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Table of Contents

[0.0] Using these Rules.. . . . . . . . . . . . . . . . . . . . . . . . 1

[1.0] Introduction .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. 1

[2.0] Game Equipment .. .. .. .. .. .. .. .. .. .. .. .. 1

[3.0] Sequence of Play .. . . . . . . . . . . . . . . . . . . . . . . . 3

[4.0] Altitude Change .. . . . . . . . . . . . . . . . . . . . . . . . 4

[5.0] Movement.. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4

[6.0] Airspeed Adjustment.. .. .. .. .. .. .. .. .. .. 6

[7.0] Firing.. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7

[8.0] Map Rotation.. . . . . . . . . . . . . . . . . . . . . . . . . . . . 8

[9.0] Victory.. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8

[10.0] Scenarios.. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8

[11.0] Example of Play.. .. .. .. .. .. .. .. .. .. .. .. .10

Designers Notes .. . . . . . . . . . . . . . . . . . . . . . .12

GAME CREDITS
Game Design: Philip Sabin
Development: Kevin Fortuna
Graphic Design: Michelle Ball
Fine Art: Tim Allen
Producer: Deon Carrico
Scenarios: Dave Schueler
Proofreading: Barry Levin, Hans Korting,
Karen Wolterman, Leigh Toms

Angels One Five

[0.0] Using these Rules


New gaming terms, when initially defined, appear in purple lettering for quick referencing.
The instructions for this game are organized into major Rules sections as shown in large green font, and
represented by the number to the left of the decimal point (e.g., Rule 4.0 is the fourth Rule). These Rules
generally explain the games subject matter, its components, the procedures for play, the games core systems,
how to set it up, and how to win.
With each Rule, there can be Cases that further explain a Rules general concept or basic procedure. Cases
might also restrict the application of a Rule by denoting exceptions to it. Cases (and Subcases) are an extension
of a Rule shown in the way that they are numbered. For example, Rule 4.1 is the first Case of the fourth
Rule; and Rule 4.1.2 is the second Subcase of the first Case of the fourth Rule.
Important information is in red text.
References to examples of a Rule or Case are in blue boxes.
Text in shaded boxes, like this, provides the voice of the games designer, who is addressing you to explain
an idea or concept that is not, itself, a Rule or a Case.

[1.0] Introduction
Angels One Five is a low to intermediate complexity game covering the grand tactical level of air combat in
World War 2. The game focuses on the interception of escorted formations of bombers by German and
British forces during the Second World War. Two players, or teams, direct the actions of the escorting
and intercepting fighters as they seek to inflict losses on the opposing aircraft while minimizing their own
losses. In team play, each player controls one or more specific fighter units, depending on the number of
players and the amount of time available. The game is also a good simulation and can be played solitaire to
study the dynamics involved.

[2.0] Game Equipment


Parts Inventory
3 double-sided 6x17 Maps
210 double-sided Game Pieces
1 Rulebook with Player Aid
1 Scenario Booklet (14 Scenarios)
*Some slight soot and discoloration can occur during the laser cutting process. If any of these pieces are
missing or damaged, please email us at info@victorypointgames.com
A 6-sided die is needed for resolving combat. Two dice are needed for some calculations [6.2].

2015 Philip Sabin &

Victory Point Games

Angels One Five

[2.1] The Game Map and Scale


The game map is broken into three 6x17 hex segments and is combined into one 18x17 hex grid. This
hexagonal grid is used to regulate movement and the position of the playing pieces just as squares do on a
chessboard. We refer to each space on the map as a hex. Each map is double-sided; one side shows an overhead
view of the ocean, with an overhead view of the European countryside on the other side. (Figure 2.1)
Scale: Each hex represents a quarter mile and contains four different altitude levels; Low, Medium, High,
and Very High. Each altitude level corresponds to roughly 2,000 feet. Thus the entire map represents an
area 4.5 miles long and 3.9 miles wide, and 8,000 feet high, wrapped around the bombers, which are
themselves between 10,000 and 25,000 feet high depending on the bomber.

[2.2] The Playing Pieces


Playing pieces are broken down into two types, units and markers.
Figure 2.1

Units (Figure 2.2a)

Units represent the fighters and bombers of Germany and Britain that battled for domination of the skies
during World War 2. Each bomber unit represents between six and eighteen aircraft. Depending upon the
scenario these could be either twin-engine medium bombers or light bombers such as the infamous Stuka.

