Wargame Mechanics Index

Canvas Eagles

Tailing an enemy forces him to hand you his secret direction and altitude markers before you plot, turning positional advantage directly into information advantage.

Multi-player WWI dogfighting game descended from Blue Max, in which each player flies one aircraft on a hex sheet with numbered altitude levels. Each turn players secretly write a manoeuvre from their aircraft's Maneuver Schedule, subject to speed, fuel and restriction rules, and all aircraft move simultaneously; tailed aircraft must first reveal their turn direction and altitude change to the tailer. Fire uses a Combat Values table of range plus modifiers cross-indexed with 1d6 on a CRT that yields blue and red damage markers drawn blind from a cup, and the rules add spins, fire, jams, crew wounds, campaign experience, missions and a drop-in 'fluid game'.

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Mechanics 33 · 1 distinctive

Damage & Attrition

2dmg
Critical damage & special damage typesCritical hits / special damage

Markers can jam rudders, tear fabric, damage struts, kill crew or explode fuel tanks; critical sections may break apart.

How it works

Special results: fuel tank hit (lose 6 fuel) or explode, engine damaged (no speed 3-4), rudder jammed (forced direction 2 turns), fabric tears / struts damaged (no restricted manoeuvres), weapon destroyed, pilot or observer killed. Once all boxes and at least one triangle of a section are gone, restricted manoeuvres risk break-up on 5-6, or engine seizure.

Critically damaged aircraft making restricted maneuvers (steep climbs and restricted maneuvers with a critically damaged engine) may break apart (these aircraft are destroyed).
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2dmg
Damage markers & Aircraft Data SheetDamage records & systems

Hits are resolved by drawing red/blue damage markers blind from a cup and crossing off section boxes.

How it works

35 two-sided markers name a section (fuselage, tail, wing, engine) and number of boxes; red markers are drawn first, then blue. An aircraft is destroyed when all boxes and triangles of a wing, fuselage or tail section are crossed off; total engine damage forces gliding. Same-altitude front/rear hits are redirected (e.g. tail to engine on tractors).

These markers are drawn by the target player from an opaque container.
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2dmg

Burning aircraft take a damage draw every turn until the fire is extinguished, and smoke can turn into fire.

How it works

An aircraft on fire draws one blue marker each Fire Damage phase and cannot tail, shoot (pilot) or perform restricted manoeuvres. Fire goes out on 5-6 (4-6 after a sideslip) and becomes smoke; smoke clears on 6 but becomes fire on a 1. Seized engines test 6 fire, 5 smoke.

Players whose aircraft have caught fire must draw one BLUE marker and record the damage; damage is applied immediately.
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1dmg

Pilots and observers have three wound boxes; light and serious wounds degrade flying and shooting.

How it works

On a crew-wound marker roll 1d6: 1-3 no effect, 4-5 light wound (one box), 6 serious (two boxes); three boxes kills. Light: no restricted manoeuvres, -1 combat; serious: -3 combat, no long range, only simple turns, no reloading. A killed pilot sends the aircraft into a spin unless dual controls allow the observer to fly as a novice.

a roll of a 4 or 5 means a Light Wound has resulted (cross off one pilot/observer box); a roll of a 6 means a Serious Wound has resulted (cross off two pilot/observer boxes).
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1dmg

An observation balloon is destroyed only by a single attacker scoring two or more RED damage chits in one turn; damage from different attackers or turns does not add up.

How it works

In the Balloon Busting mission, balloons sit at altitude level 1 and count as stalled. A balloon is destroyed only if two or more RED damage chits come up in a single turn from a single attacker. RED chits from several attackers, or spread over several turns, do not combine. The Le Prieur anti-balloon rockets (6.08) are the stated exception. Incendiary rounds (all aircraft after July 1917) add +1 to combat rolls against balloons.

are only destroyed if hit by two or more RED damage chits results in a single turn from a single attacker (exception, see: "6.08 Le Prieur Anti-Balloon Rockets")
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Ranged Combat

2fire
Fire Arc templates & Blind SpotLine of sight & cover

Per-weapon arc templates by clock position and altitude band define legal targets, with a rear blind spot.

