CD Aircraft Rules

V0.5 – 22/11/12

1.... Helicopters.. 1

1.1.. Helicopter General 1

1.2.. Orders. 1

1.3.. Morale. 1

1.4.. Helicopter Movement 2

1.4.1      Altitude. 2

1.4.2      Pop Up. 2

1.4.3      Endurance. 2

1.4.4      Speed. 2

1.4.5      Facing. 2

1.4.6      Move after Firing. 2

1.5.. Air to Surface. 3

1.5.1      Spotting. 3

1.5.2      Phases 3

1.5.3      Weapon Combinations 3

1.5.4      Guns 3

1.5.5      ATGM & ASM.. 3

1.5.6      Rockets 3

1.6.. Artillery. 4

2.... Airplanes.. 4

2.1.. Plane Turn Sequence. 4

2.2.. Airplane Arrival 4

2.3.. Air to Surface. 4

2.3.1      Weapons Combinations 4

2.3.2      Spotting. 4

2.3.3      Target Selection. 4

2.3.4      Number of Attacks - ROF. 5

2.3.5      Guns 5

2.3.6      ATGM, ASM & Guided Bombs 5

2.3.7      Rockets 5

2.3.8      Morale Effects 5

2.4.. Spotters & UAV’s. 5

3.... Both Helicopters and Airplanes.. 6

3.1.. Air to Surface. 6

3.1.1      Bombs 6

3.2.. Surface to Air. 6

3.2.1      Spotting. 6

3.2.2      Radar 6

3.2.3      What can fire?. 6

3.2.4      Hitting. 7

3.2.5      Gun Range. 7

3.2.6      Countermeasures 7

3.2.7      Gun Missile Combos 7

3.2.8      Collective Ground Fire. 7

 

1         Helicopters

1.1      Helicopter General

Helicopters are treated as a special type of vehicle. The rules below override those in the CDTOB rule book. However if no rule below applies the standard rule is in place

The MV-22 Osprey is treated as a helicopter

1.2      Orders

Helicopters can be ordered to arrive on table at any time, assuming they are not reloading (see 5.3.1 Re-arming)

Attack and observation helicopters are considered self ordering. They are considered single stand companies for morale purposes

Transport helicopters are organised in flights[1].  Any helicopter in the flight may issue an order to the others but only one helicopter in the flight may issue a order in any one turn. A flight is considered a company for morale purposes

1.3      Morale

Helicopters do NOT count as air strikes for morale purposes (airplanes do)

Choppers are affected by proximity like all other stands

Unless out of LOS of all enemy stands choppers never get the cover bonus

Armed choppers are treated as if an AFV for the purposes of the enemy’s morale checks

1.4      Helicopter Movement

These rules assume only tactical movement over the battlefield.

1.4.1       Altitude

Choppers over the battlefield are either at Low (above the terrain) or Nap of the Earth - NOE (between the terrain).

Altitude is declared at the start of a chopper’s move and may be changed once during the move at any point. The owning player must clearly stare where the transition takes place. In addition choppers at NOE may pop-up at the end of the move

NOE choppers are considered to be two levels above the terrain they are flying over. This means that NOE choppers can see and be seen over hedges, rises and walls, but not over woods and BUA’s

Choppers over terrain can be seen from all sides of the feature, and touching features (e.g. a town adjacent to a wood) but beyond that LOS does not improve

Low choppers and pop-ups can be considered to be at level 10. In most games players can assume this means that they are in LOS from any point on the table but with a 3” dead zone behind all terrain that breaks LOS

1.4.1.1         Landing & Taking Off

This is considered an altitude change

A helicopter that has suffered any hitting penalty -2 or greater (e.g. a suppressed chopper) this turn may not land if it is still within LOS of the system that inflicted the penalty

1.4.2       Pop Up

Pop ups start and finish at NOE

Pop ups only take place at the end of the movement phase and must be declared by the owning player. They are not movement and don’t require an order chit, but may be combined with a move.

The pop down is considered to be part of the move after firing (see 3.6 Move after Firing)

The main effect of a pop up is to allow choppers at NOE to fire over intervening terrain (i.e. temporarily reach low altitude). However it does render them vulnerable to counter fire from AA systems, even those that can’t fire at NOE choppers, though with a penalty

1.4.3       Endurance

Choppers remain over the board for a maximum of 2 turns. At the end of the second turn the helicopter is removed from play.

Demoralised and shaken helicopters are also removed from play immediately

1.4.3.1         Re-arming

A helicopter that left the table in good morale can return after 4 whole turns have been spent off table. Add one turn if the helicopter left shaken, add two turns if it left demoralised

1.4.4       Speed

Chopper at low alt have infinite movement. When entering the table the order chit is placed at the entry point and the helicopter follows the arrow from the entry point

Choppers at NOE have a BMA of 30”. Movement at low in a turn does not reduce the NOE movement

1.4.5       Facing

Helicopters may pivot at the start and end of their moves. Also before general fire

1.4.6       Move after Firing

Immediately after the phase in which a helicopter has fired it may be moved in any direction 24” This may include an altitude change at the start or the end. Helicopters landed at the end of this move may unload all personnel stands.