Heavy Fighter

Each fighter unit represents between four and twelve aircraft. Each unit, marked with a name from its
country appropriate phonetic alphabet, has eight counters for it. Each unit has two counters for each
of the four altitudes (indicated by the size of the counter, with the smallest counter being closest to the
ground). At each altitude level, the two double-sided counters indicate the units four possible airspeeds
(from 2 to 5).
There are two kinds of fighters represented in the game. Most units are standard high-performance monoplanes
(such as the Spitfire or Bf-109) whose performance is roughly similar at this scale. Some units represent the
clumsier heavy fighters, like the twin engine Bf-110. The counters show a sample of specific fighter types; this
has no gameplay effect. All that matters is whether certain fighters are designated as heavy fighters in the scenario.
To designate a unit as a heavy fighter, stack the two units of the same name and altitude with the correct
speed displayed on top.

Figure 2.2a

Markers (Figure 2.2b)

Markers are used to help regulate game play. There are five types of markers in the game:
Abort markers are placed on ineffective aircraft to show they cannot fire. Units become ineffective by either
receiving Hits or running out of ammo.
Fired markers are placed on fighters that fired during their phase.
The Sun Direction marker shows which way the sun is facing. The facing of the sun can have an impact
upon firing. If a plane is facing in the same direction as the arrow, it is Up-Sun, whereas if it is facing 180
from the arrow, it is Down-Sun.
The Axis and Allied Hit markers are used to keep track of how many Hits each side has achieved. This is
used to determine victory.
Figure 2.2b

Rotation markers are used to keep track of the progress of the game and determine when the game ends.

Developed by Kevin Fortuna

Angels One Five

[3.0] Sequence Of Play


How the Turns Work: Each Game Turn represents 10 seconds of real time. In each Game Turn there are
four distinct Phases, with the interceptors going first, followed by the bombers, and ending with the escorts.
Each phase has a number of Steps (four for the Interceptor and Escort Phases, two for the Bomber Phase).
These Steps are conducted in order for each activated unit, with each unit finishing all four Steps before
another unit is activated.
Interceptor Phase

Altitude Mark
Airspeed
Unit Display
Unit Name

Interceptor units are activated one at a time starting alphabetically (Able, Baker, then Charlie, etc.). The
Interceptors goal is to engage and prevent the enemy bombers from reaching their target. Which side is
intercepting the bombers depends upon the scenario. Each activated interceptor performs the following
steps in order before moving on to the next interceptor.
1.
2.
3.
4.

Altitude Change. The interceptor unit can move to a higher or lower altitude (4.0).
Movement. The interceptor must move as many hexes as its current airspeed (5.0).
Airspeed Adjustment. The interceptor checks if its airspeed has changed (6.0).
Firing. If the interceptor occupies the same hex and is at the same altitude as an enemy unit, they
fire at one another (7.0).

Bomber Phase

5.
6.

Very High Altitude

Movement. Move all bombers two hexes forward (5.0).


Firing. If a bomber moved into the same hex as an interceptor at the same altitude as the bomber,
they fire at one another (7.0).

Escort Phase

Escorts try to ensure that their bombers get through to the target and home safely by engaging enemy
interceptors. Which side is escorting the bombers is determined by the scenario. Escort units are
activated one at a time starting alphabetically (Anton, Berta, then Csar, etc.). Each activated escort
performs the following steps in order before moving on to the next escort.
7.
8.
9.
10.

Altitude Change. The escort unit can move to a higher or lower altitude. (4.0).
Movement. The escort must move as many hexes as its current airspeed (5.0).
Airspeed Adjustment. The escort checks if its airspeed has changed (6.0).
Firing. If the escort occupies the same hex and is at the same altitude as an interceptor, they fire at
one another (7.0).

High Altitude

Medium Altitude

Administrative

11. Map Rotation Phase. If the bombers moved onto a new map sheet, the back sheet is removed and
becomes the new front sheet (8.0).

Low Altitude

This represents the movement of the bombers across the sky.

2015 Philip Sabin &

Victory Point Games

Angels One Five

[4.0] Altitude Change


When activated, a fighter can choose to increase (climb) or decrease (dive) its altitude by one level. There are
four altitude levels in the game, starting from Low altitude (level 1), to Medium, High, and Very High (level 4).

[4.1] Increasing Altitude


Shapes in the bottom
right-hand corner of the
unit note the altitude.

In order to climb, a fighter needs to have an airspeed greater than 2. A fighter that increases altitude has its
counter immediately replaced with its next highest altitude counter having one airspeed lower.

[4.2] Decreasing Altitude


A fighter can always dive. A unit that dives has its counter immediately replaced by the counter with the
next lowest altitude indicator. There is no immediate change to a fighters airspeed due to decreasing altitude.