How it works

Templates combine clock positions with Low/Same/High altitude bands (e.g. '6 O'clock Low'); shaded arcs allow fire but force a dive or climb after medium/long bursts. Rigid (R/RR), flexible (F/FO) and wing (W) mountings differ. Observers cannot fire into the hex directly behind at the same altitude unless their aircraft climbed.

The first hex directly behind an aircraft is called, “The Blind Spot”. Observers may not normally fire at targets in the “Blind Spot” because their aircraft’s tail assemblage interferes with their arc of fire.
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1fire
Bursts, ammunition drums, jammingAmmunition & fire limits

Burst length spends ammo boxes on drum-fed guns, and long bursts risk jams.

How it works

Lewis, Hotchkiss and Parabellum guns cross off 1/2/3 ammo boxes for short/medium/long bursts and must reload when a drum row is empty (pilots only during simple straight manoeuvres). After a long burst roll 1d6: 5-6 jams; unjam on 4-6 in the recovery phase. Belt-fed Vickers/Spandau are unlimited (optional 20-box limit).

Players who fire long bursts must test their weapons for the possibility of jam- ming. Roll 1d6 and if a 5 or 6 is rolled, the weapon has jammed
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1fire
Combat Result TableCombat results table

Combat Value is cross-indexed with 1d6 to give numbers of blue and red damage markers.

How it works

The CRT has combat value columns up to 17 and d6 rows; results like 'B', '2R' or 'B•3R' give blue and red hits (CV 11, roll 5 = one blue and three red). A combat value of zero or less has no effect though ammunition is spent and jams may occur. Cannons and AA fire use column shifts.

Roll 1d6 and find the intersection of the die roll and the combat value on the Combat Result Table: the table gives the number of “BLUE” and the number of “Red” hits suffered by the target.
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1fire
Friendly Fire (optional)Fire strikes unintended targets

An aircraft over its own trench line may be shot at by its own ground troops.

How it works

Optional rule. Whenever an aircraft flies over its own trenchline hexes the owner rolls 1d6. On 1-2 the friendly ground troops fire on the aircraft; on 3-6 they hold their fire.

When an aircraft flies over its own trenchline hexes, it must test for friendly fire. Roll 1d6: 1-2: Ground troops fire on the friendly aircraft; 3, 4, 5 or 6: Ground troops hold their fire.
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1fire
Hex range 0-3Range bands

Fire reaches the own hex plus three hexes, with range columns 0-3 on the combat values table.

How it works

Line of fire is the aircraft's own hex and three hexes out; hex range counts the target hex. Same-hex fire is allowed only if both face the same way and the attacker was slower. Seriously wounded crew cannot fire at long range; ace 'Range' ability fires as one hex closer.

Line of fire consists of the aircraft’s own hex and the three hexes from the aircraft
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Turn Structure & Sequence

1turn

A ten-phase turn from tailing through fire extinguishing.

How it works

1 Tailing, 2 Maneuver Selection, 3 Fuel Expenditure, 4 Movement, 5 Combat, 6 Damage, 7 Recovery (one of unjam, spin recovery or reload), 8 Problem (jams, spin tests, anoxia), 9 Fire Damage, 10 Fire/Smoke Extinguishing. All players finish a phase before the next.

1. Tailing Phase 2. Maneuver Selection Phase 3. Fuel Expenditure Phase 4. Movement Phase 5. Combat Phase 6. Damage Phase 7. Recovery Phase 8. Problem Phase 9. Fire Damage Phase 10. Fire/Smoke Extinguishing Phase
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1turn

Optional 2-minute timer per turn; unplotted aircraft fly straight.

How it works

For experienced players only, a timer allows 2 minutes per turn; players who fail to plot by the end of manoeuvre selection fly a simple straight at last turn's speed (2S1 if they had stalled).

