Simplified Air Rules for CDTOB

V2.1 7/1/12

(Altered turn sequence and attack eligibility criteria)

1         General

These rules are intended to allow players to simulate ground attack missions in CD games without delaying the ground action unduly. They sacrifice some detail compared to the official rules.

The rules only seek to simulate attacks in the area local to the battle. They are only interested in whether a plane makes its attack or not and do not seek to determine the reason why a plane did not make an attack.

2         Turn Sequence

Arrival of air attacks is diced for before the IDF phase. Model planes are placed somewhere on the table edge

Planes are placed on table at the END of the movement phase after all ground movement has taken place. Side A places fighters, then side B places fighters. Side A places ground attack then side B places ground attack. Once all planes are placed on the table roll for re-direction

Side B is the side with air superiority and/or the better pilots. This should be specified in the game scenario. In pick-up games, or scenarios where its not clear which side had an advantage, use initiative order.

Flak fire at planes at the END of the movement fire phase: i.e. after all ground elements have moved and planes have been placed at their final attack points.

Ground attack takes place in its own sub phase immediately before opportunity fire (so air attacks will suppress before opportunity fire can take place)

3         Arrival

Arrival of air assets over the tabletop will be governed by the scenario. Its suggested some sort of random roster is used as it was rare that any ground commander at the command level simulated in CDTOB had control of what assets were allocated to him and their exact arrival time.

4         Air to Air Combat

All fighters have a 12 patrol radius. The radius prevents all enemy air attacks within unless it its neutralised by an enemy fighter. Where a friendly and an enemy radius overlap the two areas neutralise each other and ground attack missions are allowed in the overlap area. A friendly radius only neutralises one enemy radius so if there is a pair of Fw‑190 flying and a single Spitfire German ground attack would be allowed within the Fws radius and British ground attack would not. German ground attack would only be prohibited where the Spitfires radius was not overlapped by either of the Fw-190

Flak has no effect on fighters unless they strafe

Some fighters and pilots are better than others; to take account of this, when designing a scenario, assume it takes fewer good planes to give an aircraft model over the table. For example in the USSR in 1941 the German model may represent four Bf-109Es and the Russian model eight I-153s

5         Ground Attack

5.1      Philosophy

The rules do not differentiate different planes and minor differences in bomb loads. So the rules treat a Stuka and a rocket firing Typhoon the same. There are three types of ground-attack aircraft considered:

Fighter-Bomber: anything that can carry 1000lb (454kg) + of bombs or 8+ rockets, e.g.: Typhoon, P-47, Il-2m, Stuka, Fw-190

Light attack: planes with 7 or fewer rockets or less than 1000lb bomb load e.g.: I-16, R-5, Ki-30, most biplane fighter bombers

Anti-Armour: plane with a big AT gun or specialist anti-armour rockets e.g.: Hurricane IID, Il-2-37, Yak-9T*, Yak-9K*, Ju-87G, Hs-123, Fw-190 with Panzerblitz rockets

*although the Yaks had big guns they were mostly used air to air

Planes with no other type of attack may make a strafing attack assuming they have at least a pair of MGs. Anti-armour planes may make a strafing attack if there are no eligible vehicles on table in the open.

5.2      Target Selection

No air attacks are allowed when visibility is less than 20

Generally air attacks are only effective verses targets in the open. Stands on rivers, roads, trails or similar through woods are eligible for attack, unless the scenario says otherwise. Targets in open blocking terrain are eligible for attack unless the scenario says otherwise. If there is a FAC or ALO who has spotted a target on the edge of cover that is also eligible for attack.

Troops in fortifications (bunkers, trenches etc) are valid targets for all attacks as long as the fortifications are in the open.

CDTOB spotting rules are not used

The player making the attack must select a target point for the aircraft, marking it on the table with a counter. His opponent can then select and alternative point within 24, also marking it with a counter. The owning player then rolls a d10, 1-8 his chosen point is attacked, 9-10 the alternative point is attacked. Note that this means attacks on friendly forces are possible if the first point is close to the front line.

If there is a friendly FAC/ALO within LOS of the primary selected target point, or the primary point is marked with smoke, then the primary point will be attacked on a 1-9 and the alternate only on a 10

Targets can be marked with smoke by artillery only if the scenario allows it. One divisional level or higher battery must be designated as the marking battery. To mark the target make a successful IDF request, per the usually artillery rules. You may not use H&I fire to mark targets. There is no HE or suppression effect on a marked target.