[4.3] Exiting the Map


If a fighter at altitude level 1 decreases its altitude or a fighter at altitude level 4 increases its altitude, it is
immediately and permanently removed from the game.
The fighters are too far away from the bombers to have any hope of catching them now before the game
ends. This can be a handy way to escape tight situations or get damaged units out of harms way.
Example: A fighter unit is at altitude level 4 with an airspeed of 3. During its Altitude Adjustment Step it
can choose to climb to a higher altitude, stay level, or dive to a lower altitude. If it climbs to altitude level
5 it will be outside of the range of the map and will be viewed as having left the map, causing it to be permanently
removed from the game. Since the unit is in perfect condition the player decides to dive to get closer to the
bombers. He immediately replaces the fighter with the counter corresponding to an altitude and airspeed
of 3. The player then moves on to the fighters Movement Step.

[4.4] Bombers
Bombers never change their altitude; they stay at their starting altitude as determined by the scenario for
the entire game.

[5.0] Movement
When an interceptor or an escort unit is activated it must move into as many connected hexes as its
current airspeed.

[5.1] Stacking
A unit can move through other units, and end its movement in a hex containing an enemy unit (regardless
of altitude). However, a unit cannot end its Movement Step in the same hex and altitude as a friendly
unit. If such a situation ever occurs a fighter unit of the owners choice in violation must take a Hit and be
immediately removed from play. (Figure 5.1)
It is possible for up to four friendly units to occupy the same hex as long as they are at different altitudes.
Figure 5.1

Developed by Kevin Fortuna

Angels One Five

60

[5.2] Turning
Fighters can only move into the hex their front is facing, but upon entering a hex they can turn, changing
their facing by 60 left or right (i.e., face a hexside to the left or right of its current facing), before moving into
another hex. How frequently a fighter can turn is dependent upon its airspeed and if it changed its altitude;
If a fighter has an airspeed of 4 and did not dive, it must move two hexes straight before every other
turning maneuver.

Figure 5.2

Example:It is the beginning of Bertas Movement Step and it is at altitude 3 with an airspeed of 4. He
decides he wants to close with the enemy and starts turning to get there. He starts by moving a hex forward
and turning 60 to the right. He wants to turn more but must fly straight for another 2 hexes. When he
enters the third hex, he turns right again and moves into his final hex, where he turns right one final time.
If a fighter has an airspeed of 5 or dived at an airspeed of 4 it must move two hexes straight before
every turning maneuver.
A heavy fighter with an airspeed of 3 must move two hexes straight before every other turning maneuver.
A heavy fighter with an airspeed of 4 or 5 must move two hexes straight before every turning maneuver.
Note: Only turns made in this Phase are counted; prior Phases have no effect.

[5.3] Weaving
Fighters can always turn in consecutive hexes if they weave; i.e., turn in the opposite direction of their turn
in the prior hex.
Note: Weaving always counts as the other turn for the purpose of any subsequent turn.
Example: A fighter at airspeed 4 moves a hex and turns to the left. The fighter then moves another hex
and turns right. The fighter decides to stop weaving, and turns to the right again. The fighter must move
one more hex and can only continue straight or turn left (weaving again).

[5.4] Bombers
Bombers always move two hexes straight forward during the Movement Step of the Bomber Phase.
Bombers will never turn.

[5.5] Leaving the Map


A fighter that moves into an unplayable hex (off map or into a half-hex) during its move is treated as having
left the map and is permanently removed from play.
Example: An interceptor is facing the map edge and must move. There is not enough time to turn, so it
must be moved into an incomplete map edge (an unplayable hex). The fighter is removed from the game.

[5.6] Tally-ho
A fighter that does not have an Abort marker can stop (after any turns) in its second to last hex of movement
if there is an enemy fighter at the same altitude in the hex. This enables the fighter to move one less hex
than its airspeed requires and get a chance to fire at the enemy fighter. However, a fighter that stops in its
penultimate hex must use an engine thrust of zero during the airspeed adjustment step (6.1).
Example: An escort at airspeed 3 is moving. It moves two hexes forward and is now in the same hex at the
same altitude as an enemy interceptor. Instead of moving a final hex, the player decides to stop the escort
and fire at the interceptor.

2015 Philip Sabin &

Victory Point Games

Angels One Five

[6.0] Airspeed Adjustment


After moving, a fighter must check to see if its airspeed has changed. If an aircrafts airspeed changes,
replace/flip its counter with the one showing the proper airspeed (either one higher or lower).

[6.1] Airspeed Calculation


After completing its movement, every fighter must roll a die to determine if its airspeed changes. This is
modified by a number of factors:
Before rolling, the player can decide to add up to three to the roll for engine thrust (exception, see 5.6).
The current airspeed of the fighter is subtracted from the result.
The result is reduced by the number of turns the fighter made this game turn.

