[2.0] GAME EQUIPMENT

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1 Angels One Five Rules v1.0 1 Angels One Five Table of Contents [1.0] INTRODUCTION... 1 [2.0] GAME EQUIPMENT... 1 [3.0] SEQUENCE OF PLAY... 2 [4.0] ALTITUDE CHANGE... 3 [5.0] MOVEMENT... 4 [6.0] AIRSPEED ADJUSTMENT... 5 [7.0] FIRING... 5 [8.0] MAP ROTATION... 6 [9.0] VICTORY... 7 [10.0] SCENARIOS... 7 [11.0] EXAMPLE OF PLAY... 8 [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 CAPS 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 game s subject matter, its components, the procedures for play, the game s core systems, how to set it up, and how to win. With each Rule, there can be Cases that further explain a Rule s 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 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 text and this font. Text in shaded boxes, like this, provides the voice of the game s 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 WW2. 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 minimising 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 6.5x17 double sided maps 184 double-sided, laser-cut* game pieces 1 six-sided die (boxed edition only) 1 X page Rules booklet 7 double sided scenario cards 1 player aid *Some slight soot and discoloration can occur during the laser cutting process. If any of these pieces are missing or damaged, please us at info@victorypointgames.com A 6-sided die is needed for resolving combat. [2.1] The Game Map and Scale The game map is broken into three 6x18 hex segments and is combined into one 18x18 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

2 2 Angels One Five Rules v1.0 sided, one with an overhead view of the ocean, and an overhead view of the European countryside on the other. 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 four miles long and 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. Units 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. Each fighter represents between four and twelve aircraft. Each unit, marked with a letter A-K, 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 unit s 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 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. 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 friends from foes. Markers Markers are used to help regulate game play. There are four 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 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 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. Rotation markers are used to keep track of the progress of the game and determine when the game ends. Game Development by Kevin Fortuna

3 Angels One Five Rules v1.0 3 [3.0] SEQUENCE OF PLAY How the Turns Work: Each Game Turn represents 10 seconds of real time. In each Game Turn there are three distinct Phases, with the interceptors going first, followed by the bombers and ending with the escorts. Each phase has a number of Steps (4 for the Interceptor and Escort Phases, 2 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 Interceptor units are activated one at a time starting with the first letter (A, B, then C, etc.). Each activated interceptor performs the following steps in order before moving onto the next interceptor. 1. Altitude Change. The interceptor unit can move to a higher or lower altitude (4.0). 2. Movement. The interceptor must move as many hexes as its current airspeed (5.0). 3. Airspeed Adjustment. The interceptor checks if its airspeed has changed (6.0). 4. 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. Movement. Move all bombers 2 hexes forward (5.0). 6. 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 Escort units are activated one at a time starting with the first letter (A, B, then C, etc.). Each activated escort performs the following steps in order before moving onto the next escort. 7. Altitude Change. The escort unit can move to a higher or lower altitude. (4.0). 8. Movement. The escort must move as many hexes as its current airspeed (5.0). 9. Airspeed Adjustment. The escort checks if its airspeed has changed (6.0). 10. Firing. If the escort occupies the same hex and is at the same altitude as an interceptor they fire at one another (7.0). Administrative 11. Map Adjustment Phase. If the bombers moved onto a new map sheet the back sheet is removed and becomes the new front sheet (8.0). This represents the movement of the bombers across the sky. [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: 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 indicator at 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 fighter s airspeed due to decreasing altitude. [4.3] Exiting the Map: If a fighter at altitude level 1 decreases its altitude or a

4 4 Angels One Five Rules v1.0 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 harm s way. [4.4] Bombers: Bombers never change their altitude, they stay at their starting altitude as determined by the scenario for the entire game. 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 fighter s movement step. [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 in violation must take a Hit and be immediately removed from play. It is possible for up to four friendly units to occupy the same hex as long as they are at different altitudes. [5.2] Turning: Fighters can only move into the hex their front is facing, but upon entering a hex they can turn, change 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 turn. Example: It is the beginning of fighter B s movement phase 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 move his final hex where he turns right one final time. [GRAPHIC] If a fighter has an airspeed of 5 or dived at an airspeed of 4 it must move two hexes straight before every turn. A heavy fighter with an airspeed of 3 must move two hexes straight before every other turn. A heavy fighter with an airspeed of 4 or 5 must move two hexes straight before every turn. 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 Game Development by Kevin Fortuna

5 Angels One Five Rules v1.0 5 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. [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) so 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 air speed 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. [6.0] AIRSPEED ADJUSTMENT After moving a fighter must check to see if its airspeed has changed. If an aircraft s 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. Depending upon the size of these modifiers, it is possible a die will not need to be rolled; as one result could be the only one possible. [6.1.1] Airspeed Increase: The change in airspeed depends in part upon whether the fighter changed its altitude. 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. [6.1.2] Airspeed Decrease: A decrease in a fighter s airspeed is largely dependent upon whether the fighter changed its altitude. 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 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 bomber s airspeed never changes, it always maintains an airspeed of 2.

