climbmaneuver card. Since the plane has still to drop the bombs, itsclimb rate is considered 6 instead o the normal 5, so it gets a

    th climb counter instead o gaining an altitude level. In thenext turn, the Gotha drops one load o bombs, causing the planeto no longer have a ull load. Its climb rate goes back to 5, butthe plane does not gain an altitude level, despite the ve countersalready on it. Instead, it discards one o them, going down to

    our climb counters.

    aUTOMaTiC MOVeMenTI you want to play a solo scenario, you may use one or more

    bombers moving across the table in a random way, while youpilot the ghter or ghters sent to stop them. You could evenplay a multi-player scenario with opponents maneuvering theescort ghters while the bombers are own using a random ightpattern.

    For each plane that will be randomly own, take the maneuverdeck and remove the ollowing cards: the climb, the dive, onestall, one turn to the let and one turn to the right. Return theremoved cards to the box since they will not be used in the game.

    Only the other eight maneuver cards are used: three straights,one stall, and two turns to each side. Shufe them well.

    Bombers enter rom one side o the table, and their aim is to exitrom the opposite side o the table, to bomb some remote target,or to go back to their home aireld o the table.

    Dont plan any moves or the randomly own bombers. Eachtime one o those planes has to execute a maneuver, take the rstcard rom its deck. Used maneuver cards are put in a discard pile

    or each plane, beside its maneuver deck.Each time the discard pile contains one turn to the right and oneto the let, shufe them back into the maneuver deck together

    with any straights or stalls. I there is a third turn in the discardpile, leave it in the discard pile.

    Each machine gun o the bomber res every time it has a targetin sight. I more than one target can be shot at, choose the one atclosest range. I targets are tied or the closest, choose the onethat has received more damage cards. I the targets are still tied,

    choose one o the tied targets randomly.

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    scoOPTiOnal arMaMenTDepending on the load o bombs and uel or a specic mission,additional machine guns can be tted on some planes. TeCaproni Ca.4 can equip twin machine guns in the nose instead

    o only a single one, while the Handley Page O/400 can equiptwin machine guns in any machine gun position, usually to amaximum o ve machine guns.

    When preparing your scenario, you can decide that the rontposition o the Ca.4 has twin machine guns. You can do thesame or one or both o the machine gun positions o a HandleyPage O/400. Put a twin machine guns marker next to eachposition on the airplane management card that has beenupgraded to twin machine guns. Planes hit by these twin

    machine guns draw A damage cards instead o B ones.I theAltitude and Rear Arc o Fire o Handley Page O/400optional rule (see page 16) is in use, or the rear position you candecide that there are dorsal twin machine guns (put the twinmachine guns marker next to the right position targets hitoutside the blind spot suer A damage) and/or ventral twinmachine guns (put the twin machine guns marker next to the letposition targets hit in the blind spot suer A damage).

    HANDLEY PAGE O/400AN ELEYY

    Place the twin machine guns marker next to thelet rear machine gun position. Tat position isnow ftted with twin machine guns and causes

    targets hit by it to draw A damage cards.

    sCenariOsScenarios suggest the use o some specic ghter planes rom otherWings o War boxes and boosters, but the suggested planes can beeasily replaced by expert players with other ones i the suggested onesare not available. Te Length o the gaming surace is the distancebetween the German and the Allied sides. Tese sides are alwaysopposite rom each other.

    arget cards in every scenario are placed with the short side o thecard parallel to the owners side o the gaming surace. Distancesgiven are calculated rom the red dot at the center o the target card.

    Players are encouraged to develop their own scenarios using thosedescribed here as examples, and not necessarily just bombingmissions. Caproni Ca.3 planes were, or example, also used orphoto reconning, anti-aircrat patrolling, torpedo bombing,delivering ood to occupied populations, dropping leaets onenemy ground, depositing secret agents behind enemy lines,supplying ood, pigeons, and weapons to those agents, throwingheavy metal darts on inantry in open ground, strang inantry,dropping incendiary bombs on wheat elds, escorting ships, andattacking submarines.

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    sTOP TheM!A patrol tries to stop two heavy bombers headed to a majorcity in the hinterland.

    Players: 13 (all on the same side).