Figure 6.1a

Depending upon the size of these modifiers, it is possible a die will not need to be rolled, as there could
only be one result.
[6.1.1] Airspeed Increase: The change in airspeed depends in part upon whether the fighter changed

its altitude. (Figure 6.1a)


If the fighter climbed or stayed level it gains one point of airspeed if the modified result is equal to 7.
If the fighter dived it gains a point of airspeed if the modified result is equal to or greater than 0.
Figure 6.1b

[6.1.2] Airspeed Decrease: A decrease in a fighters airspeed is largely dependent upon whether the

fighter changed its altitude. (Figure 6.1b)


If the fighter climbed or stayed level it loses one point of airspeed if the modified result is less than or
equal to -1.
Fighters that dived cannot lose airspeed.

[6.2] Heavy Fighters


Heavy Fighters

Heavy fighters with an airspeed of 3 or greater must roll two dice and use the lower of the two rolls.

[6.3] Airspeed Limits


Regardless of the result, airspeed can never fall below 2 or rise above 5.

[6.4] Bomber Airspeed


A bombers airspeed never changes; it always maintains an airspeed of 2.
Example: An interceptor with an airspeed of 4 made two turns during the game turn and stayed level. The
player decides to add the full 3 possible for engine thrust and rolls a die. He rolls a 3, which is increased
by 3 due to the thrust, but decreased by 6 for the airspeed of 4 and two turns. Thus the final result is 0
which means the plane barely manages to keep its current airspeed.

Developed by Kevin Fortuna

Angels One Five

[7.0] Firing
When a unit without an Abort marker ends its activation in a hex with an enemy unit at the same altitude,
it automatically fires upon the unit. If the enemy is a bomber, or a fighter whose heading differs by 180
(i.e., passing head on) and does not have an Abort marker, they automatically fire back.

[7.1] Firing Procedure


The active player rolls a die which is used by both players in the combat. The players add or subtract any
applicable modifiers (see 7.1.1 below) from the die roll and checks to see what effect, if any, their fire had.
When an activated normal fighter unit (not heavy fighters) fires on an enemy, a Fired marker is placed on
the fighter to mark its exposed status (it has highlighted its presence and allegiance). At the start of its next
activation, the marker is removed.
[7.1.1] Firing Modifiers: The players determine which of the following Die Roll Modifiers (DRMs) are
applicable to them and apply them to the die roll, generating two results, one for each player.
+2 if firing on bombers
+1 for bombers (other than light bombers) firing on fighters whose heading is within 60
+1 for fighters firing on targets that have exactly the same heading
+1 for fighters firing on fighters whose heading is within 60 and that are exposed to attack (either a
heavy fighter or have a Fired marker)
+1 for activated fighters that dived this game turn and are facing directly Down-Sun
-1 for fighters firing on targets whose heading differs by 120
-1 for activated fighters that made three or four turns this game turn
-1 for activated fighters that made any turns and are engaging bombers whose heading differs by 180
(Note: Not cumulative with the previous modifier)
-1 for activated fighters that climbed this game turn and are facing directly Up-Sun
-1 for activated fighters that started the current Phase in the same hex and at the same altitude as enemy
bombers or fighters without Abort markers.

[7.2] Firing Results


After applying all relevant modifiers compare the number to the following results table:
If a side gets a modified result of 5 or less, their fire has no effect.
If a side gets a modified result of 6 or 7, the enemy takes one Hit.
If a side gets a modified result of 8 or more, the enemy takes two Hits.
The number of Hits each side inflicts should be recorded for use in determining victory.

[7.3] Abort Mission


Whenever a fighter suffers a Hit it has ceased to be an effective fighting force and receives an Abort marker.
In addition, an unmodified firing die roll of 6 results in any involved fighters receiving Abort markers (they
have run out of ammunition) regardless of whether they received any Hits.
Bombers never receive Abort markers nor run out of ammunition.
[7.3.1] Abort Effects: Units with Abort markers cannot fire, though they can still be fired at and Hit.

A unit that receives an Abort marker cannot lose the marker; it keeps the Abort marker until it leaves the map.

2015 Philip Sabin &

Victory Point Games

Angels One Five

[8.0] Map Rotation


Whenever the bombers move onto a new map sheet (every 3rd turn) move the rear sheet to the front,
removing any units that were on the rear sheet (they are out of play but suffer no additional Hits).
Note: Fighters on a half hex are also removed from play.
Place the map Rotation marker on the next number, face up, on the new rear map sheet.

[9.0] Victory
Unless stated otherwise in the scenario rules, the game ends after eighteen game turns (six map rotations)
or when all the interceptor units have left the map.
Victory is determined by each side adding up the number of Hits they scored, as well as any handicap. The
side with the most points wins, with the difference reflecting the degree of the victory.
If playing with teams, it is possible for all players on a team to keep track of their points to gauge their
relative performance.

