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AirPower_44

The document discusses the March/April 1996 issue of a gaming journal focused on aviation and air combat, emphasizing the author's commitment to quality over speed in publication. It includes details about the Origins 96 Air Power tournament, highlighting the competitive nature and various aircraft featured in the event. Additionally, it addresses subscriber complaints and announces the potential sale of the journal after issue number 60.

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0% found this document useful (0 votes)
56 views20 pages

AirPower_44

The document discusses the March/April 1996 issue of a gaming journal focused on aviation and air combat, emphasizing the author's commitment to quality over speed in publication. It includes details about the Origins 96 Air Power tournament, highlighting the competitive nature and various aircraft featured in the event. Additionally, it addresses subscriber complaints and announces the potential sale of the journal after issue number 60.

Uploaded by

vespertin
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 20

Issue #44 Our Motto: "Worth-The-Wait!

" MAR/APR 1996


I love airplanes. I love the history behind them. I love
designing air games (can you tell?). I love putting on good
tourneys at Origins. And, I love putting out a good journal that
is enjoyed by a small but rather elite bunch of educated and
mature gamers. Those of you who've met me know this. Ifthere
is one thing that I always aim for with this journal, it's to fill it
with good material and to promote camaraderie among all of us
aviation minded enthusiasts through a shared hobby. This
takes time to do right (time that I don't always have). So, I'm
running late. Does it matter? I'm still going to put out 60 fun-
filled issues, my word is out on that. If you don't believe this
journal is worth the wait though, don't resubscribe. I'm not
changing my one-man show anytime soon, nor will I lower the
quality of this journal to produce issues faster, so, if you feel like
complaining, save the stamp, it probably won't do any good. If
you must complain, do so without the immature personal
From the Cockpit attacks (those just make you a dick-head in my book).

As for everyone else, who patiently wait in silence for the


Okay, here I am, still trying to catch up. Though next issue, and are then kind enough to pump me up with those
this is the March/April issue in AP's sequence, it's motivating "thanks-for-another-great-issue!, It-was-WORTH-
actually being produced just after Origins-96 in THE-W AIT!" letters, let me say this:
July. I'll make no additional apologies since I've
already made it known on many occasions in this NO!, THANK YOU! I'M DRIVEN BY GUYS LIKE
column, of my situation as Mr. do-most-of-this-by- YOU! SOGOODGAMING,CHECKSIXANDALL THAT!
myself-in-my-spare-time. However, I did recently I LOOOVE YOU MAN! ( ... Bud-light slaps into my hand!)
receive one scathing letter from an irate subscriber
See you next issue! J.D.W.
whose tone was somewhat cruel and vindictive.
While I admit that being behind schedule is not my
goal, I can only do what I can do. This individual (dick-head
really) however, seemed to take pleasure in going beyond the OFFICIAL NOTICE!
normal complaining. He directly accused me of not caring Re: AIR POWER - Under current ownership this journal
about this journal, of wanting to wash my hands of it (implying will end with issue number 60. Please plan your subscrip-
that I might leave everyone hanging), and of being like those tion renewals accordingly and do not order beyond issue
other game magazines who are chronically late. He cites C3i 60. For partial subscriptions ofless than six issues, the rate
and Counterattack magazines in these categories . per issue is as follows: U.S.= $2.35, Canada/Mexico=
$2.85, Foreign Surface= $3.20, Foreign Air Mail= $4.85.
Well, its obvious to me that this anal-retentive idiot can't tell

l• a labor-of-love from a supermarket tabloid. If I wanted to cut-


and-run and keep the money, I'd have done so long ago. I
AIRPOWER IS FOR SALE!
wouldn't be announcing two years in advance that I'm going to Can you be the next leader in air combat gaming journal-
hand this labor-of-love off to the next white-knight that steps ism? If you think so, write to me for details. I would like to
forward to carry the torch. Ifl felt that sticking to some artificial see this publication go beyond issue 60 and I don't have the
time schedule was MORE important than putting out a first time to keep it going, though I'd still write and contribute
class game journal, I'd have filled each issue up, on time, with to it and develop new ADCs. A sale will include mailing
unedited articles, untested scenarios, unplayed rules, and other lists, software, back issue inventory, back issue masters,
chaff, piles of which sit on my desk. But I don't. Quality matters article inventory, AS/Str. game parts inventory, Etc. Seri-
here, not profit. Let me tell you where I stand on things. ous inquiries only!
Thanks, JDW
AIR POWER Origins Jet Tourney Issue #44

I\
Origins 96: The Jets ii that role very well. The last ones are just being retired from
service in the 1990s.

Mirage HIE - This excellent delta-winged fighter was the


main French (and Spanish) Air Force supersonic fighter of the
Origins - 96 at Columbus this year was excellent. Surpris-
ingly, for being situated in the middle of what is, according to
1960s and 1970s. An easily produced airplane of simple tri-
some folks, "nowhere", this con was well attended and the air angular planfonn, the Mirage III was capable of Mach-two dash
game crowd was the best in several years. Unfortunately, space performance and was armed with two cannons and various air-
in this issue doesn't allow me to recap the events of the Air Power to-air missiles. It was one of the first European supersonic
tourney but let me say that, given the attendance of so many fighters to feature an all-aspect intercept capability with a radar
veteran players, competition was intense as usual. guided missile. The Israelies used an earlier version of the
The first place trophy was deservedly reclaimed this year by aircraft to good effect in the Middle-East (Mirage IIIC). A solid
Canadian Paul "Wiseguy" Procyk, who, with steady play, eased design, with good instantaneous maneuverability, the delta
past Dan "Dragon" Foxman and Tony "Killjoy" Valle in total design has been carried over into the current generation of
points. Dan and Tony claimed second and third places respec- Mirage 2000 series fighters.
tively out of a field of sixteen players (five of whom were in their
first tourney). Roger "Woof" Taylor (last year's champion) ended Su-ISSTM Flagon - The Flagon was featured in issue 43
somewhere in the upper half of the pack. and this is the same data card, reprinted for continuity with this
Additionally, the usual fun was had with a Saturday morning issue. In short, it was a large, reasonably long ranged Russian
"bloody mary" breakfast roast (we nailed Dragon) and several interceptor and one of the first to feature a powerful radar
new inner-sanctum inductions. We've proudly added several married with large bomber-killing AA-3 Anab missiles. Later
new guys, "Homer" and "Options" come to minde, to the ranks it was improved by the addition of gun pods and short range
of Air Power folk-lore. On the following pages, the jet tourney and dogfight missiles. The Flagon formed the backbone of several
its attendant new ADCs are reproduced for your enjoyment. PVO-Strany interceptor regiments for many years.

Saab AJ-37 Viggen - The Viggen is a superb, precision


Tournament Aircraft Briefings engineered attack jet designed to meet the unique operating
demands of Sweden. Fielded in the early 1970s, the attack
Republic F-84F Thunderstreak - This is the swept wing Viggen, as this model is known, was one of the most advanced
derivative of the venerable F-84 Thunderjet. Despite having an combat jets in the world. Its avionics put it in the accuracy class
engine with almost 30% greater thrust than the earlier straight of the A- 7 for bombing and it was superior to the Phantom in
wing models, and the addition of wings swept at 45°, the maneuverability for fighting. The later JA-37 model would add
Thunderstreak only showed a slight improvement in perfor- radar, radar missiles and an internal gun to become an excellent
mance over its predecessors. The F-86 Sabre was a better interceptor. Rugged (stressed for 12+Gs) and possessing a
fighter though not as toughly constructed as the Thunderstreak canard planform, the Viggen remains an effective jet to this day.
which, widely exported, soon found itself primarily tasked with
ground attack missions in the newly formed NATO air forces. F-4F Phantom II- This is the export version of the Phantom
In this role, it was a good performer, able to carry a decent load. which was sold only to the West Germans. In 1973, the first of
More importantly, it was able to carry a single nuclear bomb 175 were delivered. The German Phantoms were lighter than
making it a serious threat to the enemy. standard F-4s since all radar missile equipment and capabilities
and the no. 7 internal fuel tank were deleted. The F-4F also came
Saab J-29 Tunnan - A contemporary of the F-86A and equipped with slatted wings for greater maneuverability. Used
almost as good, the Swedish built J-29 was a vast improvement as an all weather interceptor, to replace the F-104 in German
in capability over Sweden's previous prop-driven fighter de- service, the decision not to include all aspect Sparrow missiles
signs. The chunky Tun nan (barrel) however, never equaled the in its weapons suite remains a mystery, especially considering
performance of the later model Sabres, even when the early the wonderful flying weather that prevails in Germany in the
afterburner powered J-29s entered service. Nevertheless, it was winter (not!). Over the years, these Phantoms were upgraded to
a fine airplane with good handling characteristics that paved the include air-to-air refueling and Maverick missile capabilities.
way for future Swedish jet designs, some of which were
unmatched for some time by other Western nations. MiG-23MS Flogger - The Flogger was also featured in issue
43, and, like the Flagon, is reprinted for continuity with the
Fiat G-91R-3 Gina - Known as the "pocket-Sabre" in tournament presentation in this issue. Briefly, the Flogger was
NATO air forces due to its similar looks but smaller size, the G- the first Russian fighter (not interceptor) to confer multi-role
91 was an adequately armed and efficient light attack jet. and all weather fighter capability to the Eastern block. Its AA-
Production commenced in 1957 with the Germans, Italians, and 7s were close in performance to the early Sparrows and its High
Portugese receiving the greatest quantities. It was designed to Lark radar was an excellent improvement over the MiG-21 's
NATO specifications for a light attack-recon jet and served in Jaybird.

