From The General 18/2

AIR FORCE ERRATA
		
Charts & Tables:		
	
A number of modifiers, thought specified correctly in the text of the
rules, do not appear or are stated incorrectly in the Charts (page 3).
For Players' convenience they ought to make a note on the appropriate
Charts.
				
Nr. lb Optional Modifiers, add	
		
Target in Slip	  -1			
Dive Speed Firing -1		
Slip, Loop, Roll				
Firing (each)	  -2		
Spin Firing	  -4
				
Spotting Modifiers, add	
			
Inverted	  -2				
Altitude: Towards +1			
	  Away	  -1				
							
Dive & Glide Bomb Modifiers, correction	
	 	
These modifiers are for the 1st die.			
			
Example of Loaded Modifiers (page 17)
			
Maneuver, level and dive speed increments...would be "3-4", "5-6", and
"7-8" respectively.
			
Aircraft Identification. Procedure (page 20)
	 	
Subtract "one" from Identification die roll for "F" guns.	
			
Inline Engine Table (page 20)
 	
(Add the result on each die together.)			
				
Scenarios (page 25ff)	
	 	
Map edge sides are referred to by the numbers on the compass rose
pointing toward that side. 

Altitude Loss at Non-Level Bank (page 11)

A number of conditions have been applied to the mandatory altitude loss.
An aircraft which ends the Game Turn in a non-Level Bank attitude must
lose 100 feet of altitude unless:

1. The a/c was plotted to perform a Turn, Slip, Half-loop or Half-Roll
[as before].

2. The a/c spent half its turn (rounding fractions down) in Level bank.

3. The a/c has not expended enough Movement Points to conduct a
Maneuver. The rule applies at the end ofthe first Game Turn in which the
aircraft is capable of performing a maneuver, but has not, and every
subsequent turn after that, until #1 or #2 apply.

This altitude loss is determined during the Status Determination Phase
following the plot of aircraft, and affects its next turn's altitude. As
this is an "administrative adjustment", the following rules apply when
using the Optional Nose Altitude Rules for combat:

1. The 100' loss still leaves the aircraft in a Nose-Level altitude.

2. If a player plotted a climb of 100' to adjust for the loss, the
aircraft is still Nose-Level attitude. (If however, more than 100' were
plotted, then the Nose-Attitude. Rule takes Precedence).

QUESTIONS & ANSWERS

Q. In Scenario 4. are the flak guns specified a total amount divided
among all the flak counters specified, or does each counter contain the
specified amount of flak guns?

A. The amount is a total divided among all the flak counters.

Q. Do all the guns in a flak counter fire as one unit, or may they all
fire separately?

A. They must all fire as one unit.

Q. Does each flak counter have to spot an enemy plane before they can
fire on that plane? In other words, must 16 flak counters make spotting
attempts on the same plane? 

A. Once spotted, an aircraft may be fired upon by any unit in the game;
an aircraft need not be spotted by the unit firing on it.

Q. Do ground targets have to be spotted to be attacked (or bombed)?

A. No; bombardiers were usually provided with maps.

Q. If three planes on the same side are flying individually and only one
spots an enemy, does movement have to be logged in advance for the other
two?

A. No All aircraft are freed from their pre plotted movement.

Q. If a plane becomes spotted because it fires, can enemy planes fire on
that plane in that turn?

A. Yes.

Q. What happens when an aircraft already at its maximum dive speed makes
a further dive?

A. The aircraft is destroyed. In order to dive the aircraft would have
to reduce its airspeed first, probably by applying brake factors.

Q. Does the procedure for spotting through clouds take different
altitudes of the aircraft into account, similar to sighting over a hill?

A. No. You cannot sight over a cloud.

Q. The optional rules state that a plane must stay in the "maneuver"
speed until it spots an enemy plane. The corresponding altitudes of the
maneuver speeds seem to be too low. I thought bombers usually flew the
highest altitude they could.

A. You may start bombers at maneuver or level speed.

Q. Will a plane that spreads a half-loop over two or more turns have to
climb or dive it's maximum rate every turn included?

A. Yes.

NB submitted by John Kula (kula@telus.net)
on behalf of the Strategy Gaming Society
(http://www.boardgamegeek.com/~sgs), 
originally collected by Andrew Webber 
(gbm@wwwebbers.com)