A timer is employed to allow only 2 minutes per turn. Players failing to mark their maneuvers by the end of the maneuver selection phase must move a simple straight
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1turn
Simultaneous movement and fireSimultaneous turns

All aircraft move simultaneously and all fire is simultaneous, with damage applied in the damage phase.

How it works

All players move their aircraft in the same phase; any number may pass through or share hexes (optional collision rule). Fire is resolved in any order but damage only takes effect in the damage phase, so an aircraft destroyed that turn can still fire.

All fire is simultaneous. Damage does not take effect until the end of the damage phase.
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1turn
Maneuver Selection / Move Written markersWritten / plotted orders

Each pilot secretly records a manoeuvre and, in combat, his target and burst length.

How it works

Players write a manoeuvre code from their Maneuver Schedule on the Aircraft Data Sheet and place a 'Move Written' marker; when all have one the phase ends. At the start of the combat phase any pilot firing secretly records target and short/medium/long burst, declared before rolling.

Each player selects a maneuver from their aircraft’s “Maneuver Schedule” and records this on their Air- craft Data Sheet.
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Air Systems

2air
Diving, climbing, zoom climbsAltitude & energy

Altitude levels trade with speed and fuel: steep dives add speed, steep climbs lose it.

How it works

Diving costs 1 less fuel, climbing 1 more. A dive of 2+ levels adds one speed next turn; a climb of 2+ loses one, and speed 0 tests for spin. A dive of 2+ levels permits a Zoom Climb at +0 fuel and the Climbing Immelmann. Over-diving beyond the safe rate draws a blue damage marker per extra level to the wings. Medium/long bursts by rigid guns at higher or lower targets force a climb or dive next turn.

An aircraft which dives 2 or more altitude levels during a movement phase may elect to “Zoom Climb” the following movement phase.
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2air
Maneuver Schedule & restrictionsAir manoeuvre system

Each aircraft has its own chart of numbered manoeuvres with codes for direction, speed and altitude tolerance.

How it works

Codes like 20R3 give manoeuvre number, direction and speed (also fuel cost), with flight tolerances (C, C1, D, D1, L, X). Restricted manoeuvres (27-36) need a previous simple straight (2-4); bracketed non-repeatable ones cannot follow each other; Stability A/B aircraft must fly straight between left and right turns. Early and Late War schedules differ.

Some maneuvers (num- bered 27-36) may only be selected if the previous maneuver was a simple straight flight (maneuvers numbered 2, 3, or 4).
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2air
Stalls, Spins & Spin RecoveryDeparture from controlled flight

Stalls, over-climbing, speed 0 and red wing/tail damage trigger 2d6 spin tests; spinning aircraft fall until they recover.

How it works

Roll 2d6: 2-5 spins (+1 Stability A, -1 C, -1 novice). A spinning aircraft plots 0S1, drops one altitude level per movement phase, cannot fire, and crashes at altitude 0. Recovery needs 7+ on 2d6, after which facing is randomised by d6 and the next manoeuvre must be maximum speed.

Roll 2d6 to test if an aircraft goes into a spin: The aircraft spins on a roll of 2, 3, 4 or 5.
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Command & Control

3cmd

An aircraft being tailed must secretly pass its next turn direction and altitude change to the tailer before plotting.

How it works

A tails B if B is in A's front tailing arc and A is in B's rear arc, within 3 hexes and one altitude level; one enemy may be tailed at a time, smoking/burning aircraft and novices cannot tail. The tailed player passes L/S/R and Dive/Level/Climb markers to the tailer; chains pass information down the line, circular chains break by low die. Tailing also gives +1/+2 to hit.

During the maneuver selection phase, the players who are being tailed must reveal both the direction, and any altitude change of their chosen maneuver to each player tailing them.
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2cmd
Secrecy (no radios)Command friction & delay

Players may not coordinate plots and keep damage, jams and crew deaths secret from everyone, including allies.