[10.0] Scenarios
Figure 8.0

The game comes with several Scenarios covering significant clashes of the Royal Air Force and the Luftwaffe.
There is also a scenario generator, described below.

[10.1] Scenario Generator


Players start by deciding which country is on the offensive, how many bombers are being intercepted, and
how many fighters (both heavy and regular) each side has. It is recommended that each side receives a
similar number of units.
The wide range in representational ratios reflects differences in the number of aircraft present in the combat
and the tightness of their formations. Asymmetries between the representational ratios on the two sides
are assumed to be offset by differences in pilot quality and by the greater difficulty which larger forces had
in distinguishing friend from foe.
The players then decide the starting energy (airspeed plus altitude) of the interceptors. This can range from
three (airspeed 2 plus altitude 1) to nine (airspeed 5 plus altitude 4). In general, the higher the starting energy
the better the interceptors position. If players cannot agree upon a starting energy, roll a die; on a 1 the
interceptors have a starting energy of three, on a 2 they have a starting energy of four, 3-five, etc.
The bombers should be deployed on the second (B) map segment in the indicated hexes. These bombers are
always at Medium altitude (altitude level 2) and have a speed of 2.
[10.1.1] Up-Sun: Players then determine which direction the sun is facing by rolling a die. On a 1, the
Sun marker is placed on the map with the arrow facing the bottom left hexside. On a roll of 2, the marker
is placed facing the top left hexside. On a 3, the marker faces the top right hexside; while on a 4, it faces
the bottom right hexside. Any rolls of 5 or 6 are rerolled (the bombers never travel Up/Down-Sun).

Developed by Kevin Fortuna

Angels One Five

[10.1.2] Bidding: After these parameters have been established, the players decide who is playing which

side by bidding for control of the interceptors. The bid starts at one and each player can increase the bid
by one at a time. The highest bidder takes control of the interceptors while the lower bidder controls the
escorts and receives a handicap equal to the winning bid. If no one bids the sides are randomly assigned
and the escort player receives a handicap of one.
Note: When using multiplayer teams the game organizer can determine the handicap level and assign sides.
[10.1.3] Escort Deployment: After the sides have been determined, the escort player(s) places their fighters.

Their fighters are deployed in alphabetical order facing forward in any hex within 5 hexes of a bomber,
obeying the normal stacking rules (5.1). All escorts start at High altitude (altitude level 3) with an airspeed
of 2 with the following exceptions:
After all escorts have been placed, there is an option to move escorts to Medium Altitude.
For every escort deployed at Medium altitude one can be deployed at Very High altitude.
The player can designate none, some, or all of the escorts as weaving. If the fighters are weaving, they
start with an airspeed of 3 and will be re-oriented after the interceptors are placed (see 10.1.4 below).
[10.1.4] Interceptor Deployment: Once the escorts have been placed, the game begins and the first
Interceptor Phase is spent deploying the interceptors in alphabetical order. All the interceptors are placed
on a map edge determined by a die roll. On a 1-3, they are placed on the map edge ahead of the bombers.
On a 4, they are deployed on the map edge to the left of the bombers. On a 5, they are deployed to the right
of the bombers. On a 6, the interceptors are deployed on whichever left or right map edge is UpSun of the bombers.

Note: Interceptors must be placed in a full hex. When being placed an interceptor must face a hex that is
not a map edge.
The interceptors can be deployed at any airspeed and altitude the player desires, as long as the average starting
energy is equal to the starting energy agreed to earlier.
Example: The starting energy was set at six. The player deploys Able at airspeed 2 at Low altitude, giving a total
energy of three. The player then deploys the next interceptor at Very High altitude at airspeed 3 and the final
interceptor at High altitude with an airspeed of 5. Thus, the average starting energy is six (18 divided by 3).
After the interceptors are placed, a die is individually rolled for weaving escorts (escorts with an airspeed of
3). On a 1 or 2, the escort is facing 60 left. On a 3 or 4, it is facing straight forward, while on a 5 or
6, it is facing 60 to the right.
The game then continues with the bomber and escort phases.