    Gaming Surace: Length: 136 cm. Width: 98 cm.German Player (automatic): wo Zeppelin Staaken R.VI on the

    German side o the gaming surace, one at a hal ruler distance romthe center to the right and one at a hal ruler distance rom thecenter to the let. Tey move using the automatic movement rules.

    Allied Players: Tree ghters selected rom amongst the SPAD XIII,Sopwith Camel, A-ring Hanriot HD.1, and A-ring Sopwithriplane on the let side o the gaming surace, at any point he wants.

    Winning Conditions: Te game ends when all planes rom one side

    have let the table or have been destroyed.Te Allied player (or team o players) receives 30 points or eachbomber destroyed and 10 points or any bomber not destroyed butsuering more than hal o its sustainable damage. Te Allied playerloses 1 point or each damage point inicted to any o his planes. Ione o his planes is destroyed, dont calculate damage inicted onthat plane; he loses 20 points instead. Te player loses 5 points oreach enemy bomber that escapes the gaming surace without beingdestroyed or that is still on the gaming surace at the end o thegame. However, i a bomber is in ames, resolve all the remainingre damage, and i that damage destroys the bomber, treat it asdestroyed. Te Allied player wins i the score is positive.

    Variants: Te automatic player is the Allied one, with two Handley PageO/400 planes. Te German player has one Siemens-Schuckert D.IIIand one Fokker D.VII. o, instead, play on the Italian ront, theautomatic player is the Italian (Allied) side and has two CaproniCa.3 planes with the Austrian player having two Albatros D.IIIplanes. For a longer game, play the scenario as above but the Alliedplayer loses 10 points instead o 5 or each bomber leaving thegaming surace and gains no points or damaged but undestroyedbombers. I there are survivors on both sides at the end o the game,play a second round with the surviving bombers starting at a halruler distance rom the Allied side, on their way back home aterhaving bombed their target. Keep any damage points (not specialdamages) suered by the ghters. Keep any damage, includingspecial damage, to the bombers, but jammed machine guns areconsidered unjammed. Also, i the Engine Mechanic o ZeppelinStaaken R.VI optional rule is in use, make any attempts to repairengine damage that were not tried beore (i the appropriatemechanic is not incapacitated) beore starting the second round othe game. In this second round o the game, the Allied player doesnt

    lose points or bombers exiting the gaming surace.

    a BriDge TOO ClOseA couple o bombers attack a target, meeting ferce resistancerom enemy planes.

    Players: 24 (variants or 5, 6 and 7)

    Gaming Surace: Length: 136 cm. Width: 98 cm.German Player(s): 1 target card (bridge) at one ruler and a hal distance

    rom the German side and one ruler distance rom the side at hislet; a Fokker Dr.I at a hal ruler distance rom this rst target; 1target card (building) at one ruler distance rom the German sideand one ruler and a hal distance rom the side at his let; an

    Albatros D.Va at a hal ruler distance rom this second target.

    Allied Player(s): A Caproni Ca.3 and a Handley Page O/400 within ahal ruler distance rom the Allied side o the gaming surace and

    within a hal ruler distance rom the side at his let.

    Winning Conditions: Te Caproni has a single load o bombs inicting6 points o damage i the bombs cover the red dot at the center othe target card and 3 i the bombs just hit part o the card but donot ully cover the red center dot. Te Handley Page O/400 has twosuch loads that can be dropped together or separately. Te gameends when all the planes o one side have been shot down or haveexited the gaming surace. Every damage point inicted to a targetcard is a victory point, up to a maximum o 12 per target card. TeGerman player loses 12 points or each o his planes that is destroyedor leaves the gaming surace. Te Allied player loses 20 points or

    each o his planes that is destroyed and 12 or each o his planes thatleaves the gaming surace. However, his planes can leave rom the

    Allied side o the playing surace without any penalty i theydropped all their bombs and the bombs hit the ground at no morethan hal a ruler distance rom a target card. Te side scoring morepoints wins.

