CONSIMWORLD EXPO 2011 DOWN IN FLAMES ACE OF ACES
COMPETITION
This is a continuous competition played throughout the Expo, from
Monday evening (~10 PM) to around 1 or 2 AM Sunday morning.
Players will select which campaign year to begin a pilot's career and for which
air force he will fly in: RAF, USAAF, USN, USMC, the Soviet VVS, the Italian
Regia Aeronautica, the Japanese Army or German Luftwaffe.
We will be using the GMT Down in Flames version in this competition.
ACE OF ACES COMPETITION
- Winner will be the player with the most TOTAL ELIGIBLE
KILLS DURING THE TOURNEY + BONUS POINTS
- The maximum number of missions a player can play for the
competition is 20. Any missions played beyond 20 will not count in the
competition but will count towards a player's personal pilot score.
- Everyone is eligible to be in the tourney (although the
expected winner will probably play in all 20 missions)
- A player's first eligible 20 missions will be counted towards the
competition; a player cannot pick and choose which 20 missions will count
- All 0-kill pilots (new & old) kill totals will be counted
even after that pilot becomes an ace or a multi-ace.
- Example: Player Jim Doe’s new pilot shoots down 15
planes for the expo. All 15 will count towards Jim’s grand total.
- Pilots who have enough kills credits are allowed to roll
on the Ace table for extra abilities which may help the player shoot down
more planes during the competition. (See ACE ABILITY TABLES FOR LEADERS &
WINGMEN).
- A player may use a previous pilot from previous Expos or
GMT-West Weekends with these restrictions:
- If the pilot has 1-to-4 kills & NO Ace ability, then
only the total kills up to acquiring an ACE Ability will be counted
- Example 1: John Doe’s pilot has a one fighter kill
from CSW 2007; if John’s pilot gets six more fighter kills during
the tourney, only 4 will be counted towards the total.
- Example 2: Jane Doe’s Luftwaffe Pilot has 1
medium
bomber kill (worth 2 kills) from CSW 2007. Jane is allowed to shoot
down 1 medium bomber plus 1 fighter or 3 fighters before Jane’s Luftwaffe pilot
earns an ace ability and is considered ineligible. Any further kills
by this pilot after earning an ace ability will not count.
- Once a pilot (with previous kills from another Expo
or GMT-West Weekend) has
earned an ACE ability, kills by
that pilot after that point will not be counted towards the total in the
competition.
- Bonus Points (Modified from 2010)
- Add a half point (0.5) to a player’s total score if
the player’s side wins a mission
- Subtract a half point (0.5) to a player’s total score
if the player’s side loses a mission
- For mission victory determination for awarding of
points for the competition has been modified from 2010.
- For dogfight mission:
Revision 16 May 2011
- In a 2-player game, one side must win by +2 points in
order to win. It is a tie if the point difference is between
-1-to-+1 points.
- In a 4-player game, one side must win by +4 points in
order to win. It is a tie if the point difference is between
-3-to-+3 points.
- In a 6-player game, one side must win by +6 points in
order to win. It is a tie if the point difference is between
-5-to-+5 points.
- For Light bomber escort missions
- The ESCORTING
side
must win by +6 points in order to win. If
the escorting side scores between +5 to 0
points it is a DRAW. If the INTERCEPTING
side
wins by +1 or more, it will be considered an INTERCEPTOR
win. Revision 16 May 2011
- For Medium bomber escort missions:
- The
ESCORTING side must win by +9 points in order to win.
If the escorting side scores between +8 to 0
points it is a DRAW. If the
INTERCEPTING side wins by +1 or more, it will be considered an
INTERCEPTOR win.
Revision 16 May 2011
- TIE-Breaker: If two or more players are tied with the
most kills, the following tie-breaking format is used in the following
order:
MISSION
DETERMINATION SECTION
- The Event Coordinator (i.e., Mike Lam) will
determine the mission type and assigned the types of aircraft to be used to
the players.
- The theater campaigns will follow a rotation in the
order of: 1941 Western Europe, 1941 North Africa, 1943 Eastern Front & 1944 Pacific
- Players will draw cards to determine side they
will be on.
- This
should reduce the better players from being on the same side too
often.
- GM may rearrange the teams if the random assignment has
all of the experienced players are one side vs. the newer players.
- The GM will then pass out the type and quantity of aircraft to be
used.
- Exception:
For the North Africa missions, the Italian Mafia squadron players
(M. Scott, J. Beckman, R. Young, M. Yoshikawa & G. Smith) may declare they are
on the same side provided they fly as the Italians.
- Some plane type substitutions may be granted by
the EC
based on player preference if it does not unbalance the mission.
- Example: F6F for the F4U-1
- Player may start a new pilot/wingman team/per air
service/fighter type only if he has no remaining 0-kill pilots OF THAT
PLANE TYPE at the start of
the Expo.
- Once created, no further new pilots for that TYPE are to be
created until the current pilots are KIA, WIA, MIA or POW’ed.