2
ORIGINS-96 AIR POWER TOURNAMENT BRIEFING PAGE I

European .Jets Standing Guard


Welcome: On behalf of Air Power Publications and Clash of Team Score: To emphasize teamwork and section coor-
Arms Games, welcome to the Ninth Annual Origins Air Power dination, the performance of each team is factored into the
Jet Air Combat Tournament. scoring in every round. Following the completion of a sce-
nario, each player on a side computes his individual SPs. The
Tournament Theme: This year's tournament features Euro-
two players on a side then add their individual SPs to yield a
pean jets that fought the Cold War. Dissimilar air combat and
team score. Each player then computes his final SP score by
section tactics are emphasized in each scenario.
adding his individual SPs plus 1 /2 his team score. This final SP
Tournament Structure: This year's tournament consists of score is the one that is reported to the tournament officials.
two rounds of two scenarios each. The first round is played on
Friday, and the second round on Saturday. Players may
participate in as many or few scenarios as desired, however,
� g> 'XOJd NM M M ...
the more you play, the more points you can score. <0.:.

• One-Time Teams: Players will be randomly formed into


"'"'a:
-c l:laJIQ Lilli)"'
"' 00

two-man teams for each scenario. You will not play with the o ·"' "XOJd
00 ,_

same team-mate more than once over the entire tourney. a: :c


Teams will be randomly paired against each other for each 6s pa,,a M "'"'
"'"'
scenario. Competing teams will "dice-off" with high rollers
El::>� I fOH
getting to choose sides.

000
TOURNAMENT SCORING
(,au1e1sns)
paads ases
e. e. e.
OON

In each round, players earn Match Points (MPs) based on


how many Scenario Points (SPs) they score: 1 MP for each
player on the same side of the scenario with a lower SP score,
and 1/2 MP for each player with the same score. At the end
of the event, the player with the most MPs wins.

Scenario Points

Damage Inflicted on Enemy Aircraft: SPs are earned for


damage inflicted by your aircraft on enemy aircraft as follows:

L=2 2L=4 H=6 C=12 *=18

No points are scored for damage to enemy aircraft caused


by collision or fratricide. SPs are scored for progressive
damage, and are scored for ground impact kills if the victim
was engaged, disadvantaged, or defensively preempting. In
addition, SPs are scored if an enemy aircraft runs out of fuel
due to damage inflicted.

Damage to Own Aircraft: SPs are lost for damage to one's El 1.pune1 1::1=�
own aircraft as follows: ,a�aas w--
peo1
L=1 2L=2 H=3 C=6 *=9

SPs are lost due to damage from all causes, including AAA,
ground impact, running out of fuel, and collisions.

Shots Taken and Missile Attacks: 1 SP is scored for


every gunshot taken from the 60- arcs, and for every missile
attack, provided the chance of a hit is >20%.

Scenario-Specific SPs: Certain scenarios award SPs for


specific accomplishments or actions. These SPs are listed in
the Notes section of the particular scenario.
ORIGINS-96 AIR POWER TOURNAMENT BRIEFING PAGE 2

TOURNAMENT RULES STANDARDS station but not for an FT.

New Game Rules In Use Missile I Aircraft Spotting (tournament rule): Missiles
launched from spotted aircraft are no longer automatically spot-
Idle Power and Speed brakes (Standing Guard I AS2 rule): ted. Instead, roll to spot unspotted missiles before rolling to spot
Idle power does not reduce an aircraft's speed for the current aircraft. The following modifiers apply, and replace those in
turn; instead, an aircraft which selects Idle power incurs decel as TSoH:
for Normal power plus that decel listed in the "Idle" row of the For missiles:
ADC power chart. (Note that Idle numbers on tournament AD Cs Boost or sustainer motor burning = -3
are not labeled "FP" as on older data cards). Similarly, Smokeless boost or sustainer motor burning= -1
speedbrakes do not use up FPs; instead, they may be used Missile just launched from spotted aircraft = -2
For aircraft:
during flight to accumulate decel up to the amount shown on the
"SpBr" row of the ADC power chart. Just launched a missile that was spotted = -2

Sustained Turns (Standing Guard rule): Aircraft incur 1.0 Missile Launch Failures (tournament rule): A missile which
decel per each 30 degree facing after the first executed during misses its launch roll by exactly 1 is not lost, but remains on the
a turn. Note that an aircraft making a single 60 degree facing rail and can be used in the future. A launch roll more than 1
would incur sustained turn decel for two 30 degree facings. greater than needed, or a natural launch roll of 10, results in the
loss of the missile.
High Bleed Rate (Standing Guard rule): High Bleed Rate
aircraft incure 1.5 decel per each 30 degree facing after the first Missile I Engaged Aircraft Movement (tournament rule):
executed during a turn. Regardless of an aircraft's engaged status, the missile always
executes its proportional move before its target moves. Engag-
ing a missile therefore only affords the benefits of being able to
Snap Turns (Standing Guard I AS2 rule): Neither aircraft nor
missiles can snap turn. That's right, the snap turn is a thing of the manually deploy decoys, guaranteeing the effectiveness of Idle
power selection, and avoiding a -1 missile to-hit modifier.
past-get used to it.

Steep Dive I Zoom Climb Accel/ Decel (Standing Guard Missile Attack (tournament rule): A missile attacks when it
rule): Regardless of how many consecutive turns are spent in a passes through the target hex at the target's altitude or if it meets
Steep Dive or a Zoom Climb, the accel/decel is the same: 1 per the following three criteria:
attitude level changed. 1) It is co-altitude with the target.
2) It has at least one FP remaining in its proportional move.
Unloaded Dives (tournament rule): An aircraft may unload 3) The target occupies one of the positions illustrated below:
in level flight, starting at any point in the move. While unloading,
the aircraft may not turn or execute any maneuver other than a
slide. An aircraft which unloads for at least half of its FPs
( expended consecutively) loses 1 altitude level using a VFP, and
gains 1 accel. An aircraft which unloads for the entire turn loses
2 levels ( one at the midpoint of the turn and one at the end), gains
1 accel per level, and ends the turn in a steep dive.
Example: An aircraft moving speed 6.0 in level flight performs
an unloaded dive in the following manner. It moves ahead two
HFPs, descends 1 level with a VFP, moves ahead another two
HFPs, then moves down a second level using a VFP.

Vertical Advantage (tournament rule): An aircraft in a


vertical dive may not disadvantage aircraft at its altitude or
above, but an aircraft in a vertical climb may disadvantage lower
aircraft.

Cruise Speed (Standing Guard I AS2 rule): Aircraft con-


figuration affects cruise speed. If an aircraft's Config. = 1 /2,
reduce its cruise speed by 0.5. If an aircraft's Config. = OT,
reduce its cruise speed by 1 .0.

Pylon Drag (Standing Guard rule): Aircraft ADCs now list


pylons whose drag is significant in addition to that of weapons
being carried on them. Carrying weapons on stations with "a"
pylons costs 0.5 load points, "b" pylons cost 1.0, and "c" pylons
cost 2.0, and these pylons may be jettisoned. "A", "B", and "C"
are the same, except these may not be jettisoned. A pylon
marked with an • is required when carrying ordnance on that
ORIGINS-96 AIR POWER TOURNAMENT PAGE l

Scenario 1: Air War Over the


Balkans, 1963
Background (hypothetical): Six months ago, Yugoslavia's beloved leader, General Tito, was
voted out of office by a sniper's bullet. The unscheduled referendum left a leadership vacuum in the
Balkans, and longstanding tensions between the Serbs and Croats ignite into civil war. With U.S. and
Soviet support, the United Nations negotiates a truce, and Scandinavian and Indian peacekeepers are
deployed, including a squadron of Swedish J-29F Tunnan fighters.
During the cease-fire, weapons covertly flow into Yugoslavia from many sources and renewed
fighting appears possible. Noting the export of surplus arms from West Germany to anti-Belgrade
Croats, and fearing that an independent Croatia would extend NATO's reach into the Balkans, Moscow
warns that if the UN cannot keep the peace in Yugoslavia, the Warsaw Pact will have to intervene.
Meanwhile, the Serbs have announced that they will resume the war if their enemies launch any further
attacks, and the Croats have decided that their best hopes for independence lie with the Western
intervention that might result from an expanding war.
Now the Croats have taken steps to bring this about, by launching a pair of ex-Luftwaffe F-84F
Thunderstreaks to attack a centuries-old Serbian Orthodox church in a disputed border region. If they
cannot be stopped by the Swedish peacekeeping patrol in the area, Yugoslavia could be plunged back into
civil war, and another world war could begin in the Balkans.

Environmental Conditions: It's a lovely Spring day with a slight nip in the air. Whispy cirrus
clouds provide a lacy contrast to the deep azure of the mid-morning sky. Edelweiss are blooming. The
hills are alive with the sound of mu ... Oh, all right! Contrails form at 30,000+ ft. The sky is free of clouds
except for stratospheric cirrus which negates the sun's effects on sighting and IR missiles.