    Variants: Replace the Caproni Ca.3 with a second Handley Page O/400.o play on the Italian ront, replace the Handley Page O/400 with aCaproni Ca.4 and the Fokker Dr.I with an Albatros D.III. o play

    with ve players, swap sides, giving the Allied player the two targets

    to deend and a choice o three planes rom amongst the SPAD XIII,Sopwith Camel, A-ring Hanriot HD.1, and A-ring Sopwithriplane. Te German player attempts to attack the targets with aZeppelin Staaken R.VI (two bomb loads) and one plane chosenbetween the Friedrichshaen G.III and the Gotha G.V (one bombload, regardless o which one is chosen). o add two more players,choose the basic scenario or any variant and add one more ghter toeach side, choosing rom amongst the SPAD XIII, Sopwith Camel,

    A-ring Hanriot HD.1, and A-ring Sopwith riplane (or theAllied player) and the Fokker Dr.I, Albatros D.Va, and Palz D.

    III/D.IIIa (or the German player). Eliminated ghters rom eachside costs the side 12 points.

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    lOOKing DOwnA Belgian observation plane is sent to direct artillery freacross enemy lines.

    Players: 24

    Gaming Surace: Length: 98 cm. Width: 68 cm. Divide the gamingsurace into a German hal and a Belgian hal (49 x 68 cm each).

    Belgian Player(s): A Friedrichshaen G.III and a Sopwith Camel withina hal ruler distance rom the Belgian side o the gaming surace.Belgian planes are placed rst.

    German Player(s): A Fokker Dr.I and an Albatros D.Va at a hal rulerdistance rom the German side.

    Winning Conditions: Te game ends when the planes o only one sideare let on the gaming surace. Te Belgian player wins i the

    Friedrichshaen G.III is on the gaming surace when both Germanghters are destroyed or have let the gaming surace. I theFriedrichshaen G.III is on re, resolve all re damage to see i theplane survives or i it has to be considered destroyed. I the winningconditions above are not achieved, compare scores. Te Belgianplayer receives a point or every turn in which the Friedrichshaen G.III spends the whole turn with its central dot in the German hal othe gaming surace, with the ront gunner not incapacitated byspecial damage, and without ring the ront machine gun (othermachine guns o the plane can still re). Te German player receives6 points i the Belgian player does not receive at least 6 points or

    being in the German hal o the gaming surace. Each player receives12 points or each enemy ghter destroyed. Te German playerreceives 18 points i he destroys the Friedrichshaen G.III. Eachplayer receives 12 points or each opposing plane that leaves thegaming surace, but Belgian planes can leave with no penalty romthe Belgian side o the gaming surace i the Belgian player receivedat least 6 points or being in the German hal o the eld (asdescribed beore). Use o the Crew o Friedrichshaen G.III optionalrule is advised.

    resCUe On The nOrTh seaA seaplane is sent to rescue the crew o a downed plane.

    Players: 24

    Gaming Surace: Length: 136 cm. Width: 98 cm.

    Allied Player(s): A Curtiss H.16 and a Sopwith Camel at any point onthe Allied side, at any chosen height (use altitude rules). A downedFelixstowe F.2A at the center o the gaming surace. Allied planes areplaced rst.

    German Player(s): A Fokker Dr.I and an Albatros D.Va on any point othe German side at any chosen height.

    Winning Conditions: Te hal-sunken Felixstowe F.2A cannot move orre in any way. Te Curtiss H.16 must land and stop at no morethan a hal ruler distance rom the Felixstowe and stay there withoutmoving or at least one movement phase. Ater that, the crew o theFelixstowe is rescued and the Curtiss can start taking o as soon asthe Allied player wants. Te Curtiss can re normally while on theground, but instead o using the usual rule or moving on theground (by placing a nger on the plane card and turning the card asthe player likes while the card is held in place by the nger) he mustuse a single maneuver card. I the landed Curtiss overlaps theFelixstowe at any moment, both planes are destroyed immediately.No other plane can land in this scenario. Te game ends whenplanes o only one side are let on the gaming surace. Te Alliedplayer wins i the Curtiss H.16 is on the gaming surace when both

    German ghters are destroyed or have let the gaming surace. I theCurtis H.16 is on re, resolve all re damage to see i the planesurvives or i it has to be considered destroyed. I the winningconditions above are not achieved, compare scores. Each playerreceives 12 points or each enemy ghter destroyed. Te Germanplayer receives 18 points i he destroys the Curtiss H.16. Each playerreceives 12 points or each enemy plane leaving the gaming surace,but Allied planes can leave with no penalty rom the Allied side othe gaming surace i the crew o the downed plane is rescued. Te

    Allied player receives 10 points i the Curtiss H.16 exits rom his

    own side o the table with the rescued crew on board.Variant: Replace the Curtiss H.16 with the Felixstowe F.2A and the

    Sopwith Camel with a B-ring Sopwith riplane. Use the CurtissH.16 as the downed plane.