- For every equivalent of 5 kills achieved, the player rolls a d6 die to determine the ability
AFTER the completion of the mission in which the 5th kill was made.
See Ace Determination tables.
- A wingman who downs an enemy plane is
credited with the kill & not his leader.
- No sharing of kills between
players’ leaders & wingmen.
Ace Determination Tables
| D6 ROLL |
PILOT |
WINGMAN |
| 1 |
ACE |
ACE |
| 2 |
BURST +1 |
ACE |
| 3 |
DAMAGE +1 |
DAMAGE +1 |
| 4 |
HORSEPOWER +1 |
DAMAGE +1 |
| 5 |
PERFORMANCE +1 |
TIGHT TURN/MANEUVER |
| 6 |
TIGHT TURN/MANEUVER |
TIGHT TURN/MANEUVER |
If a pilot rolls a previous ability, that pilot is
awarded the following ability based on the type of plane flown:
- Barrel Roll – Change any card into a Barrel Roll
once per mission: Hurricanes, La-5FN, P-38J, Fw-190A & N1K1
- Defensive Scissors – May change any card into a
scissors while on defense once per turn: Agile Planes (MC.202,
Ki-84, A6M)
- Full Throttle - Change any card into a Full
Throttle once per mission: F6F & F4U
- Tight Turn - Change any card into a Tight Turn
once per mission: Spitfires, Bf-109F/G, Yaks & P-51s
- Vertical Roll, Descend – Change any card into
Vertical Roll To Descend once per game: P-47 Leader Only
Any further repeated matched ability after the first
match, results in no new ability.
Two special abilities are awarded when a certain
criteria is met.
- Bomber Killer (BK) – When a pilot personality
shoots down 5 bombers, he adds +1 to the damage done per attack.
- Additional +1s are awarded per every 5th
bomber shot down.
- Veteran (V) – When a pilot personality survives a
certain number of mission WITHOUT earning an ace ability, he may
change one card/per mission either into a Tight Turn or Barrel Roll.
FIGHTER PLANES TYPES AVAILABLE PER CAMPAIGN FOR CSW-2011
|
CAMPAIGN |
GERMANY |
ITALY |
RAF |
USSR |
USAAF |
USN |
USMC |
IJA |
|
Western Europe - Sum. 1941 |
Bf-109F |
N/A |
Spitfire Mk. V |
N/A |
N/A |
N/A |
N/A |
N/A |
|
North Africa - Win. 1941-1942 |
Bf-109E & Bf-110C/F |
MC.202 |
P-40C & Hurricane-2B |
N/A |
N/A |
N/A |
N/A |
N/A |
|
East Front - Sum. 1943 |
Bf-109G |
N/A |
N/A |
La-5FN |
N/A |
N/A |
N/A |
N/A |
| Pacific - Oct-Nov. 1944 |
N/A |
N/A |
N/A |
N/A |
P-38J |
F6F |
F4U-1 |
Ki-84-1a |
MISSION DETERMINATION TABLE FOR CSW-2011
| DIE ROLL |
CARD DRAW
# |
Western Europe - Sum. 1941 |
North Africa - Win. 1941/1942 |
East Front - Sum. 1943 |
Pacific - Oct/Nov. 1944 |
| 1 |
1-to-8 |
Dogfight at High |
Dogfight - RA vs. RAF
(Low) |
Dogfight (Low) |
Dogfight - IJA vs. USN
(Medium) |
| 2 |
9-to-16 |
Dogfight at High |
Dogfight - Luft. vs. RAF
(Low) |
Dogfight (Medium) |
Dogfight - IJA vs. USN
(Medium) |
| 3 |
17-to-24 |
Dogfight at High |
4 Blenheim (Low) |
4 IL-2 (Low) |
4 B-25D (Low) USAAF vs. IJA |
| 4 |
25-to-32 |
Dogfight at High |
4 Blenheim (Low) |
4 IL-2 (Low) |
4 B-25D (Low) USAAF vs. IJA |
| 5 |
33-to-40 |
Dogfight at High |
4 Maryland (Low) |
4 Pe-2 (Low) |
4 B-25D (Low) USAAF vs. IJA |
| 6 |
41-to-48 |
Dogfight at High |
4 Maryland (Low) |
4 Pe-2 (Low) |
4 B-25D (Low) USAAF vs. IJA |
| 7 |
49-to-56 |
Dogfight at High |
4 BM.20M (Low) |
4 Ju-87D (Low) |
4 Ki-67 (Low) IJA vs. USN |
| 8 |
57-to-64 |
Dogfight at High |
4 BM.20M (Low) |
4 Ju-87D (Low) |
4 Ki-67 (Low) IJA vs. USN |
| 9 |
65-to-72 |
Dogfight at High |
4 BM.20M (Low) |
4 Ju-87D (Low) |
4 Ki-67 (Low) IJA vs. USN |
| 10 |
72-to-80 |
Dogfight at High |
4 BM.20M (Low) |
4 Ju-87D (Low) |
4 Ki-67 (Low) IJA vs. USN |
- HOW A PILOT IS ELIMINATED:
- Being shot down by the "Exploding Fuel Tank" =
Automatic KIA
- Rolled a 1 or 2 (D6) in a bail out = either KIA (1),
POW or WIA (2). In any case, the pilot is permanently eliminated
- EXCEPTION TO THE D6 ROLL – Newly created pilots
in 2011 who made at least 1 kill are exempt during that player's first 3 rolls in the course of
the Expo (not 3 rolls per new pilot). After the 3rd exemption, the
D6 rule
is used above unless the "Exploding Fuel Tank" took precedence
- A player cannot save exemptions - they are taken
in order as needed.