Setup: N
F-84F #1: B2-4121-NNE
F-84F #2: B2-4023-NNE
J 29F #1: Bl-3910-NW Cl C2
J 29F #2: Bl-3911-NW

B2 Bl

Notes:

1) A Serbian Orthodox church, in Cl-6515, is the F-84s' target. It is considered a soft target with
a visibility of 24 and a defense strength of 6, and will absorb up to 6D damage before being considered
K. Ignore the terrain effect modifier of hex C 1-6515 for attacks on the church; i.e., treat the hex as open
ground.
2) The church is defended by a single DShK-38 AAA unit. This unit fires only after all aircraft
have completed their movement, and fires on the closest (in slant range) aircraft. If more than one aircraft
are at equal range at the end of their movement, roll a die to determine which is the target.
3) The F-84Fs are camoflauged; J 29Fs are silver. The F-84Fs begin the game spotted.
4) Game length is 15 turns, or 1.5 hours.
5) Scenario-Specific SPs: Croats score 5 SPs per D inflicted on the church. Neither player gains SPs
for damage inflicted by AAA, but loses SPs for damage inflicted on aircraft by AAA.
ORIGINS-96 AIR POWER TOURNAMENT PAGE 2

Scenario 2: Baltic Bounce

Background (hypothetical, but not far from historical): In the early Eighties, a pair of
Swedish Viggens were shadowing some Soviet ships in the Baltic Sea when the Viggens were intercepted
by a Su-15 Flagon. Although no shots were fired, the Flagon agressively dueled with the Viggens and
succeeded in chasing the Viggens away from the Soviet ships. Unfortunately, the Su-15 also succeeded
in running out of fuel and crashing into the Baltic. The fate of the Flagon's pilot is unknown.
This scenario represents a similar, hypothetical encounter between two Su-15TM Flagon Fs and
two SH 37 Spanings Viggens=only this time, the Sukhois are are cleared to fire their weapons. The
Viggens are shadowing a group of Soviet ships in the Baltic Sea when they are bounced by a pair of
Flagons. The Flagons are vectored by the radar operators on the ships, and the Su-15s achieve radar locks
on the Viggens as they rapidly close to missile range. The Viggen pilots have only a spike on their RWR
scopes to warn them of the impending attack.

Environmental Conditions: It's not nearly as nice over the Baltic as it was over Bosnia. The
air is cold, and two stratus layers, one at 16,000 ft and one at 22,000 ft., keep the sun from warming the
sea. Above the upper stratus layer however, the view is breathtaking. If an aircraft cares to venture above
the clouds, it would contrail upon reaching 28,000 ft., and would be warmed by the overhead (noon) sun.

Setup: N
SH 37 #1: 82-4122-N
SH 37 #2: 82-4023-N
Su-15TM #1: Al-2308-SE Al Bl
Su-15TM #2: Al-2209-SE

A2 82

Notes:

l) Ignore the terrain on the boards. There is nothing but Level O sea below.
2) The cold air and cold sea make for good IR discrimination. The IR missile launch modifier
for firing at a lower target is + 1, and it applies only for lower targets in the LO Band.
3) The SH 37s are camotlauged. The Su-15TMs are silver, but should be treated as uncamotlauged
while they are below the upper stratus layer. All aircraft begin the game unspotted.
4) Su-15 #1 begins the game with a radar lock on SH 37 #1. Su-15 #2 has a lock on SH 37 #2.
5) Game length is 15 turns, or 1.5 hours.
6) Scenario-Specific SPs: TheViggens' photo pods are expensive, and contain valuable reconnais-
sance data; therefore, a Swedish player loses 2 SPs for each photo pod that is jettisoned.
ORIGINS-96 AIR POWER TOURNAMENT PAGE 3

Scenario 3: Portugese Sculptors

Background (fanciful): OK, here's the deal: The Portugese are pissed-off at the Spanish. (It's
conceivable) So, the Portugese send two G.91R3s to rocket a statue of Franco near a small Spanish village
that just happens to have some great cultural significance. (This is getting interesting, isn't it?) In
response, the Spanish launch a pair of Mirage IIIEs (No, I don't remember the specific Spanish variant;
it might be the Mirage IIIEQ) to swat the Portugese "Ginas." Anyway, the Spanish Mirages get really
haulin' and race to intercept the G.91 s. Unfortunately, Ginas are tough to see, and have a nasty habit of
flying close to the ground. So the Mirages blow the first intercept ... and the second ... and the third
... (This is no refection on the excellent Spanish pilots; it's just that G.91s really are tough to see)
While the Spaniards are getting really frustrated, the Portugese pilots are warily watching them
pass overhead. The G. 91 jocks know they'll get endlessly ribbed by their squadronmates if they tum back
without so much as a run at the statue, so they soldier-on at treetop level-increasingly amused by the
Mirages' antics above. Finally, the Portugese near their target and pop-up to make their attacks on the
hated hunk of bronze. They have to take their eyes off the Mirages as they line up to unleash the contents
of their rocket pods.
Will the Spaniards ever see the Ginas? Will the Portugese get away with putting a decidedly
Piccassian twist on a statue of the Spanish leader? Or will the Mirages dole out quick Matra-made death
on the G.91? This should be fun.

Environmental Conditions: This is where the Spaghetti Westerns were shot, for heaven's sake!
What do you think the weather is like? It's hot and dry, of course. Contrails form at 45,000 ft. and above.
No clouds in the sky. It's high noon, and if you listen really closely, you can hear the clinking of Clint's

Setup: N
G.91R-3 #1: 82-3227-SSE
G.91R-3 #2: 82-3125-SSE
Mirage IIIE #1: Cl-6012-SW
Bl 82
Mirage IIIE #2: Cl-6112-SW

Cl C2
Notes:

1) The statue of Franco stands magestically on a hill in C2-5618. Being a big statue, and made
of bronze, it has a visibility of 24, a hard defense strength of 3, and can absorb 60 of damage before being
returned as valuable trace elements to the soil.
2) There is a facist milita unit drilling at the foot of the statue. This unit happens to have .50 cal.
machineguns, and will fire at anything flying withing range. Place a .50 cal. AAA unit in C2-5618. This
unit fires only after all aircraft have completed their movement, and fires on the closest (in slant range)
aircraft. If more than one aircraft are at equal range at the end of their movement, roll a die to determine
which is the target.
3) Ignore the rivers, the forest and the dams. This is arid terrain.
4) The sun and the terrain make for bad low-level IR discrimination The IR missile launch
modifier for firing at a lower target in the LO Band is +4. The modifier for firing at a lower target in the
ML Band is + 3.
5) The G.91s and Mirages are camouflaged. All aircraft begin the game unspotted.
6) Game length is 15 turns, or 1.5 hours.
7) Scenario-Specific SPs: The Portugese players score 5 SPs per D inflicted on the statue. Neither side
gains SPs for damage inflicted by AAA, but both lose SPs for damage inflicted on aircraft by AAA.
ORIGINS-96 AIR POWER TOURNAMENT PAGE 4

Scenario 4: East and West


At the Merge
Background (hypothetical): Tensions between East and West Germany have been on the rise.
Border incidents, several defection attempts bloodily averted, and a threatened blockade of Berlin mark
the newspapers. Two days ago, all scheduled airline flights into Berlin were turned-back, several airliners
were even escorted away by East German MiGs. Yesterday, the West German chancellor declared that
the air corridor to Berlin would remain open, even if it required military force.
This morning, the first scheduled airline flight to Berlin was replaced by a pair of Luftwaffe F-
4F Phantoms. Soon after the Luftwaffe fighters began their journey east, a section of East German MiG-
23 Flogger Bs was launched to intercept the Phantoms. As the two groups raced headlong toward each
other, each group of pilots received instructions to arm their weapons but keep their radars silent and
remain at cruise speed so as not to send warning of their violent intent. The East German pilots are first
to gain sight of their opponents, the telltale smoke trails of the Phantoms giving them away. But it is not
long before the Phantom pilots identify the characteristic outline of the Floggers in the distance ahead.
Almost simultaneously, each group of pilots receives the clearance to fire. The GCI controllers
have waited too long, though. There is no time for the MiGs to acquire radar locks and launch their radar-
homing missiles before passing the Phantoms. Similarly, the Luftwaffe Phantoms have no time to offset
for a classic "Hook" intercept. Instead, both groups of Cold Warriors are faced with their opponents
directly on the nose at close range. The engagement will begin "at the merge."

Environmental Conditions: The weather up here is bothersomely nice. The skies are clear of
clouds. The midmorning sun glints off the missile-armed MiGs, adding a picturesque note to this deadly
scene. The East German weather briefer projected contrail formation at 32,000 ft.; the West German

Setup:

F-4F #1: Al-2913-E


F-4F #2: Al-2713-E Al Bl
MiG-23MF #1:
MiG-23MF #2:
A2-2717-W
A2-2918-W
--------------------1 N
A2 B2

Notes:

I) The MiGs and the Phantoms are camouflaged. All aircraft begin the game spotted.
2) The MiGs begin the game with their wings at Mid sweep.
3) Game length is 15 turns, or 1.5 hours.
F-84F
Thunderstreak
*-,- Air Power

u
v�J
. I
� Maneuver Costs: HFP Decel
� -
Crew: Pilot only -TI Lag/Displ. Rolls: 1.0 1.0
Power Chart (Accel) • Vertical Rolls: 0.0 0.0
Power CL 1/2 OT Fuel Turn Drag Chart (Decel)
Aft. Bur. - - - - CL 1/2 DT
Military 1.0 1.0 1.0 1.5 TT 0.0 1.0 1.0
Cruise Speed:5.0 Restr.Arcs: 60-
Normal 0.0 0.0 0.0 1.0 HT 1.0 1.0 2.0
Climb Speed: 4.0 BlindArcs: 30-
Idle Dec. 1.0 2.0 2.0 0.0 Visibility: 5 BT 2.0 3.0 NA
Internal Fuel: 186
Spbr. Dec. 2.0 2.0 2.0 - Size Modifier: 0 Ata Refuel: No
ET 3.0 NA NA
Vulnerability: 0 Ejection Seat: Early

Minimum - Maximum Velocity Chart Climb Capability Chart


Alt. Conf. CL 1/2 OT Dive CL 1/2 OT
Alt.
Bnd. Ceil. 47 44 37 Vel. AB Other AB Other AB Other Bnd.