2015 Philip Sabin &

Victory Point Games

Angels One Five

[11.0] Example Of Play


Kelly and Mark decide to play a randomly generated scenario of Angels One Five simulating the British
interception of a German raid during the Battle of Britain. They agree that each side should have five fighter
units, and that the Germans should have two heavy fighters. However, they cannot agree on a starting energy
for the interceptors, and so they roll a die to determine it. They roll a 4, indicating that the interceptors
start with an average of six energy.
They place three German medium bombers in the middle of the bottom row of the B map section and roll
to determine the direction the sun is facing. Mark rolls a 5, which is forbidden, and rerolls to get a 3,
meaning the Sun marker is placed with the arrow pointing to the top right hexside.
To determine who will play which side, Mark and Kelly bid for control of the interceptors. Mark believes
that playing the interceptors is overrated, and so decides to try to bid Kelly up. Kelly would like to play the
interceptors and bids two. Mark increases the bid to three, hoping Kelly will take the bait, which she does
by bidding four. Breathing a sigh of relief, Mark declines to bid further (feeling he has bid Kelly up as high
as shell go). Kelly will control the interceptors and Mark will have a handicap of four.
Since Mark is controlling the escorts, he sets up first. He places the Anton unit at an altitude of 3, four hexes
in front of the middle bomber at an airspeed of 2. He then places units Berta and Csar two hexes on either
side of the left and rightmost bombers, at an altitude and speed of 2 (and also designates them as the heavy
fighters). He then places units Dora and Emil at altitude 4 with a speed of 2; one four hexes behind the bomber
to the left, and the other four hexes behind the bomber to the right. Mark then declares that they are all
weaving, and increases their airspeed to 3; after Kelly sets up, he will determine which way they are weaving.
Kelly now sets up the interceptors. She rolls a 2, meaning the interceptors are placed on the map edge ahead
of the bombers. Kelly decides to fly three of her Spitfires straight at the bombers, with the other two off to
the sides to protect them from the escorts. To that effect she places fighter Able in the middle of the board
(directly ahead of the middle bomber) with an altitude of 2 and an airspeed of 3. She then places one fighter
to either side of Able (Baker to the left, Charlie to the right). She gives these fighters an airspeed and
altitude of 3. Kelly places fighter Dog three hexes to the right of fighter Charlie and fighter Easy three hexes
to the left of fighter Baker. She gives fighter Dog an altitude of 3 and an airspeed of 4, while fighter Easy
has an airspeed and altitude of 3. Kellys set up does not violate the average starting energy (30/5 = 6) and
her set up (and first turn) is finished. Mark now determines which way his fighters are weaving by rolling
a die for each; he rolls a 3 for Anton meaning it is facing straight forward, a 5 for Berta so it is facing
right, 6 for Csar so also right, and 2s for Dora and Emil so they are both facing left. The setup is now
complete and the game continues with the Bomber Phase.
Mark completes the Bomber Phase by moving the three German bombers two hexes straight forward. It is
now his Escort Phase, starting with Anton. He decides to drop Antons altitude down to Medium, so he
immediately swaps it with the same unit at the lower altitude and moves onto its Movement Step. It currently
has an airspeed of 3 so he starts by moving it forward a hex and turns the unit 60 to the right. Mark then
moves it another hex and turns it back to facing straight forward before moving it one final hex forward
and rotating it another 60 to the left. He then checks to see if its airspeed has changed. He decides to use a
thrust of 3 and rolls a dice. He rolls a 4 meaning his airspeed is increased by one (4 plus his engine thrust
of 3 minus 3 for his airspeed and minus 3 for his three turns equals 1, which is greater than the zero he needs
to accelerate). Thus, he replaces the unit with the Anton counter showing an airspeed of 4.
Since Anton cannot fire (there is no enemy in its hex) Mark moves onto Berta, which does not change its altitude
and moves one hex and turns to face straight forward. He then moves it two hexes straight. During the
airspeed calculation, he adds a thrust of 3 and rolls another 4 (as well as a 6, but that is ignored as it is a
heavy fighter). This means its airspeed does not change (4+3-3-1= 3 which is less than the 7 needed).