- New NORTH AFRICA/WESTERN DESERT RULES
- Each time a pilot is shot down, a D6 die roll is
made (1 = KIA, 2 = POW or 3 = MIA)
- EACH player has additional 2 exemptions to use in
North Africa ONLY for new 2011 pilots at the start of the EXPO or
previous pilots without any kills during this Expo, except by
exploding fuel tank
- KILL CREDITS FOR BOMBERS:
- Bombers are have different kill credits for
determining Ace Abilities
- Medium Bombers (B-25D & Ki-67) are worth 2 kills credits
- Exception: Italian BR.20M and RAF
Blenheim & Maryland are worth 1 kill credits
- Light bombers are worth 1 ½ kill credits
- SPECIAL FIGHTER RULES:
- Bf-109E Leaders & Wingmen maximum damage is increased
to '6'.
- Bf-109G Leaders & Wingmen have one “Full Throttle”
counters for use at the start of each mission
- It is a one-time use counter each mission
- Once the Bf-109 is flipped over to its damage
side, the counter is removed if it was not used.
- Bf-110C
- If a player completes 10 missions or becomes
an Bf-110 ace, he and his wingman are assigned the Bf-110F
- If a player completes 7 missions flying the
BF-110C, that pilot becomes a VETERAN.
- 1943 Luftwaffe pilots on the Western Front may earn
“Interception Points” by attacking bombers (Note:
These rules are used when a 1943 Western Front, 8th AF Campaign mission
is played by request only)
- Each pilot earns 1 point for attacking a heavy
bomber formation at least once
- Each pilot earns 2 points for forcing a heavy
bomber OUT-OF-FORMATION (but not shooting it down
- Each pilot may earn an addition point during a
mission if he attacks a heavy bomber formation 4 times
- A pilot earns ZERO points if the bomber he just
attacked is shot down
- Current Interception points + current kills = 5,
earns the pilot a ‘minor’ ace ability
- Minor Ace Ability
- At the start of each new mission, a player is
given the choice between two counters
- To change 1 card into a “Barrel Roll” or into
a “Tight Turn” to be used once per mission
- Once a pilot achieves “ace hood” and earned
an ace ability, any interception points earned resets to ZERO
- New points may be earned to allow pilots to
earn another minor ace ability at every 5th multiple
- If a player has earned +10 points, he
receives the ability to change 1 card into a "Vertical Roll"
card to be used once per mission
- ESCORT RULES:
- Fighters will earn “Escort Points” for successful
escort missions and lose “Escort Points” for unsuccessful ones
- No bombers lost: + 2 points
- 1 bomber lost: + 1 point
- 2 bombers lost: 0 points
- 3 bombers Lost: -1 point
- 4 bombers or more Lost: - 2 points
- NEW: By playing card to prevent a targeting of a
bomber
- Ace card = +1 Pt.
- Playing other cards = +½ Pt
(accumulative).
- Current Kills + escort points = 5 (or multiples of 5)
earns a pilot a “minor ace” ability
- Minor Ace Ability
- At the start of each new mission, a player is
given the choice between two counters
- To change 1 card into a “Barrel Roll” or
into a “Tight Turn” to be used once per mission
- If a player has earned +10 points, he
receives the ability to change 1 card into a "Vertical Roll"
card to be used once per mission
- Once a pilot achieves has earn the first ace
ability, or rolls for subsequent new abilities, all points (+ /
-) are reset to ZERO
- New points may be earned to allow pilots to
earn another minor ace ability at every 5th multiple
Penalty for earning NEGATIVE escort points
- If a leader (or wingman who becomes a leader)
receives a new wingman, the wingman will be rated as a GREEN
pilot
- The GREEN wingman remains GREEN until:
- He shoots down his first enemy plane
or
- Survives 5 missions without a kill
- A player MAY NOT dismiss a GREEN
wingman by starting a new leader pilot.
- A leader may reduce his NEGATIVE escort
points by:
- Flying in successful escort missions or
playing of card or
- When he reaches his next ace hood roll,
his escort points are reset back to ZERO
- MISCELLANEOUS
- There will be no trading of pilots between players in
any theater/campaigns