EH+ 46+ 4.0-5.5 -- -- 7.5 - 0.5 - - - - EH+


VH 36-45 3.0-6.0 3.0-5.5 3.5-5.5 7.5 - 0.5 - 0.5 - 0.5 VH
HI 26-35 2.5-6.0 2.5-5.5 3.0-5.5 8.0 - 0.5 - 0.5 - 0.5 HI
MH 17-25 2.0-6.5 2.0-6.0 2.5-5.5 8.0 - 0.5 - 0.5 - 0.5 MH
ML 8-16 2.0-6.5 2.0-6.0 2.0-6.0 8.0 - 0.5 - 0.5 - 0.5 ML
LO 1 - 7 1.5- 7.0 1.5-6.5 2.0-6.0 7.5 - 1.0 - 0.5 - 0.5 LO

Note: Minimum required speed for TT, HT, BT and ET turns= listed min. +0.5, +1.0, +1.5 and +2.0, respectively.

�±
- �
Radar: APG-30 ECM: F-84F Weapons Stations Diagram:
ECCM: 0 IFF: Yes
Arcs: Limited RWR: --
Search: -- DDS: -- -r � I
Track: 3-4 DJM: -- 2 3 4
Lock-On: 6 AJM: -- or (5 to 7) or (8 to 10)

Gun Type: Six .50 cal. M3 Technology: Configuration Points Limits: CL = O


Roll to Hit: 0= 6, 1= 3, 2= o 1/2 = 1 - 6
Ammunition: 8.0 None Load Limit: 8,970 DT = 7+
Gunsight Mods: HT+ 1, BT +2
Weapon Station Allowed
Radar Ranging: RE
Stations Limits Loads
AtA I AtG Rating: 4 I 4**
Bomb System: Manual (-0) 1, 4 (B) 1000 BB, FT.
2, 3* 2000 BB, Nuc. BB, RK**, FT.
Notes and Variants: 5 - 10 280 RK.**

1. High Transonic Drag (rlTD). * Nuc. BB may only be carried on Station 3.


** May only use 5" HVAR rockets.
2. Rocket stations 5 to 1 o may only be used if stations 1 & 4
not fitted. Stations 5 to 1 O may each hold two RKs. 225 gal. FT: Wt.= 1740, load= 3.0/2.0, fuel= 72
450 gal. FT: Wt.= 3350, load= 5.0/3.0, fuel= 146
3. Stations 2 & 3 may each hold three or six RKs by using a
special rack (Wt.= 150, load= 2.0).

V.P.s: F-84F = 10, 7, 3, 1


AJ37 Air Power
��
Viggen � Maneuver Costs: HFP Decel

VU/ �
.. .s: ) r--::,
Lag/Displ. Rolls: 1.0 1.0
Crew: Pilot only '
Power Chart (Accel) • Vertical Rolls: 0.0 0.0
Power CL 1/2 OT Fuel �--'-�,��r� �--•I Turn Drag Chart (Decel)
Aft. Bur. 3.0 2.5 2.0 9.5 CL 1/2 OT


Military 1.0 1.0 1.0 2.0 TT 1.0 1.0 1.0
Cruise Speed:5.0 Restr.Arcs: 60-
Normal 0.0 0.0 0.0 1.5 HT 2.0 2.0 2.0
Climb Speed: 4.5 BlindArcs: 30-
Idle Dec. 1.0 1.0 2.0 0.0 Visibility: 7 Internal Fuel: 489 BT 3.0 4.0 4.0
Spbr. Dec. 2.0 .2.0 2.0 - Size Modifier: 0 Ata Refuel: No ET 4.0 4.0 NA �'
''
Vulnerability: 0 Ejection Seat: Std.

Minimum • Maximum Velocity Chart Climb Capability Chart


Alt. Cont. CL 1/2 DT Dive CL 1/2 DT Alt.
Bnd. Ceil. 50 47 43 Vel. AB Other AB Other AB Other Bnd.

EH+ 46+ 3.5 -12.5 3.5-10.0 -- 14.0 2.0 0.5 0.5 - - - EH+
VH 36-45 2.5-13.0 2.5 -10.5 3.0-6.5 14.0 3.0 0.5 1.0 0.5 -
0.5 VH
HI 26-35 2.0 -13.0 2.0-11.0 2.0-6.5 14.0 4.0 1.0 2.0 0.5 1.0 0.5 HI
MH 17-25 1.5 -11.5 2.0-11.0 2.0-6.5 12.0 5.0 1.5 4.0 1.0 2.0 0.5 MH
ML 8-16 1.5- 10.0 1.5- 9.5 1.5- 7.0 10.0 6.0 2.0 5.0 1.5 3.0 1.0 ML
LO 1 - 7 1.5- 8.5 1.5 - 8.5 1.5 - 7.0 9.0 6.0 2.0 6.0 2.0 4.0 1.5 LO

Note: Minimum required speed for TT, HT, BT and ET turns= listed min. +0.5, + 1.0, + 1.5 and +2.0, respectively.

••
Radar: PS-37/A ECM: AJ 37 Weapons Stations Diagram:
ECCM: 2 IFF: Yes
Arcs: 180+ RWR: B
Search: 60 - 12 (ATG: 120-30) DDS: -
Track: 36 - 8 (ATG: 80-20) DJM: - // 111 "'-""
Lock-On: 7 AJM: - 1 2 3 4 5 6 7
Gun Type: Technology: Configuration Points Limits: CL = O - 4
Roll to Hit: 1/2 = 5 - 8
Ammunition: - None Load Limit: 8,970 OT= 9+
Gunsight Mods: HT+ 1, BT+2
Weapon Station Allowed
Radar Ranging: - Stations Limits Loads
AtA I AtG Rating: -
1, 7 200 IRM.
Bomb System: Computed (-2) 2,6 1360 BB, RP, GP•, EP, ASM,
MR.
Notes and Variants: 3,5 1260 BB, RP, RG, RS, MR, IRM.
1. Low Transonic Drag (LTD). 4 3330 FT.
2. May carry AIM-98 or AIM-9J IRMs. • May carry FFV Aden gunpod: Wt.= 800, load=3.0,
3. May carry Rb.04E ASMs, Rb.05 RGs and AGM-65A RSs. Ammo:;:;3.5; roll to hit= 3, 2, 1 resp.; AtA/AtG rating
Variant: SH 37 Maritime Recon Spanings Viggen -As AJ 37 except: = 4/3.
Allowed loads - Stations 1, 7 = I RM; Stations 2, 6 = EP, ASM; Stations
=
3,5 PP, IRM; Station 4 = FT.
1700L FT: Wt.= 3330, Loade 4.0/3.0, Fuel;;; 146

Variant: SF 37 Photo Recon Spaning Foto Vig gen -As AJ 37 except: V.P.s: AJ 37 = 24, 16, 8, 4
Delete radar (cameras in nose); allowed loads - Stations 1, 7 = IRM;
Stations 2, 6 = EP; Stations 3, 5 = PP, IRM; Station 4 = FT. SH 37 = 22, 15, 7, 3
SF 37 = 21, 14, 7, 3
;\,,Ji
J29F Air Power
Tun nan 4 Maneuver Costs: HFP Decel


c J Lag/Displ. Rolls: 1.0 1.0
Crew: Pilot only
(Accel) • Vertical Rolls: 0.0 0.0
Power Chart F
Power CL 1/2 DT Fuel Turn Drag Chart (Decel)
Aft. Bur. 1.0 1.0 1.0 4.0 � CL 1/2 DT
Military 1.0 1.0 0.5 2.0 TT 0.0 1.0 1.0
Normal 0.0 0.0 0.0 1.5
Cruise Speed: 5.0 Restr.Arcs: - HT 1.0 1.0 1.0
Climb Speed: 4.0 BlindArcs: 30-
Idle Dec. 1.0 1.0 2.0 0.0 Internal Fuel: 180 BT 2.0 3.0 NA
Visibility: 4
Spbr. Dec. 2.0 2.0· 2.0 - Size Modifier: + 1 Ata Refuel: No ET 3.0 NA NA
Vulnerability: 0 Ejection Seat: Early J 298 variant has slatted wings,
see notes below.

Minimum - Maximum Velocity Chart Climb Capability Chart


Alt. Cont. CL 1/2 OT Dive CL 1/2 OTAlt.
Bnd. Ceil. 51 49 44 Vel. AB Other AB Other AB Other Bnd.

EH+ 46+ 3.5-6.0 3.5-5.5 -- 6.0 0.5 - 0.5 - - - EH


VH 36-45 2.5-6.0 3.0-5.5 3.0-5.5 6.0 1.0 0.5 0.5 0.5 0.5 0.5 VH
HI 26-35 2.0-6.0 2.0-6.0 2.5-5.5 6.0 1.0 0.5 1.0 0.5 0.5 0.5 HI
MH 17-25 2.0-6.5 2.0-6.0 2.0-5.5 6.5 1.5 0.5 1.0 0.5 1.0 0.5 MH
ML 8-16 1.5-6.5 1.5- 6.5 1.5-6.0 6.5 1.5 1.0 1.5 1.0 1.0 0.5 ML
LO 1 - 7 1.5-6.5 1.5-6.5 1.5-6.0 7.0 2.0 1.0 1.5 1.0 1.5 1.0 LO

Note: Minimum required speed for TT, HT, BT and ET turns = listed min. +0.5, + 1.0, + 1.5 and +2.0, respectively.