This move is not subject to opportunity fire

1.5      Air to Surface

1.5.1       Spotting

Helicopters at NOE spot as vehicles. Those at low spot as infantry

1.5.2       Phases

For the most part helicopters are restricted to firing in the normal phases with the following exceptions:

Helicopters may not fire in the prep fire phase

Air to Air Missiles may fire in the opportunity fire even if the carrying chopper is moving

Fixed and turret guns (but not door guns) may fire in the opportunity fire even if the carrying chopper is moving verses airborne targets only

1.5.3       Weapon Combinations

Rockets and Guns may be fired together at the same target

Missiles may not be fired with any other type of missile or other weapons except door guns

Door guns may be fired in combination with any other weapons and may be targeted independently

1.5.4       Guns

These hit normal ground to ground to ground fire. Door guns hit as VMG

Gun ROF is indicated on the weapon stats. Gatling and rotary cannon ROF is based on the real world ROF. Door guns are treated as Vehicle MG’s. Door miniguns are treated as VMGs with a  ROF of 3

Turreted and fixed guns are not subject for the firing penalty for making a hasty advance. Pivot guns (e.g. door guns) still get the penalty for a hasty advance

1.5.5       ATGM & ASM

These are fired in the same was as ground missiles most have ROF of 1. Fire and forget missiles (IIR or AR (MMW)) have 2 ROF.

They may be fired on the move.

Most helicopters have stabilised sights so are not subject to the -2 penalty for hasty advance

1.5.6       Rockets

1.5.6.1         Range

All rockets have a 24” range

1.5.6.2         Area of effect

Rocket pods have an area of effect. All stands touching the area will be subjected to one or more hitting rolls depending on the cumulative ROF of the pods

All rocket attacks cover a 2x2 area

1.5.6.3         ROF[2]

ROF for rockets is quoted per helicopter ie we assume all rockets carried are fired in one volley. If the ROF is high enough rockets may split their fire per the standard rules.

Rockets do NOT get +1 ROF in opportunity fire

Rockets are never subject to the penalty for making as hasty advance

1.5.6.4         HE Factor and Warhead Modifiers

HE factors are equivalent to a gun of the same calibre firing IDF.

HEAT rockets are +3 vs. armour and -1 vs. personnel

Flechette rockets are +2 vs. personnel NOT in a BUA or bunker. They are treated as small arms vs. weak AFVs and have no effect on other AFV’s

All rocket fire is H class and suppresses

1.6      Artillery

Artillery has no effect on helicopters

2         Airplanes

2.1      Plane Turn Sequence

This section doesn’t apply to helicopters

Air attacks arrive after the MOVEMENT phase before the opportunity fire phase

Air attacks are completed in the following order:

1)       Dice for aircraft arrival

2)       Place ground attack planes

3)       AA vs. planes

4)       Conduct ground attack

 

Ground attack planes are removed from the table at the end of the morale phase. No plane is allowed over the table for more than a turn with the exception of spotters

2.2      Airplane Arrival

Arrival of airplanes over the tabletop will be governed by the scenario. It’s suggested some sort of random roster is used as it was rare that any ground commander at the command level simulated in CDTOB had control of what assets were allocated to him and their exact arrival time

2.3      Air to Surface

2.3.1       Weapons Combinations

The aircraft stats show typical loads. Those loads are mutually exclusive. A plane may have bombs, rockets, ASM, ARM or GB. The exception are AAM’s some planes may carry them in addition to their other loads, this is noted on the aircraft stats.

In game terms a plane may have bombs or rockets (players choice) by default. Cluster bombs and guide weapons are only available if the scenario allows it

2.3.2       Spotting

Planes can only attack targets in the open. If there is a FAC or ALO who has spotted a target on the edge of cover that is also eligible for attack. Without an ALO/FAC planes may attack targets in cover (BUA or woods) but the effects of the attack are limited to suppression and morale.

Troops in fortifications (bunkers, trenches etc) are valid targets for all attacks as long as the fortifications are in the open.

Unless an ALO/FAC has spotted them then man-portable SAM stands can not be targeted

CDTOB spotting rules are not used

2.3.3       Target Selection

The player making the attack must select a target point for the aircraft, marking it on the table with a counter. His opponent can then select and alternative point within 24”, also marking it with a counter. The owning player then rolls a d10, 1-8 his chosen point is attacked, 9-10 the alternative point is attacked. Note that this means attacks on friendly forces are possible if the first point is close to the front line.