10

Developed by Kevin Fortuna

Angels One Five

He does the same for Csar, but rolls a 1 for its airspeed adjustment, which means it stays its current speed
(though only barely).
Mark has Dora drop to High altitude, moves it forward one hex, turns it 60 to the left so it faces straight, and
moves it forward another two. There is no way it could fail to gain speed, so Mark doesnt roll and simply
replaces the unit with the counter at an airspeed of 4. Mark ends his turn doing the same thing with Emil.
Kelly is now regretting her determination to play the interceptors; those escorts look pretty tough.
Regardless, she starts by moving Able three hexes forward and uses her full thrust during the airspeed
adjustment. She rolls a 6, meaning its airspeed remains unchanged.
Baker and Charlie dive to Medium altitude and move three hexes forward. Since they dove and are using
full thrust, they are guaranteed to gain an airspeed.
Kelly declares that Dog is diving to Medium altitude, and moves it forward four hexes, rotating it 60
to the right in the final hex. Since the unit dove and is applying full thrust, the plane accelerates on
anything other than a 1. Much to her satisfaction, Kelly rolls a 6, so the plane accelerates to airspeed 5.
She then moves Easy forward three hexes and calculates its airspeed (using a thrust of 3). Even with a roll
of a 1 its airspeed is unchanged and her turn ends.
It is now the Bomber Phase again, and they move forward two hexes.
It is now Marks Escort Phase and he starts by moving Anton. He decides to convert speed into altitude, and
so climbs to High altitude, which immediately drops its airspeed to 3. He then moves three hexes diagonally,
crossing over British fighter Baker. He would like to stop and attack it in his penultimate hex, but he cannot
attack a plane at a different altitude and so must continue. Instead of attacking Baker, he decides to get
behind the British to attempt to create a covering force and expose the British to attack from the rear. He
uses his full thrust, and so is at no risk of losing additional speed.
Mark is distressed to see that fighter Berta is completely out of position, and as a heavy fighter it cannot even
turn very fast. He decides to move it forward a hex, turns it 60 to the left, moves it another two hexes, and
turns it a final 60 to the left. He now checks its airspeed, which will not change as long as he rolls higher
than a one. Unfortunately for him, he rolls two 1s and the plane decelerates to an airspeed of 2.
He moves his other heavy fighter, Csar, forward a hex, turns it right 60, moves it another two hexes, and
then turns it 60 to the left in its final hex. Mark is relieved that this fighter doesnt slow down with his roll
of 2 and 4.
Mark ends his turn by moving both Dora and Emil forward four hexes. With full thrust and no turns, there
is no way for the fighters to change speed and they remain at airspeed 4.
Things are looking much better for Kelly and she decides to hit the German bombers hard this turn. She
moves Able forward three hexes into the same hex as the German fighter Julius. Before firing, she calculates
the airspeed of the plane. Using her full thrust there is no way to lose speed and so stays at airspeed 3. To
resolve the combat, Kelly rolls a die which she and Mark use to determine how much damage they inflict
on each other. Kelly rolls a 1, which is modified by 1 for Kelly as she is attacking a heavy fighter while
Mark gets no modifiers. Regardless they both miss (they would need at least a 6) and the British fighter is
marked as having fired.

2015 Philip Sabin &

Victory Point Games

11

Angels One Five

Cursing under her breath, Kelly tries again by moving Baker three hexes forward into a hex with a German
bomber! Once again, her airspeed is unchanged and she rolls a die. This time she rolls much better and gets
a 5. She adds 2 to this as she is attacking a bomber, while the bomber gets a +1 for firing on a fighter whose
heading is within 60. As a result, each side gets a Hit (Kelly barely missed 2 Hits) and Abort and Fired
markers are placed on the fighter.
Kelly tries the same maneuver with unit Charlie and rolls another 5, meaning she gets another Hit, but
Mark also gets a Hit and this fighter receives Abort and Fired markers as well.
Determined to do more than break even, Kelly moves Dog four hexes forward and then turns it 60 to the
right before moving her last hex forward, into the third German bomber unit. She calculates its airspeed,
and manages to maintain her speed of 5 with a roll of 4 and full thrust. She then rolls for the combat and
gets a 4. With the modifiers it means Kelly barely misses (she gets a -1 for having made a turn and facing
the bombers at 180), but at least the bomber also misses. The fighter receives a Fired marker.
Kelly ends her turn by moving Easy forward three hexes and turns it 60 to the right. Its airspeed remains
unchanged as she uses full thrust.
It is now the Bomber Phase again, and the bombers move two hexes forward onto a new map section, causing
the map rotation marker to be placed on its one side and map section C to be removed and replaced ahead
of section A.
With only one rotation done, the situation looks bleak for Kelly. Can she turn it around, or will this be a
black day for the RAF? Thus begins another exciting game of Angels One Five.

Designers Notes
Almost all previous boardgames of tactical air combat focus on individual planes and try to distinguish the
performance characteristics of the different types and sub-types. They also depend heavily on off-board record
keeping to track the speed, altitude, and other properties of the handful of individual craft. I wanted a game
which would reflect the grand tactical dynamics of entire air battles involving multiple squadrons, and I
wanted it to be simple and quick enough to be played in class by my air warfare students. Hence, I designed
this system in which turns represent just 10 seconds each but each counter represents between 4 and 12
fighters and all necessary details are displayed on the counters themselves.
The dominant context for World War Two daylight air combat was the escort and interception of formations
of up to a few dozen bombers. Even in much larger overall bombing raids, the bombers were split into multiple
separate formations which flew a few miles apart. Conversely, fighter sweeps like the RAF Circuses over
France in 1941-42 tended to include at least a few bombers as bait to tempt the defenders to engage. The
game hence focuses on the moving box of airspace extending for several thousand feet in each direction
around an individual bomber formation.
Although air gamers have traditionally been fascinated by the technical minutiae of the contending craft,
it soon became evident that more important factors at the grand tactical level were the quality of the opposing
pilots and the initial positioning and energy levels of their planes. Energy is the central element of this game,
and is a compound of speed and altitude. Just like on a roller coaster, altitude can be traded for speed and
vice versa, but woe betide the flight which exhausts its total energy in hard manoeuvres and finds itself
wallowing helplessly behind and below the bombers as it struggles to catch up. The use of dice to help determine
energy changes removes the need for detailed data recording and prevents any unduly chess-like calculations
in this chaotic contest.