Radar: NONE ECM: J 29F Weapons Stations Diagram:


ECCM: -- IFF: Yes -==.�==
c =-
Arcs: -- RWR: --
Search: -- DDS: --
Track: -- DJM: -- / I I -,
Lock-On: -- AJM: -- 1 2 3 4
Gun Type: Four Oerlikon 20mm Technology: Configuration Points Limits: CL = o
Roll to Hit: 0= 6, 1= 3, 2= 1 1/2 = 1 - 3
Ammunition: 2.0 None Load Limit: 2, 180 DT = 4+
Gunsight Mods: HT+ 1, BT+2
Radar Ranging: -- Weapon Station Allowed
AtA I AtG Rating: 4 I 5* Stations Limits Loads

Bomb System: Manual (-0) 1, 4 925 BB, FT.


2, 3 (a) 165 IRM.
Notes and Variants:
Note: If stations 2 & 3 not used, one of the following
1. High Transonic Drag (HTD). loads is allowed in addition to any on stations 1 and 4:
2. J 29F may use Rb.24 (AIM-98) IRMs after 1962.
1) Twelve 75mm Bofors RKs under each wing.
Variant: J 29E - Early 1954 limited production model. As J 29F except: 2) Seven 145 or 150mm RKs under each wing.
delete afterburner power. Ceilings= 45, 43, 38. 3) Two 180mm Bofors RKs under each wing.
Variant J 298 - Original fighter-bomber model produced in 1953. As J 29 450L FT: Wt.= 925, Load= 2.5/1.5, Fuel= 39.
J29E but fitted with slatted wings. If speed :,; listed minimum + 1.5,
increase all turn drag decel by 1.0. Reduce all underlined max speeds V.P.s: J 29F = 10, 7, 4, 2
in the Min.-Max. Velocity Chart by 0.5 (The CL max speeds in VH and
MH bands, 1/2 max speeds in HI, ML, and LO bands and DT max speed
J 29E = 8, 5, 3, 1
in ML band.) J 298 = 7, 5, 3, 1
Air Power
Mirage IIIE
Crew: Pilot only

"'
&ff§

ManeuverCosts:HFP
Lag/Displ. Rolls: 1.0
De eel
1.0

d-t:1�,-���
!t i -,
Power Chart (Acee I) • Vertical Rolls: 0.0 0.0
Power CL 1/2 DT Fuel Turn Drag Chart (Decel)
Aft. Bur. 2.5 2.0 1.5 4.5 CL 1/2 DT
Military 1.5 1.0 1.0 1.5
Cruise Speed:6.0 Restr. Arcs: 60-
rr 1.0 2.0 2.0
Normal 0.0 0.0 0.0 1.5 HT 2.0 3.0 3.0
Climb Speed: 5.0 Blind Arcs: 30-
ldle Dec. 1.0 2.0 2.0 0.0 Visibility: 6 BT 3.0 4.0 4.0
Internal Fuel: 252
Spbr. Dec. 1.0 1.0 1;0 - Size Modifier: 0 ET 4.0 NA NA
Ata Refuel: No
Vulnerability: 0 Ejection Seat: Std.

Minimum - Maximum Velocity Chart Climb Capability Chart


Alt. Conf. CL 1/2 DT Dive CL 1/2 DT Alt.
Bnd. Ceil. 55 49 41 Vel. AB Other AB Other AB Other Bnd.

EH+ 46+ 5.0-12.5 5.0-10.0 14.5 1.0 - 0.5 - - - EH+


VH 36-45 4.0-13.0 4.0-10.5 4.0-6.5 14.5 1.0 0.5 1.0 0.5 0.5 - VH
HI 26-35 3.0 -13.0 3.0-11.0 3.5-6.5 14.0 1.5 0.5 1.0 0.5 1.0 0.5 HI
MH 17-25 2.5-11.0 2.5 -11.0 3.0-7.0 12.0 2.0 1.0 1.5 0.5 1.0 0.5 MH
ML 8-16 2.0- 9.5 2.5- 9.5 2.5- 7.0 10.5 2.0 1.0 2.0 1.0 1.5 1.0 ML
LO 1 - 7 2.0- 8.5 2.0- 8.5 2.5-7.0 9.0 3.0 1.0 2.0 1.0 2.0 1.0 LO

Note: Minimum required speed for TI, HT, BT and ET turns = listed min. +0.5, + 1.0, + 1.5 and +2.0, respectively.
Radar: Cyrano llbis ECM: Mirage IIIE Weapons StationsI�am:
ECCM: 0 IFF: Yes
Arcs: 180+ RWR: --
Search: 80 -15 DDS: --
Track: 50 - 12 DJM: -- /I I I -,
Lock-On: 6 AJM: -- 1 2 3 4 5
Gun Type: Two 30mm DEFA 552 Technology: Configuration Points Limits: CL = O - 6
Roll to Hit: 0= 6, 1 = 3, 2= 2 1/2 = 7 - 9
Ammunition: 3.0 None Load Limit: 8,640 DT = 10+
Gunsight Mods: HT+1, BT+2
Weapon Station Allowed
Radar Ranging: RE
Stations Limits Loads
AtA I AtG Rating: 6/6
1, 5 (B) 370 IRM.
Bomb System: Manual (-0)
2, 4 (B) 1850 BB, DR, MR, RP,
Notes and Variants: RPT, GP, FT.
3 2600 BB, Nuc. BB, DR, FT,
1. Low Transonic Drag (LTD). IRM, RHM, ARM, EP.
2. Poor Supersonic Maneuverer (PSSM). Mirage IIIE FTs:
3. High Bleed Rate. 500L FT: Stations 2, 4 only; no pylon required; non-
jettisonable; Wt.=1025, load=2.0/1.5, fuel=43.
1300L FT: No supersonic speed when carried; Wt.=2450,
4. May carry AIM-9B, R.530 or R.550 IRMs. load=4.0/2.5, fuel=112.
5. May carry R.530 RHM. 1700L FT: No supersonic speed when carried; Wt.=3195,
6. May carry AS.30 RG or AS.37 ARM. load=?.0/4.0, fuel=146.

V.P.s: Mirage IIIE = 22, 14, 7, 3.


F-4F Air Power

Phantom II
...

�� Maneuver Costs: HFP Decel
Crew: Pilot, Radar Officer
"1 n'\. \\ \
.. \ '"
r.1u IR IOI I� Lag/Displ. Rolls: 1.0 1.0
(Accel) •• ,}Y )/ I / /.:.::: Vertical Rolls: 0.0 0.0

Wn=�c1I����
Power Chart
Power CL 1/2 OT Fuel Turn Drag Chart (Decel)
Aft. Bur. 3.5 3.5 3.0 11.5 CL 1/2 OT
Military 2.0 2.0 1.5 3.5 TI 1.0 2.0 2.0
Cruise Speed:5.5 Restr. Arcs: 60-
Normal 0.0 0.0 0.0 3.0 HT 2.0 3.0 4.0
Climb Speed: 4.5 Blind Arcs: 30-
Idle Dec. 1.0 2.0 2.0 0,0 Visibility: 7 Internal Fuel: 614 BT 4.0 5.0 NA
Spbr. Dec. 2.0 2.0 2.0 - Size Modifier: 0 Ata Refuel: No ET 5.0 NA NA
Smoker in Military Power Vulnerability: 0 Ejection Seat: Std. Slatted Wings (See Note 2)

Minimum - Maximum Velocity Chart Climb Capability Chart


Alt. Cont. CL 1/2 DT Dive CL 1/2 DT Alt.
Bnd. Ceil. 65 62 44 Vel. AB Other AB Other AB Other Bnd.
EH+ 46+ 5.0-13.5 5.5 -10.0 -- 14.5 1.0 0.5 1.0 0.5 - - EH+
VH 36-45 4.0-14.0 4.0-10.5 4.0- 7.5 14.5 2.0 1.0 2.0 0.5 1.0 0.5 VH
HI 26-35 3.0-13.5 3.5-11.0 3.5 - 7.5 14.0 4.0 1.5 3.0 1.0 1.0 0.5 HI
MH 17-25 2.5-11.0 3.0- 9.5 3.0-8.0 12.0 5.0 2.0 4.0 1.5 2.0 1.0 MH
ML 8-16 2.5- 9.5 2.5- 8.5 2.5- 7.5 10.5 6.0 2.0 5.0 2.0 3.0 1.5 ML
LO 1 - 7 2.0- 8.5 2.0- 7.5 2.0-6.5 9.0 7.0 3.0 6.0 3.0 4.0 2.0 LO

Note: Minimum required speed for TI, HT, BT and ET turns= listed min. +0.5, + 1.0, + 1.5 and +2.0, respectively.

Radar: APQ-120 ECM: F-4F


ECCM: 1 IFF: Yes
Arcs: 150+ RWR: B
Search: 100 - 20 DDS: B
Track: 80- 20 DJM: -
Lock-On: 7 AJM: -
Gun: 20mm M61A1 Vulcan Technology: Configuration Points Limits: CL = o - 6
Roll to Hit: 0= 7, 1= 5, 2= 3 1/2 = 7 - 12
Ammunition: 3.0 None Load Limit: 13,900 OT= 13+
Gunsight Mods: HT+ 1, BT +2
Weapon Station Allowed
Radar Ranging: RE
Stations Limits Loads
AtA I AtG Rating: 6 I 8*
Bomb System: Ballistic (-1) 1, 5 (B) 2800 BB, BG, RP, WR, EP, FT.
2, 4 2100 BB, BG, RP, RG, RS, LP,
Notes and Variants: DR, TR, IRM*.
3 4200 BB, BG, RP, WR, FT.
1. Rapid Power Response. Nuc. BB.
2. Slatted wings: Maneuvering slats may be enabled at any *May carry two IRMs on Stations 2 and 4 in addition to
speed. When enabled, reduce listed min. speed by 0.5 other stores.
and increase listed turn decel by 1.0.
Pylon FT: Wt.= 2750, Load= 4.0/3.0, Fuel= 120.
3. May use AIM-9B, AIM-9B FGW.2 or AIM-9J IRMs. Centerline FT: Wt.= 4200, Load= 8.0/5.0, Fuel= 195.