If there is a friendly FAC/ALO within LOS of the primary selected target point, or the primary point is marked with coloured smoke, then the primary point will be attacked on a 1-9 and the alternate only on a 10

Targets can be marked with coloured smoke by artillery only if the scenario allows it. One divisional level or higher battery must be designated as the marking battery. To mark the target make a successful IDF request, per the usually artillery rules. You may not use H&I fire to mark targets. There is no HE or suppression effect on a marked target.

Once the target is selected place the model plane at that point

2.3.3.1         Attacks on Alternative Points

If there is an enemy AA system that can see an airborne target it must engage at least one of the available targets for each ROF

This basically means that planes attacking alternative points will be engaged by the enemy’s AA, even though it may not be in their best interests to do so

2.3.4       Number of Attacks - ROF

All planes have a ROF. This is the number of stands that can be attacked within 6” of the target counter[3]. There is no ROF reduction for attacking multiple targets. Multiple ROF can be expended against a single target. The max number of targets that can be engaged is 4

2.3.5       Guns

Aircraft guns all have a hit number of 5 and for the most part count as small arms. Unless otherwise stated guns have a ROF of 2

Only a few specialist planes carry AP ammo for their guns and are tasked with tank hunting: A-10 and Su-25 being the most obvious examples. Such attacks take place at close range for the purposes of penetration and always attack the flank armour

2.3.5.1         Fighters Strafing

Fighters make gun attacks if they are standard fighters, they are gun armed and there are no enemy choppers or airplanes on the board

Strafing fighters are vulnerable to onboard AA

2.3.6       ATGM, ASM & Guided Bombs

Missiles are fired at 80” range or the table edge whichever is closer. For missiles with a range shorter than 100” they are launched at 75% of their max range. The stats give the hit chance and the HE effect or penetration

All planes have a ROF of 1 if the missiles are CLOS, SACLOS or SAL, others have a 2 ROF

All missiles with HE effect suppress

2.3.6.1         GPS Guided Weapons

GPS guided weapons like JDAM can never be fired at a target that moved

2.3.7       Rockets

2.3.7.1         Range

The launching plane is placed 24” from the centre of the targeting point

2.3.7.2         Area of effect

All rocket attacks cover a 2x2 area

2.3.7.3         HE Factor and Warhead Modifiers

HE factors are equivalent to a gun of the same calibre firing IDF.

HEAT rockets are +3 vs. armour and -1 vs. personnel

Flechette rockets are +2 vs. personnel NOT in a BUA or bunker. They are treated as small arms vs. weak AFVs and have no effect on other AFV’s

All rocket fire is H class and suppresses

2.3.8       Morale Effects

All air strikes trigger a -2 morale penalty on all morale (both sides) within 12”. The morale radius is measured from the impact point not the launch point

Fighters never modify morale checks except if they strafe ground targets

2.4      Spotters & UAV’s

To be written

3         Both Helicopters and Airplanes

3.1      Air to Surface

3.1.1       Bombs

3.1.1.1         Release point

Planes dropping bombs are placed over the target counter. Helicopters are placed over the target stand. Helicopters may only drop bombs at low alt, not NOE

3.1.1.2         Factors & ROF

For the most part each plane gets 1 ROF for each 2000kg of bomb load[4], or part thereof. Planes with a 1000kg or less load are classed as light attack. Light attack get 1 ROF but have other penalties. All helicopters dropping bombs count as light attack

3.1.1.3         Area

For most aircraft each ROF gives a 2”x2” area. If multiple ROF is used against the same target than the areas may be superimposed to allow multiple rolls per target or they may be placed anywhere within 6” of the target counter. The centre of the bombing area must be within 6” of the target counter

Light attack planes have a 1”x1” area

3.1.1.4         Effect – HE Bombs

Light Attack planes attack all stands touching the area of effect with an HE factor of 6. Other aircraft use an HE factor of 7. Bomb attacks suppress

3.1.1.5         Effect – AT Cluster Bombs

Vehicles and towed guns are attacked with an HE factor of 8. Personnel (except gun crews) are unaffected. Stands in woods are not affected by AT Cluster Bombs. Cluster bomb attacks suppress. Cluster bombs ignore cover modifiers for dug-in guns and vehicles

3.2      Surface to Air

3.2.1       Spotting

Airplanes are always auto spotted

Helicopters are auto spotted unless hovering in which case they usually count as vehicle in open.

Helicopters with roof sights hovering just behind and above a terrain feature are visually spotted as vehicles in cover as long as the spotter’s LOS passes over the terrain feature being used for concealment. Radar that is part of a gun or missile system that can engage NOE choppers autospots such targets.

Helicopters with mast sights hovering just behind and above a terrain feature are visually and radar spotted as infantry in cover as long as the spotters LOS passes over the terrain feature being used for concealment.