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    BOMB lOnDOn!wo German bombers engage in a long range mission tobomb the British capital.

    Players: 24

    Gaming Surace: Length: 136 cm. Width: 98 cm.German Player - frst round: wo Gotha G.V on the German side o

    the gaming surace, one at a hal ruler distance to the right rom thecenter and one at hal ruler distance to the let rom the center. An

    Albatros D.Va and a Fokker Dr.I at any spot on the German side.

    Allied Players - frst round: wo ghters chosen rom amongst theSPAD XIII, Sopwith Camel, and A-ring Sopwith riplane on thelet side o the gaming surace, at any point he wants.

    German Player - second round: Any surviving Gotha G.V planes romthe rst round on the German side o the gaming surace, one planeat a hal ruler distance rom the center to the right and one at a halruler distance rom the center to the let.

    Allied Players - second round: One target card at one ruler and a haldistance rom the let side and one ruler and a hal distance rom the

    Allied side. One target card at one ruler and a hal distance rom theright side and one ruler and a hal distance rom the Allied side. woB-ring Sopwith riplanes on the Allied side o the gaming surace.

    German Player - third round: Any surviving Gotha G.V planes romthe second round on the Allied side o the gaming surace, one at a

    hal ruler distance rom the center to the right and one at a hal rulerdistance rom the center to the let. Any surviving Albatros D.Vaand Fokker Dr.I planes rom the rst round on the German side othe gaming surace.

    Allied Players - third round: Any surviving planes rom the rst round,on the let side o the gaming surace, at any point he wants.

    Winning Conditions: Each round ends when all planes rom one sidehave let the gaming surace or are destroyed. Each plane that is inames when it exits the gaming surace, or that is in ames whilestill on the gaming surace at the end o the game, suers all its

    remaining re damage to see i it is destroyed. In the rst round,Gotha G.Vs exiting on any side that is not the Allied side are

    considered destroyed. On the second and the third rounds, Gothasexiting rom any side that is not the German side are considereddestroyed. Fighters exiting the gaming surace are not considereddestroyed, but they cannot return to the game in the same round. Iboth Gotha G.Vs are destroyed, urther rounds are not played. I all

    Allied ghters are destroyed in round 1, round 3 is not played.Surviving ghters keep damage points suered rom one round tothe other, but not special damage. Surviving Gotha G.Vs also keepspecial damage, but jammed machine guns are consideredunjammed. Te German player receives 12 points or each enemyplane destroyed. Te Allied player receives 18 points or each GothaG.V destroyed and 12 points or each ghter destroyed. Each GothaG.V has a single load o bombs inicting 12 points o damage i thebombs ully cover the red dot at the center o the target card and 6 ithe bombs just hit part o the card but do not ully cover the redcenter dot. Bombs can be dropped on target cards on the second

    round. Te German player receives 1 point or each point o damageinicted to a target card, up to a maximum o 18 per target card.Te Allied player receives 3 points or each target card that suers nodamage at all (even as a result o round 2 not being played i bothGotha G.Vs are destroyed in the rst round). Te player whoreceives more points wins.

    Variant: In Bomb Paris! replace the two Gotha G.Vs with twoFriedrichshaen G.III planes. In the second round, replace the twoB-ring Sopwith riplanes with two B-ring Nieuport 17/23 planes.In Bomb Poland! the two sides are Italians and Austrians. Replace

    the two Gotha G.Vs with two Caproni Ca.3 planes and the twoescort ghters with a SPAD XIII and an A-ring Hanriot HD.1. Inthe rst round, the Austrian ghters are two Albatros D.III planes,and in the second round, the Austrian ghters are an Albatros D.IIIand a Halberstadt D.III.

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