V.P.s: F-4F = 28, 20, 10, 5


G.91R-3
''Gina''
[7
,,� �

Air Power
Maneuver Costs: HFP Decel
Lag/Displ. Rolls: 1.0 1.0

I/ <?:· �2.
Crew: Pilot only
Power Chart (Acee!) • Vertical Rolls: 0.0 0.0
Power CL 1/2 OT Fue Turn Drag Chart (Decel)

Aft. Bur. - - - - CL 1/2 OT
Military 1.5 1.0 1.0 1.0 TI 1.0 1.0 1.0
Cruise Speed: 4.0 Restr. Arcs: -
Normal 0.0 0.0 0.0 0.5 HT 1.0 1.0 2.0
Climb Speed: 3.5 Blind Arcs: 30-
.ldle Dec. 1.0 2.0 2.0 0.0 Visibility: 4 BT 3.0 . 3.0 3.0
Internal Fuel: 138
Spbr. Dec. 3.0 3.0 3.0 - Size Modifier: + 1 Ata Refuel: No ET NA NA NA
Vulnerability: +2 Ejection Seat: Std.

Minimum - Maximum Velocity Chart Climb Capability Chart


Alt. Conf. CL 1/2 DT Dive CL 1/2 DTAlt.
Bnd. Ceil. 43 39 36 Vel. AB Other AB Other AB Other Bnd.
EH+ 46+ - - - - - - EH+
VH 36-45 2.5-6.0 2.5-5.5 3.0-5.5 6.5 - 0.5 - 0.5 - - VH
HI 26-35 2.0-6.0 2.0-6.0 2.5-6.0 6.5 - 0.5 - 0.5 - 0.5 HI
MH 17-25 2.0-6.5 2.0-6.0 2.0-6.0 6.5 - 0.5 - 0.5 - 0.5 MH
ML 8-16 1.5 -6.5 1.5-6.5 1.5-6.0 7.0 - 1.0 - 0.5 - 0.5 ML
LO 1 - 7 1.5-6.0 1.5-6.0 1.5-6.0 7.0 - 1.0 - 1.0 - 0.5 LO

Note: Minimum required speed for TI, HT, BT and ET turns= listed min. +0.5, +1.0, +1.5 and +2.0, respectively.

Radar: NONE ECM: G.91R-3 Weapons Stations Diagram:

J;�==--
ECCM: IFF: Yes
Arcs: RWR: --
Search: DDS: --
Track:
Lock-On:
DJM:
AJM:
--
-- 1 / 2/ ""'""'
3 4
Gun Type: Two 30mm DEFA 552 Technology: Configuration Points Limits: CL = O
Roll to Hit: 0= 5, 1= 3, 2= 1 1/2 = 1 - 3
Ammunition: 3.0 None Load Limit: 2, 130 OT = 4 +
Gunsight Mods: HT+ 1, BT+2
Weapon Station Allowed
Radar Ranging: -
Stations Limits Loads
AtA I AtG Rating: 5I5
Bomb System: Manual (-0) 1, 4 250 BB, RP, RG, FT.
2, 3 535 BB, RK, RP, RG, FT.
Notes and Variants:
1. High Transonic Drag (HTD). Sta. 2 & 3 may be overloaded to 1065 with FTs.
Sta. 1 & 4 may be overloaded to 535 with FTs.
2. Stations 2 & 3 may each carry six 3"/25 lb. or three 5" RKs.
3. May carry AS.20 RGs. 260L FT: Wt.= 535, load= 1.5/1.0, fuel= 22
4. All variants carry recon cameras in nose. 520L FT: Wt.= 1065, load= 2.5/1.5, fuel= 45

Variant: G.91R-4 - As R-3 except: Gun Type= Four .50 cal.


M3; Roll to Hit= 5, 2, O; Ammo= 8.0; AtA I AtG = 3 I 3**. V.P.s: G.91 R-3 = 10, 6, 3, 1
Variant: G.91R-1 -As G.91R-4 except: delete Stations 1 & 4. G.91 R-4 = 9, 6, 3, 1
G.91 R-1 = 8, 5, 3, 1
MiG-23MIMF
RL Air Power
-�

Flogger B 0��- ... =.._· •. �


Maneuver Costs: HFP Decel
Lag/Displ. Rolls: 1.0 1.0
Crew: Pilot only

r--<C'.:JI' ·�"4
Power Chart (Accel) • /
_,/
Vertical Rolls: 0.0 0.0
(_....--
Power CL 1/2 DT Fue Turn Drag Chart (Decel)
Aft. Bur. 3.5 3.0 3.0 9.0 CL 1/2 DT
Military 2.0 1.5 1.5 3.0
Cruise Speed: 5.5 Restr.Arcs: -- TT 1/2/2 1/2/2 1/2/3
Normal 0.0 0.0 0.0 2.5 HT 2/2/3 -/3/4 NA
Climb Speed: 5.0 BlindArcs: 60-
.JdltfDec;>tm <2�0, . ·2�0 .o:.:O BT -/4/5 -/5/6 NA
:5ppr Dec ·2
.
. . ·- . -: .. . - .
·
. 0 . ·� ·
ao .izc(
. ..
.... '. � � · : ....j,', ·.
. ·-
Visibility:
Size Modifier: 0
6 Internal Fuel: 430
Ata Refuel: No
ET -/4/6 NA NA

Vulnerability: -1 3 position swing wing: Listed drag is


Ejection Seat: Std.
for Fwd/Mid/Aft positions.

Minimum - Maximum Velocity Chart Climb Capability Chart


Alt. Cont. CL 1/2 OT Dive CL 1/2 OT Alt.
Bnd. Ceil. 56 50 42 Vel. AB Other AB Other AB Other Bnd.

EH+ 46+ 5.5-13.5 5.5-13.0 -- 15.5 1.0 0.5 1.0 - - - EH+


VH 36-45 4.0-14.0 4.5-13.5 4.5-6.5 15.5 2.0 1.0 2.0 0.5 1.0 - VH
HI 26-35 3.5-13.5 3.5-12.5 3.5-6.5 14.0 4.0 1.0 3.0 1.0 1.5 0.5 HI
MH 17-25 3.0-11.5 3.0-10.5 3.0-6.5 11.5 5.0 2.0 4.0 1.0 2.0 0.5 MH
ML 8-16 2.5- 9.5 2.5- 9.0 3.0-7.0 10.0 6.0 2.0 5.0 2.0 3.0 1.0 ML
LO 1- 7 2.5- 8.5 2.5- 8.0 2.5-7.5 9.0 7.0 3.0 6.0 2.0 4.0 1.5 LO

Note: Minimum required speed for TT, HT, BT and ET turns= listed min. +0.5, +1.0, +1.5 and +2.0, respectively.

�=Jb
Radar: RP-23Sh ECM: MiG-23M/MF Weapons Stations Diagram:
ECCM: 1 IFF: Yes
Arcs: 180+ RWR: B
Search: 130 - 20 DDS: - 01

Track: 100 -15 DJM: - I


I
Lock-On: 7 AJM: A-3 Fl 1 2 3 4 5 F2
Gun Type: GSh-23L Twin 23mm Technology: Configuration Points Limits: CL = 0-5
Roll to Hit: 0= 6, 1= 3, 2= 1 1/2 = 6- 9
Ammunition: 2.0 Limited Lk. Dn. Radar Load Limit: 7,750 DT= 10+
Gunsight Mods: HT+ 1, BT+2 HUD Interface
Weapon Station Allowed
Radar Ranging: RE IRSTS-A
Stations Limits Loads
AtA I AtG Rating: 5I5
1, 5 1100 BB, RP, AK, MDR,
Bomb System: Manual (-0) IRM, RHM, WR.
2,4 1100 BB, RP, AK, MDR,
Notes and Variants:
IRM.
1. Rapid Power Response. 3 1725 FT.
2. 3-position wing. A new position may be chosen at the end of the
F1, F2 (a) 1725 FT. (See note 6.)
aircraft's move if it used TI turns or less.
3. Wings Fwd: reduce all minimum speeds by 0.5, must remain at May use R-3, R-23, and R-60 (AA-2, AA-7, AA-8)
speeds less than transonic. IRMs, and R-23 (AA-7) RHMs.
4. Wings Mid: speeds up to high transonic allowed. MOR may only be used with two R-60 IRMs.
Rapid Accel Aircraft.
800L FT: Wt.= 1730, load= 3.5/2.0, fuel= 73.
5. Wings Aft: increase all minimum speeds by 2.0, Low Transonic
Must stay below transonic speeds if carrying FTs.
Drag (LTD), High Bleed Rate, Rapid Accel Aircraft.
6. Stations F1, F2 are added for ferry flights only. Wings must remain -------------------11
forward until tanks and station pylons jettisoned. V.P.s: MiG-23MF = 28, 20, 12, 6
Su-lSTM Air Power
FlagonF � ��

Maneuver Costs: HFP Decel

�r

II
Crew: Pilot only lo =-•II Lag/Displ. Rolls: 1.0 1.0

4
II

Power Chart (Accel) •• � Vertical Rolls: 0.0 0.0


Power CL 1/2 DT Fue Turn Drag Chart (Decel)
Aft. Bur. 3.5 3.0 3.0 10.0
c:::WJ)T I�� CL 1/2 DT
Military 1.5 1.5 1.5 3.0 TT 2.0 2.0 2.0
Normal 0.0 0.0 0.0 2.5 Cruise Speed: 6.0 Restr.Arcs: 180L, 60- HT 3.0 3.0 3.0

i=J��1�-!t�g;J��1�:2:ft!l
Climb Speed: 5.0 BlindArcs: 30-
Visibility: 7 Internal Fuel: 627 BT NA NA NA
Size Modifier: 0 Ata Refuel: No ET NA NA NA
Vulnerability: -1 Ejection Seat: Std.