3.2.2       Radar

In effect all radars have infinite spotting range for game purposes. Radar LOS is not effected by weather or darkness

3.2.3       What can fire?

SAMs & AA guns can not fire from inside BUA’s and woods with one exception. HIW SAMs (ie shoulder launched) can fire from any BUA which is represented by a model of a building with a flat roof.[5]

Helicopters that move their BMA or less (ie less than 30”), excluding the move after firing, can be engaged as if they are a ground target. They may also be engaged as if an air target. Use the best factors but if using ground fire factors a “no effect” on the effect table means a -3 to hit penalty for the targeted chopper this turn (i.e. a “near miss” causes the chopper to dodge and spoil its own aim)

Helicopters moving faster can only be engaged by AA weapons and some helicopter weapons

The following helicopter weapons can be fired at other fast moving helicopters: AAM’s, turret guns and fixed guns

Some SAMs & AAM’s are ineffectual against NOE choppers, each missile has a Y, ½, or N rating in the NOE column. ½ indicates the max range is halved at NOE targets.

Some SAMs & AAM’s are ineffectual against all choppers, each missile has a Y, ½, or N rating in the “chop” column

So IR SAMs are limited in the arcs in which they can fire at planes (but not choppers). TCIR can only fire at the rear 90 ° arc of a target. IAIR can not fire in the front 90 ° of the target

3.2.4       Hitting

Roll 1d10 a roll of 1-3 is a negative penalty on the hit chance of the attacking aircraft. A roll of 9 or 10 aborts the plane, with most systems. A roll of 4 is a re-roll AA guns with fire control.

Note that 1-3 results have no effect on an artillery spotter

Basic SAMs only abort the target on 10 rather than a 9 or 10

A “abort” on a helicopter has a 50% chance of removing the chopper from the game and a 50% chance of forcing it back

3.2.5       Gun Range

Each AA gun can engage a single target within range. There are no range brackets

Calibre

Manual

Fire Control

MG & HMG

10

20

20-29mm

15

30

30-39mm

20

40

40+mm

30

60

3.2.6       Countermeasures

3.2.6.1         Infrared Suppressors (IRS)

These halve the range of IR missiles

3.2.6.2         Other Countermeasures

These rules only deals with point defence counter measures

Countermeasures are only rolled for when an abort result is scored. If successful it converts into a -2 penalty

The plane makes a saving throw based on how vulnerable the missile or gun is to countermeasures (d10). On the SAM or gun stats a blank indicates the system is invulnerable to the countermeasures system

P: 1-2, V: 1-5, VV 1-8

Guns a long as they have LOS and are within manual range are immune to countermeasures

3.2.6.3         “Missile Matrix”

In order to expedite play for games where there are small numbers of AA systems and aircraft referees may want to construct a missiles matrix. This gives the ranges and jamming saves vs. all available air targets. An example:

 

 

 

 

 

MiG-23BN

MiG-21bis

Tornado

Alpha Jet

System

Min Rng

ROF

Quality

Note

Rng

save

rang

save

rng

save

rng

save

SA-9

20

1

10

not front 90°

 

 

 

 

180

1-8

180

-

SA-14

12

1

10

not front 90°

 

 

 

 

120

1-2

120

-

ZSU-23-4

0

1

9-10

 

 

 

 

 

15

30

-

1-2

30

-

Gepard

0

1

9-10

 

20

40

-

1-2

40

-

 

 

 

 

 

3.2.7       Gun Missile Combos

Systems such as the 2S6 with a mix of guns and missiles may fire their SAM’s first. If the SAM fails to shoot down the target the system can fire its guns at the same target.

3.2.8       Collective Ground Fire

This represents all the assorted infantry weapons and pivot MGs that might be fired at a plane.

All aircraft are subject to a single collective ground fire roll except planes delivering ASM, ARM & GB, had choppers firing missiles over 20cm from any enemy

In most circumstances a 1 on a d10 produces a -1 hitting penalty for the aircraft. However where armies have a preponderance of 12.7mm or larger MGs on their vehicles then this changes to a 1 or 2. A roll of 1 giving a -1 to hit, a roll of 2 a -2 to hit.

Armies with a preponderance of MGs care any Warpac of Soviet supplies after the mid 70’s and US or US supplied at any time. The Israelis.



[1] This is a game term for a group of helicopters operating together. The official TO&E term may be different, for example squadron

[2] ROF per pod uses the following formula: = Rkts ^ (1/2.8198) - 0.4. To get the ROF for the chopper add the rockets of all the RP’s together and then round down.

[3] This represents the individual (real world) planes that make up a stand splitting up an hitting different targets

[4] This is based on useable bomb load which is assessed as HALF the maximum bomb load.

[5] If the SAM stand will fit on the roof of the model building with none of the stand overlapping the roof it can fire out of that BUA.