Nightfighting Rules:
Play starts after all aircraft have been detected by each other, and is assumed to be in good visual conditions, with no AI radar necessary.
Scenarios include Nightfighters vs Intruders, or Nightfighters vs Intruders and Bombers.
Special rules for Nightfighting
- any aircraft that go out of 3 ruler lengths from the nearest enemy aircraft or Searchlight of either side may be removed from play at the owner's option, unless on fire.
- any aircraft that is within 1 ruler length of an
AA battery of either side at the end of a turn takes a D damage marker.
- Play starts with all aircraft within 3 ruler lengths of a searchlight (SL).
- Placement of
AA batteries and all but 1 SL per enemy aircraft is done before play commences. The other SLs are placed within 3 ruler lengths of where the enemy aircraft enter the table.
AA batteries must be placed at least 3 ruler lengths from the centre of table edges.
Typical scenario for a 6 x 4 ft table: 1 Bomber, 1 Intruder, vs 2 defending fighters, 5 SLs and 3
AA batteries. Aircraft enter within 1 ruler length from the centre of opposing table edges. Bomber must enter on a short table edge. Bomber must exit the opposing table edge to complete its mission.
Other scenario suggestions:
2 Intruders "beating up"
AA batteries and SLs vs 2 nightfghters;
2 bombers, one incoming towards the target, one returning, plus one Intruder vs 2 nightfighters.
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