Minimum - Maximum Velocity Chart Climb Capability Chart


Alt. Conf. CL 1/2 OT Dive CL 1/2 OT Alt.
Bnd. Ceil. 59 56 51 Vel. AB Other AB Other AB Other Bnd
EH+ 46+ 5.0-13.0 5.0-12.5 5.0-11.5 14.5 2.0 1.0 1.0 0.5 1.0 - EH+
VH 36-45 3.5-13.5 3.5-13.0 4.0-12.0 14.5 3.0 1.0 2.0 1.0 1.5 0.5 VH
HI 26-35 3.0-12.0 3.0-12.0 3.0-12.0 12.5 5.0 1.5 4.0 1.0 2.0 1.0 MH
MH 17-25 2.5-10.5 2.5-10.0 2.5-10.0 10.5 6.0 2.0 5.0 2.0 4.0 1.5 HI
ML 8-16 2.0- 9.0 2.0- 9.0 2.0- 8.5 9.0 6.0 2.0 6.0 2.0 5.0 2.0 MH
LO 1- 7 2.0- 8.0 2.0- 8.0 2.0- 7.5 8.0 7.0 3.0 6.0 3.0 6.0 2.0 LO

Note: Minimum required speed for TT, HT, BT and ET turns = listed min. +0.5, + 1.0, + 1.5 and +2.0, respectively.

Radar: Taifun-M ECM: Su-15TM Weapons Stations Diagram:


ECCM: 2 IFF: Yes ,(),
Arcs: 150+ RWR: B
Search: 150- 30 DDS: -- l
Track: 110 - 30 DJM: -- / / -, I"-
Lock-On: 7 AJM: -- 1 2 3 4 5 6
Gun Type: None Technology: Configuration Points Limits: CL= 0-3
Roll to Hit: -- 1/2 = 4- 5
Ammunition: -- None Load Limit: 4,690 DT = 6+
Gunsight Mods: TI+ 1, HT+2, ET+3
Radar Ranging: -- Weapon Station Allowed
AtA I AtG Rating: -- Stations Limits Loads

Bomb System: Manual (-0) 1, 6 645 IRM, RHM.


Notes and Variants: 2,5 390 IRM, MOR.*
3.4 1310 FT, GP.**
1. Low Transonic Drag (LTD).
* MDR may only hold two R-60 (AA-8) IRMs.
** May only use UPK-23-250 GPs.
2. May use R-8, R-98 series RHM and IRMs (AA-3s).
3. May use R-60 series IRMs (AA-8s). MDR: Wt.= 100, load= 1.0
600L FT: Wt.= 1310, load= 3.0/2.0, fuel= 55.
4. Aircraft must remain below transonic speeds when
carrying FTs.

V.P.s: Su-15TM= 24, 16, 8, 4


The Journal of Air Combat Gaming New TSOH Data Cards Issue #44

Origins Jet Tournament Aircraft Start Statistics and Loads


In "Topwop" designed tourneys each player is given a log sheet for each aircraft with its vital statistics already put in. Rather
than reproduce sixteen individual logs, the aircraft start statistics and loads for each scenario are summarized below:

Scenario 1: J-29s (both): Altitude 5, Speed 6.0, Fuel 160/80, Silver, DT configuration.
F-84Fs (both): Altitude 3, Speed 4.0, Fuel 150/120, Camouflaged, DT configuration.

J 29F: Stations 1 and 4 = 450L FT Wt. = 2 x 150 Load = 2 x 1.5 (empty)


Stations 2 and 3 = "a" pylon Wt. =0 Load = 2 x 0.5
Stations 2 and 3 = AIM-98 Wt. = 2 x 165 Load = 2 x 1.0
Total = 630 Total = 6.0

F-84F: Stations 2 and 3 = 450 gal. FT Wt. = 2 x 425 Load = 2 x 3.0 (empty)
Stations 5 th ru 10 = 2 x 5" HVAR Wt. = 12 x 140 Load = 12 x 1.0
Total = 2530 Total = 18.0

Scenario 2: SH-37s (both): Altitude 8, Speed 4.0, Fuel 325/200, Camouflaged, DT configuration.
Su-15s (both): Altitude 15, Speed 7.0, Fuel 365/250, Silver, DT configuration.

SH 37: Stations 1 and 7 = AIM-9J Wt. = 2 x 175 Load = 2 x 1.0


Station 3 = SKA 34 PP Wt. =850 Load = 2.5
Station 4 = 1700L FT Wt. = 410 Load = 3.0 (empty)
Station 5 = SKA24D PP Wt. = 815 Load = 2.5
Total = 2425 Total = 10.0

Su-15TM: Station 1 = R-98MT Wt. = 500 Load = 1.5


Stations 2 and 5 = MDR Wt. = 2 x 100 Load = 2 x 1.0
Stations 2 and 5 = 2 x R-60 Wt. = 4 x 100 Load = 4 x 1.0
Stations 3 and 4 = UPK-23-250 GP Wt. = 2 x 480 Load = 2 X 2.0
Station 6 = R-98MR Wt. =605 Load = 1.5
Total = 2665 Total = 13.0

Scenario 3: G-91 s (both): Altitude 4, Speed 4.0, Fuel 120/60, Camouflaged, DT configuration.
Mirage Ills (both): Altitude 8, Speed 5.5, Fuel 185/150, Camouflaged, 1/2 configuration.

G.91 R-3: Stations 1 and 4 = 260L FT Wt. = 2 x 90 load = 2 x 1.0 (empty)


Stations 2 and 3 = LR155 RP Wt. = 2 x 500 load = 2 x 3.0
Total= 1180 Total = 8.0

Mirage IIIE: Stations 1 and 5 = "B" pylon Wt. = NA Load = 1.0


Stations 1 and 5 = R.550 Magic I Wt. = 2 x 200 Load = 2 x 1.0
Stations 2 and 4 = 500L FT Wt. = 2 x 165 Load = 2 x 1.5 (empty)
Total = 730 Total = 7.0

Scenario 4: F-4Fs (both): Altitude 28, Speed 5.5, Fuel 490/145, Camouflaged, CL configuration.
MiG-23s (both): Altitude 28, Speed 5.0, Fuel 380/100, Camouflaged, DT configuration.

F-4F: Stations 2 and 4 = 2 x AIM-9FGW.2 Wt. =2x340 Load = 4 x 1.0


Total= 680 Total = 4.0

MiG-23MF: Stations 1 and 5 = R-23R (AA- 7) Wt. =2x490 Load = 2 x 1.5


Stations 2 and 4 = MDR Wt. = 2 x 100 Load = 2 x 1.0
Stations 2 and 4 = 2 x R-60 (AA-8) Wt. = 4 x 100 Load = 4 x 1.0
Total = 1580 Total = 9.0