6 6 Angels One Five Rules v1.0 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 three possible for engine thrust and rolls a die. He rolls a 3, which is increased by three 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. [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 them. 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. Each player adds or subtracts any applicable modifiers (see below) from the die roll and check 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 their next activation the marker is removed. [7.1.1] Firing Modifiers: Each player determines which of the following Die Roll Modifiers (DRMs) are applicable to them and apply them to the die, generating two results. +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 which have exactly the same heading; +1 for fighters firing on fighters whose heading is within 60 and which are exposed to attack (either a heavy fighter or have a Fired marker); +1 for activated fighters which 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 which made three or four turns this game turn; -1 for activated fighters which made any turns and are engaging bombers whose heading differs by 180 (NOTE: not cumulative with the previous modifier); -1 for activated fighters which climbed this game turn and are facing directly Up-sun; -1 for activated fighters which 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. Game Development by Kevin Fortuna

7 Angels One Five Rules v1.0 7 [7.3.1] Abort effects: Units with Abort markers cannot fire, though they can still be fired on and Hit. A unit that receives an Abort marker cannot lose the marker; they keep the Abort marker until they leave the map. [8.0] MAP ROTATION Whenever the bombers move onto a new map sheet (every 3 rd 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 counter 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 summing 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 each player to keep track of their points to gauge their relative performance. [10.0] SCENARIOS The game comes with several Scenarios coving 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 get a similar number of units. 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 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 are never traveling Up or Down-sun. [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 places their fighters.

8 8 Angels One Five Rules v1.0 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: For every escort deployed at Medium altitude one can be deployed at Very High altitude. The player can designate none, some, or all their escorts as weaving. If the fighters are weaving they start with an airspeed of 3 and will be reoriented after the interceptors are placed (see 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 board edge determined by a die roll. On a 1-3 they are placed on the board edge ahead of the bombers. On a 4 they are deployed on the map edge to the left of the bombers, while on a 5 they are deployed to the right of the bombers. On a 6 the interceptors are deployed on whichever left or right board edge is Up-sun of the bombers. Note: Interceptors must be placed in a full hex. When being placed an interceptor must face a hex which is not a board 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. So the player deploys Interceptor A 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 they are facing straight forward, while on a 5 or 6 they are facing 60 to the right. The game then continues with the bomber and escort phases. [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 5 fighter units, and that the Germans should have 2 heavy fighters. However, they cannot agree on a starting energy for the interceptors, and so roll a die to determine it. They roll a 4, meaning 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 just try and bid Kelly up. Kelly would like to play the interceptors and so 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 Game Development by Kevin Fortuna

9 Angels One Five Rules v1.0 9 up as high as she ll go) and so 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 his A unit at an altitude of 3, four hexes in front of the middle bomber at an airspeed of 2. He then places units B and C 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 D and E 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 three; 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 board 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 A 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 the fighter (B to the left, C to the right), she gives these fighters an airspeed and altitude of 3. Kelly places fighter D three hexes to the right of fighter C and fighter E three hexes to the left of fighter B. She gives fighter D an altitude of 3 and an airspeed of 4, while fighter E has an airspeed and altitude of 3. Kelly s 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 A meaning it is facing straight forward, a 5 for B so it is facing right, 6 for C so also right, and 2s for D and E so they are both facing left. The setup is now complete and the game continues with the Bomber movement phase. Mark completes the Bomber Phase by moving the three German bombers two hexes straight forward. It is now his Escort Phase, starting with unit A. He decides to drop unit A s altitude down to medium, so he immediately swaps it with the same unit at the lower altitude and moves onto its movement phase. 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 three 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 swaps the unit out with the counter with an airspeed of 4. Since unit A cannot fire (there is no enemy in its hex) he moves onto unit B, 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 three and rolls another 4, (as well as a 6, but that is ignored as it is a heavy fighter) meaning its airspeed does not change ( = 3 which is less than the 7 needed). He does the same for unit C, but rolls a 1 for its airspeed adjustment, which

10 10 Angels One Five Rules v1.0 means it stays its current speed (though only barely). Mark has unit D 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 doesn t roll and simply replaces the unit with the counter at an airspeed of 4. Mark ends his turn doing the same thing with unit E. Kelly is now regretting her determination to play the interceptors, those escorts look pretty tough Regardless, she starts by moving unit A three hexes forwards and uses her full thrust during the airspeed adjustment. She rolls a 6, meaning its airspeed remains unchanged. Units B and C dive to medium altitude and move three forward. Since they dove and are using full thrust, they are guaranteed to gain an airspeed. Kelly declares that unit D is diving to medium altitude, and moves it forward four hexes, rotating it 60 to the left in the final hex. Since the unit dove and is applying full thrust, the plane accelerates on anything other than a one. Much to her satisfaction, Kelly rolls a 6, so the plane accelerates to airspeed 5. She then moves unit E 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 Mark s Escort Phase and he starts by moving unit A. 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 unit B. 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 unit B, 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 B is completely out of position, and as a heavy fighter cannot even turn very fast. He decides to move it forward a hex, turn 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, C, 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 doesn t slow down as well with his roll of 2 and 4. Mark ends his turn by moving both fighters D and E forward 4. With full thrusts 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 unit A forward three hexes into the same hex as German unit C. 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 Game Development by Kevin Fortuna

11 Angels One Five Rules v resolve the combat, Kelly rolls a die which she and Mark use to determine how much damage they inflict. Kelly rolls a 1, which is modified by one 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. Cursing under her breath, Kelly tries again by moving unit B three hexes forward into a hex with a German bomber! Once again her airspeed is unchanged and she rolls a dice. This time she rolls much better and gets a 5. She adds two 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 C 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. 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 the black day for the RAF? Thus begins another exciting game of Angels One Five. GAME CREDITS Game Design: Philip Sabin Documentation & Game Development: Kevin Fortuna Graphic Design: Michelle Ball Game Map & Illustrations: Tim Allen Proofreading: Bill Barrett, Leigh Toms, and Ian Wakeham Determined to more than break even, Kelly moves unit D 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 180 ), at least the bombers also misses. The fighter receives a Fired marker. Kelly ends her turn by moving unit E forward three hexes and turns it 60 to

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