How it works

Manoeuvres, targets and bursts are not disclosed in advance; only smoke, fire, spins and destruction are announced. Pilots may not jointly plan manoeuvres since aircraft had no radios, except formation flying with a designated leader.

Players may NOT jointly plan their maneuvers, as aircraft did not have radios. Once in the air, pilots are on their own.
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1cmd
Flight Leaders & Formation FlyingLeader effects

Optional squadron and formation leaders let wingmen in the same hex and facing copy the leader's manoeuvre.

How it works

Pilots in the leader's hex facing the same way may declare they fly in formation and record his manoeuvre; they break formation by plotting differently, or must if unable to perform it.

The only benefit of having squadron leaders is so that other players may fly in formation with the leader.
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Resolution Engine

1engine

A single d6 drives combat, jams and most tests, with 2d6 for spins and landing tables.

How it works

1d6 on the CRT, jamming, unjamming, wounds, fire and AA; 2d6 for spin tests, recovery, landing, crash, bailing and evasion tables; 1d10 for campaign missions.

The players need to provide a 1d6 die (six-sided die), an opaque contain- er, a hex playing sheet and miniature aircraft to play the game.
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1engine
Column shift modifiersQuality / chart ladder shifts

Anti-aircraft fire and cannon hits shift the damage roll to a different column of the Combat Result Table instead of modifying the die.

How it works

The 1d6 Combat Result Table is read by column. Ground fire uses the 2 column. Light anti-aircraft fire uses the 4 column shifted by -1, -2 or -3 for target altitude 1, 2 or 3, and a further -1 if the target flies at speed 3 or 4. Heavy anti-aircraft fire also uses the 4 column, with shifts of -1, -2 or -3 by altitude band and -1 for speed 3 or 4. A confirmed cannon hit shifts the damage table up 8 columns, for example from column 8 to column 16.

Light Anti-Aircraft Fire: Roll on the 4 column Column shift modifiers: -1 Target is at altitude 1 -2 Target is at altitude 2 -3 Target is at altitude 3
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1engine
Combat Values TableModifier stacking

A base value by range is adjusted by many cumulative modifiers to produce the Combat Value.

How it works

Modifiers vary by range column: burst length (+1 to +4), attacker speed 3-4 (-3 to 0), deflection (-3 to -1), firing at a spinning aircraft, restricted manoeuvre, tailed target last turn (+1/+2), fired at it last turn, target lower/higher, minor/serious wounds, target stalled, flexible vs rigid and single vs dual weapons, aircraft stability.

The cumulative total of the base value and all the applicable modifiers is the combat value.
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Forces & Unit Definition

1force
Novice pilots & experienceTroop quality grades

Pilots under 50 experience points are novices who cannot tail enemies or fly restricted manoeuvres.

How it works

Experience points come from turns flown (1), kills (24), missions and red hits; novices (<50 XP) cannot tail enemy aircraft or perform restricted manoeuvres and take -1 on spin tests and recovery.

A novice may not tail enemy aircraft, but may tail friendly aircraft. Novices may not perform restricted maneuvers.
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1force
Aircraft Data SheetsUnit cards & rosters

Each aircraft type has a data sheet with stability, altitude limits, weapons, damage boxes and fuel.

How it works

Data sheets list maximum altitude (with '+' if regainable), climb and dive ratings, stability A-C, weapon mountings and fire-arc templates, ammunition drums, section damage boxes/triangles, fuel boxes and a 30-turn plot record. Allied and Central statistics are in appendices.

Each aircraft has its own Aircraft Data Sheet which contains a section, the "Maneuver Schedule", showing every maneuver that an aircraft can perform.
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1force
Special Abilities / Ace AbilitiesSpecial traits & abilities

Pilots and observers gain abilities at XP thresholds and for every five kills.