13
AIR POWER Origins Jet Tourney Issue #44
Origins 96 Jet Tournament Special A wards
Incoming!
The Air Power Sponsored Tournament special awards this
Below is the letter of which I refer to in my opening column.
year were open to both the prop and jet tourneys. What follows
It was hand written and the intensity of the writing, which
is simply the awards earned by the jet crowd.
unfortunately I cannot reproduce, with its use of capitalizations
and exclamation points, along with personal attacks indicate a
The Foxman Trophy for unlucky die rolls: Russel "Daffy" venting of anger I feel goes beyond the normal customer
Anderson received the trophy this year for his performance as complaint. I just want to comment, that letters like this have no
a G-91R pilot in scenario 3 of the TSOH tournament. After redeeming value. Furthermore, the author simply identifies
merely suppressing the target with his high-odds rocket attack, himself to me as another immature raving game geek who
Daffy was hit and L-damaged by the "nuisance" .50 caliber somehow feels his hobby should take precedence over every-
AAMG fire, then, after taking a Magic IRM hit from a Mirage, one else's lives and efforts. I wouldn't have bothered to waste
he flew back over the AAA and managed to get hit yet again by space on it except for the fact I want to reassure everyone that
quality will always be uppermost in my efforts, if not timeliness.
the Spanish machine gunners.
J.D. Webster,
The Order of the Golden BB: Conversely, Dan "Dragon"
Foxman took home the Golden BB award for the same scenario, Here it it, May and I get the Nov/Dec 95 issue of Air Power.
having hit Daffy twice with his single 12.7 mm AA battery. You're giving us all a "Happy Holidays" message in Late
SPRING! It is disconcerting to see that the wargame industry
The Coveted Missile Sponge A ward: This year's sponge does not operate on any SANE schedule. The only wargame
was awarded to Karl "Hollywood" Mueller for his performance company that prints their magazine and games on a good,
in scenario 2 of the TSOH tournament, in which his SH-37 came reliable schedule is The Gamers. The production schedule for
under long-range missile fire from Dragon's Su-15 almost GMT's C3i magazine is a cruel joke, almost as bad as Counter-
immediately, but managed to avoid getting hit by an RH and attack, of which I hear issue #6 will be released soon. RIGHT.
then by an IR Anab. Finally, Killjoy launched an Aphid at Have you found anyone to take over AP? You
Hollywood, as Dan cried "Time to go svimrning, Viking Boy!", want to wash your hands of the whole thing?
and inflicted C damage from a proximity hit ("Eat depleted
uranium!" Tony expostulated as he threw the die). Even this left
Your lack of interest in the mag is obvious from
Hollywood's violently maneuvering Viggen still in the air, the shoddy release schedule.
albeit at minimum speed in idle power, with a severe fuel leak, How is your MiG-21F-13 coming along? People actu-
a permanent risk of fire, and a potential tlameout ifhe changed ally sent you donations without strings attached?!
his engine setting-but only briefly, until Killjoy's Flagon Will you be ready to fly it come November (which should
finished him off with a gunshot. However, Viking Boy ejected
without difficulty (as his wingman (Chuck "Homer" Turner)
be about the time the next Air Power is released)?
was being killed by Dragon's Aphids), and will live to fight I was disappointed to see that issue #42 had no cover
another day. (Hollywood, alas, was obliterated again two illustration. Stanfl couldn't be bothered with it this
rounds later by an AIM-9B FGW.2 fired by Daffy that just time? Would you like me to draw any illustration for Air
barely overtook his Mach 1.3 MiG-23 at a relative speed of 50 Power? Price is $35 per drawing or you can send me copies of
mph thanks to a slight but crucial tactical miscalculation.) your games.
Hope to hear from you soon, Scott J., Castle Rock, CO
A new award was inaugurated this year in response to a
noteworthy achievement not adequately addressed by the exist-
Note how this dick-head also snipes at those historical
ing prizes. enthusiasts among you who graciously donated to legitimate
efforts at preserving history, and at Tony Stanfl, an aviation
The "Doh!" Award for Exceptional Misfortune: The enthusiast, artist, and gentleman of the highest calibre. Tony is
premier winner of this high honor was Origins initiate Chuck responsible for all of the superb three-view technical drawings
"Homer" Turner, who drew veteran Tony "killjoy" Valle as an used for the aircraft data cards in Achtung-Spitfire! and Over-
opponent no less than three times in eight tournament rounds the-Reich! He also has just completed a major five year effort
(prop and jet), and was shot down each time. The awards to provide professional 3-views for almost every major aircraft
committee looks forward to what will no doubt be many future seeing action in WW2 and Korea. I currently have 256 superb
opportunities to present this prize to other deserving players; if quality 3-views on hand for use with the game system which
Tony has provided at NO CHARGE. All of Tony's past artwork
insufficient misfortune occurs at future Origins, it will be
used in AP has been donated at NO COST. Considering these
awarded to the player who consumes the most junk food during efforts far out-weigh, and OUT-CLASS. the sample drawings
the tournament instead. the above writer included with his letter, I think I'll pass on the
offer. Tony can be forgiven for missing an issue. This guy's
Karl "Hollywood" Mueller: Awards Committee Rapporteur attacks, on the other hand, are loathesome.
JDW
14
The Journal of Air Combat Gaming New TSOH Data Cards Issue #44
Special Rules:
World War One • Use the Fokker D.VII manuever schedule.
• Manuevers 10R1 and 10L 1 may be executed at speed one.
• Repeated climbs to VH altitude are allowed, but when doing
so the fuel point expenditure is doubled.

Because of the D.Vlll's extreme manueverability, it may


repeat non-repeatable manuevers, but the second manuever
must be in the same direction as the first and it must take place
at the next lowest speed. A third non-repeatable manuever may
Air Combat Gaming not attempted in sequence. After doing two non-repeatable
manuevers the plane must fly straight and level for one complete
turn before attempting further non-repeatable manuevers.
A New A/C for GDW's Blue Max
For example, if the first manuever was an -- 83 manuever,
the second manuever must be a -- S2. Next, the plane must
The Fokker D.VIII fly straight and level before doing any more non-repeatable
manuevers.
By James E. Meldrum
Historically, the Fokker D. VI II saw only limited action against
Too late to enter hostilities on a large scale and have any British or French aircraft because it entered service so late in the
major impact on the air war, the Fokker D.VIII was almost the war, so it's hard to come up with historical scenarios for this
World War One equivalent of the Me-262 jet fighter. The Fokker aircraft. It is allowed, however, to use the D.VIII in one-on-one
D. VI II was derived from an experimental Fokker D.VII which was situations against any 1917 or 1918 British or French fighter to
flown as a monoplane minus its lower wing. The results were see how well the new German fighter would compare.
very impressive; the first group of machines exhibited such great
climb rates, diving ability, and overall manueverability that the Another way to see how well the Fokker D.VIII might perform
first six aircraft off the assembly line were immediately sent to the is to place it in situations like Werner Voss faced in his epic
front in France for evaluation under combat conditions! dogfight by pitting one D.VIII against 2 - 4 British or French
fighters. In a scenario like this, the German player wins by either
The Fokker D.VIII was a monoplane featuring a parasol wing staying in the air or getting off the map in one piece.
and the same armament and engine as the Fokker D.VII.
Because the D.VIII used canvas over metal tubular construction At the time the Fokker D.VIII saw action, the US, British, and
for its airframe (instead of canvas over wood) there also was a French were introducing relatively large scale bombing opera-
substantial weight savings which resulted in greatly improved tions. Try using one D.VIII as an interceptor against a formation
performance. of three Bristol fighters which wil be used to masquerade as
bombers. The Bristol fighters must fly in a Vee formation with all
As more aircraft were built and more flying time in this type of aircraft at the same altitude in adjacent hexes. As an alternative,
plane accumulated, it was found that the wing failed under they mayfly in echelon either with all aircraft at the same altitude
stress. This problem was soon corrected and the new fighter with all aircraft in adjacent hexes, or they may be staggered
was put into production as the Fokker D.VIII and was to be the altitudes with all aircraft in adjacent hexes. As an example, one
eventual replacement for the redoubtable Fokker D.VII. A plane each would be low, mediium, and high altitudes. The
limited number of Imperial German Air Service units were Fokker may enter play on any map edge at any altitude. The
equipped with this new fighter aircraft in the latter part of 1918 Bristol fighters must fly in formation for the duration of the game.
but by that time the war was almost at an end and the Fokker The Bristol fighters may not use their forward firing guns.
D.VIII saw only limited action.
The British aircraft enter play from the British side of the map
Owners of GDW's Blue Max game can find out how well this and fly in formation past the line on the German side of the map.
surprising plane might have done in combat using the informa- At that point, the British planes turn around and fly back to the
tion presented here to simulate the D.VIII. Players will need to British side of the map and the scenario ends. The German
make a counter to represent the D.VIII or they may use Fokker player wins by shooting down at least one British aircraft. The
D.VII aircraft counters. Possible opponents include any of the British player wins by avoiding the German victory conditions. If
British or French aircraft flying in late 1917 or 1918. the Fokker is shot down, the British player wins an immediate
automatic victory.
Fokker D.VIII Characteristics:
As a further variation, the British player may add one or two
Stability =A Engine = 8 fighters as escorts; these planes must be types operational in
Fuel = 45 Wing = 16 1918. If escorts are taken, then the German player may add one
Armament = 2F Fuselage =26 or two additional Fokker D.VIII fighters.
Maximum Altitude = VH Tail =6
* * * * * * *

15
AIR POWER Origins Jet Tourney Issue #44
Coming up in future issues: AIR POWER MAR/APR 1996

More OTR I ASP I TSOH Data Cards EL GUAPO J. D. Webster


Strafing Baby Seals - A Navy Pilot's Story! EDITOR John Caraher
Fighting Wings Replays, Product Reviews COLUMNISTS Jim Meldrum
More Meldrum Variants (really l) ARTIST Tony Stanfl
More Stuff by J.D. Webster & Friends (Ohl) AIR POWER is published two or more times a year (six
usually). All rights on the contents of the journal are reserved. No
part of the journal may be reproduced, in whole or in part, without
prior consent of the publisher. Portions of the journal may be
UPCOMING CONS: explicitly released from these restrictions. Use of a product

u -<C@IID. ._ �<6
name without reference to its company or trademark does not
constitute a challenge to its trademark status by that company.

{1rllil� Ailir W�ir JP�irrt) BACK ISSUES are available at US $3.00 for domestic
subscribers and US $3.50 for overseas subscribers, postage
included. Some back issues are original prints, some are photo-
When? Late October 1996 copies. All issues still available.
Where? Ann Arbor, MI
SUBMISSION GUIDELINES Any previously unpublished
at the U of M Student Union material is welcomed. Articles, reviews, scenarios, etc. should
be submitted on 8.5 x 11 white paper, typed and double-spaced
• Featuring the usual TSOH, OTR and or submitted as text only files on an I BM or Macintosh formatted
ASP Tourneys plus Yankee Air Force 3.5" diskette. Artwork should be full or double-sized, on white
paper, and camera-ready. All submissions become the property
Museum tour, air gamer gaggle & more. of AIR POWER Publications. Contributers receive credit for one
free issue for each 3 pages (or less) of their work which is
For registration contact: published per issue.
John Caraher at: Ph=313-996-2876
Send letters, comments, questions, sugges-
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Notice: All Air Power back issues are still available SUBSCRIPTIONS: All payment must be made in US
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16

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