12

Developed by Kevin Fortuna

Angels One Five

The relative numbers of craft on the two sides are far less significant than early air theorist Frederick Lanchester
thought they would be. One can see why this is by playing a computer game of massed air combat without
using artificial target identification aids - there are so many dots milling around that it is hard to identify a
few enemies sneaking in to make hay in this target rich environment. This is hard to reflect directly within
a boardgame, but giving the force with more aircraft and worse pilots only the same overall number of
counters (by varying the representational ratio) helps to reflect this balancing factor.
Many other air boardgames require players to write secret orders in advance for each turns manoeuvres,
but computer games show that the reality is rather that pilots track their opponents visually and countermanoeuvre on a split second basis. Using alternating player turns better reflects this reality, and has several
other key advantages. Solitaire play is possible, and having units engage when they actually stack with enemy
units in front makes it much easier for them to stay on their tails turn after turn (since they need only
make exactly the same manoeuvres).
Above all, alternating player turns facilitate the use of the covering tactics which are so key in air combat.
Flights can be positioned such that, if friends in front are attacked, the covering flight can engage the attackers
on its own next move. The ultimate expression of this covering mechanism is the defensive circle used widely
by outclassed combatants like the German Me110 heavy fighters, which can be represented in the game
using three counters in a ring two hexes apart at speed 2. Covering the bombers is a key tactic for the escorts,
though it exposes the covering fighters themselves to attack - hence the use of successive covering squadrons
in RAF Circuses, stacked up to ridiculous extremes. The game brings out very well the alternative escort
tactic of sallying forth at high speed to hunt the interceptors, with the risk that they will sneak past and hit
the now uncovered bombers.
The interceptors face difficult tactical dilemmas of their own. Head-on attacks on the bombers minimize the
risks from their defensive guns and from covering escorts, but it takes a long time to reposition after such
fleeting attacks. There are also difficult trade-offs for the interceptors, between engaging the predictable
but well-defended bombers and initiating dogfights with the escorts themselves. Overall, the game gives
a good sense of the grand tactical dynamics and dilemmas in these fast-moving three-dimensional air contests,
without the clumsiness, complexity, and questionable physics of most other air combat boardgames.

2015 Philip Sabin &

Victory Point Games

13

Airspeed Adjustment

Sequence of Play

die + engine thrust(0/3) - airspeed - # of turns


Interceptor Phase

Heavy fighters: if speed 3, roll 2 dice use lowest


Climbed/Flew Level: +1 speed if = 7, -1 speed if -1
Dived: +1 speed if 0

Firing Results
5: No Effect
6-7: 1 Hit
8: 2 Hits
Unmodified 6 = Abort

1.
2.
3.
4.

Altitude Change (4.0)


Movement (5.0)
Airspeed Adjustment (6.0)
Firing (7.0)

Bomber Phase

1.
2.

Movement (5.0)
Firing (7.0)

Escort Phase

1.
2.
3.
4.

Altitude Change (4.0)


Movement (5.0)
Airspeed Adjustment (6.0)
Firing (7.0)

Firing Modifiers
Positive

+2 if firing on bombers.
+1 for bombers (other than light bombers) firing
on fighters whose heading is within 60.
+1 firing on targets with the same heading.
+1 against fighters with a heading within 60 and
are exposed to attack.
+1 for active fighters facing down sun that dived
this game turn.

Turning
Fighter

*Airspeed 4 and did not dive: move straight 2 hexes before every other turn.
*Airspeed 5 or dove at Airspeed 4: move straight 2 hexes before every turn.
Heavy Fighter

* Airspeed 3: move straight 2 before every other turn.


*Airspeed 4/5: move straight 2 before every turn.

Negative

Weaving

-1 for firing on a target whose heading differs by 120.


-1 for active fighters that made 3+ turns this game turn.
-1 for active fighters that made any turns and are
attacking bombers whose heading differs by 180.
-1 for active fighters who climbed this game turn
and are facing up sun.
-1 for active fighters that started the phase in the
same hex and altitude as a bomber or unspent fighter.

* A unit can always turn in the opposite direction of their turn in the prior hex.
*Weaving counts as the other turn for subsequent turns.

60
120

180

60
120

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