How it works

Abilities at 100, 250, 500, 750, 1000 XP etc.: pilot (Cannot Be Tailed, Maneuver, Spin Skill, Spin Recovery, Tailing at 4 hexes, Stability), gunnery (+1 die, Unjamming 3+, ignore Deflection), observer (Observing, Bombardier); ace abilities (Concentrated Fire on a hit-location table, Fire Value column shift, Range).

One ability is received whenever the pilot or observer reaches 100, 250, 500, 750, 1000, 1250, 1500 points, etc.
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Scenario, Campaign & Victory

2scen
Players and Pilots / The Fluid GameMultiplayer structure

Unlimited players each fly one aircraft, and a convention 'fluid game' lets players drop in and re-enter continuously.

How it works

There is no limit on players. In the fluid game, entry hexes 1-6 behind each trenchline are rolled; shot-down or departed players return after 2-3 turns (1d6), and the most XP wins at the end of the session.

The advantage of the fluid game is that new players may join the game at anytime without having to wait for a new game to begin.
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1scen
Campaign RulesCampaign linkage

Weekly campaign sessions where persistent pilots gain experience, fly rolled missions and may be killed or captured.

How it works

Campaigns run June 1915-November 1918, each session a week; players have two pilots and an observer, replacements start as novices. Survival after crashes uses Crash Result, Bailing Out and Evade tables, modified by a rolled ground offensive. The pilot with most XP wins; side totals double two-seater mission XP.

As the campaign progresses, pilots will gain expertise, be wounded or killed, and new types of air- craft will become available.
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1scen

A d10 mission roll sets observation, bombing, artillery spotting, strafing, sweeps or scrambles with XP rewards.

How it works

Each side places balloons, an HQ and an airfield behind its trenchline, then rolls 1d10: 1-3 observation (altitude 4 or less over target), 4-5 bombing (three bomb attacks, hit 2+ at altitude 1-2), 6 directing artillery, 7 trench strafing, and fighter sweeps/scrambles. Games end by escape off the friendly edge, landing, capture or destruction.

One player from each side rolls 1d10 on the “Mission Table”, and then assigns aircraft and pilots to the mission.
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Movement & Manoeuvre

1move

Aircraft occupy hexes facing a hex side; manoeuvres specify end position and facing.

How it works

Each model must face one of its hex's six sides. The schedule shows start arrow and end silhouette for each manoeuvre; some (e.g. 1, 27, 28) end in the same hex with changed or unchanged facing.

During a game, each aircraft model must always be located in a particular hexagon with it’s front pointing towards one of the hexagon’s six sides.
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1move
Acceleration and DecelerationMomentum / vector movement

Speed may change by only one speed number per turn.

How it works

A manoeuvre's speed number may differ by at most one from the previous turn's. Engine damage and fabric tears can forbid speed 3-4 manoeuvres; after spin recovery the aircraft must fly its maximum speed.

Players may only increase or decrease their aircraft’s speed by one speed number per turn.
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Special Systems

1special
Fuel ExpenditureSupply & logistics

Aircraft cross off fuel boxes equal to manoeuvre speed each turn and glide when empty.

How it works

Fuel boxes on the data sheet are spent each turn equal to speed (-1 diving, +1 climbing); a manoeuvre needing more fuel than remains cannot be chosen. Out of fuel or with a destroyed engine the aircraft must glide using manoeuvres 2, 3 or 8, losing altitude. Fuel tank hits remove 6 boxes or explode.

Each player must cross off fuel boxes equal to the speed number of the maneuver performed.
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1special
Captured pilots: PoW or escapePrisoners

A downed airman captured by the enemy gets one roll to escape or be exchanged, otherwise he is out of the war.

How it works

A captured airman gets one chance of being exchanged as a PoW or escaping: roll 2d6, and a 2 means he has escaped. On an escape, roll 1d100 for the number of weeks the person is out of the war. On a failure, the war is over for that pilot.

If captured there is one chance of either being exchanged as a PoW or escaping: roll a "2" on a roll 2d6, and the person has escaped.
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