Once the target point is selected place the aircraft model at that point. The defender must conduct AA fire (In effect this means enemy batteries must engage if in range even if the plane is attacking its alternative point). Friendly AA never engages friendly planes

5.3      Bombing and Rocket Attacks

A fighter bomber has a 2 square HE template with an attack factor of 7.

A light attack has a 1 square HE template with an attack factor of 6

The template is placed at the target point. Roll for each target in the template once, use the standard IDF HE modifiers, plus the modifiers due to AA fire (see below)

5.4      Anti-Armour Attacks

An anti armour plane may make two[1] attacks on the same or different vehicles within a 6 square. The vehicles chosen must be the two closest to the designated target point. The hit number is 5[2] modified by reductions due to AA fire. If a hit is achieved then roll for penetration against the targets side armour, use the close range penetration factor

Anti-armour attacks on non-vehicles have no effect other than to cause a morale check

5.4.1       Penetration




B-181 (Panzerfaust)*



Fw-190F (Panzerblitz I Rockets 12/44 to 2/45)



Fw-190F (Panzerblitz II Rockets 3/45+)



Hs-129 (30mm)



Hs-129 (37mm)



Hs-129 (75mm)



Hurricane IID









Ju-88P (50mm)










*Bu-181 is not a good system 1 attack only which hits on a 3

CD is rated using the CD TOB penetration system, Bob is using my own rating system

5.5      Strafing

Strafing is only effective against personnel, soft transport and weak AFVs. A strafe works the same was as an anti-armour attack except it is treated as small arms (no AP factor)

5.6      Morale Effects

The -2 on morale for an air strike effects ALL stands within 12 of the strike: friendly and enemy

6         Anti Aircraft

6.1      Eligibility

The rules cover only light and medium AA (56mm or less) its assumed larger AA can not effectively engage low flying ground attack planes

AA guns can only fire AA if the do not have movement orders for this turn. They get one shot only

AA guns may not fire over terrain that blocks LOS that is closer than 3

6.2      Range

Each AA gun can engage a single target plane within range. Measure the range from the gun to the planes target point

Ranges: MG & HMG: 10; 20-30mm: 15 & 31mm+: 20

6.3      Hitting

Roll 1d10 a roll of 1-3 is a negative penalty on the hit chance of the attacking aircraft. A roll of 9 or 10 aborts the plane. A roll of 4 is a re-roll for triple and quadruple flak.

In some circumstances, there is a saving throw against the effect. A 7+ indicates the save is made

Saving rolls are required in the following circumstances

1)      Guns 25mm or less vs. an armoured attacker: Il-2, Su-2, Fw-190F-8, Ju-87D-5 or Hs-129

2)      Single or twin MG or Single or twin HMG vs. most aircraft excepting: wooden, canvas or any Japanese aircraft

Note that 1-3 results have no effect on an artillery spotter

7         Example

An Hs-129 antitank aircraft arrives over the table. First the German player places a counter at his chosen target point, a mass of 6 T-34s. His opponent then places an alternative point within 24. As the German attack is close to the front line the Russian player chooses at pair of Hetzers 20 away. A dice is rolled to see which target is chosen. The German player rolls a 7, the Hs-129 pilot has good eyes! The Hs-129 model is placed at the target point. The Russian player has a 37mm M1939 AA 10 away and a quad maxim 6 away, both are eligible for AA fire. The Russian player chooses the maxim first and rolls a 4. A 4 is a re-roll for quadruple weapons so the Russian player rolls again getting a 2. This gives a -2 penalty to hit for the Hs-123s attack. Next the Russian player rolls for the 37mm and rolls a 1. This gives a -1 penalty to hit for the Hs-123s attack; as Maxim already caused a -2 penalty this is a net -3 penalty on the Hs-129s attack.

The German player has to attack the T-34 closest to the target point. He chooses to make his two attacks on different targets, so selects the next closest T-34 too. In both cases the roll required for a hit is 5 -3 (the AA penalty) = 2. The German player rolls a 1 and a 6 so the closest T-34 is hit in the flank armour

8         Shoot Downs (Campaigns only)

If a plane is shot by AA for on a 10 and does not save then its possible its shot down. Roll on the standard CDTOB hit results table, if an eliminated result is achieved the plane is shot down.

If fighters areas overlap then each rolls a 2d10 and applies the LOWEST to the standard CDTOB hit results table, if an eliminated result is achieved the plane is shot down.

9         Artillery Spotter Planes

9.1      Arrival

When a spotter is placed on the table it can be placed as the owning player wishes. When it is subject to AA fire. Minuses do not affect the spotter, so the only possible result that can harm the spotter is an abort.

The chances of having a spotter over the table will usually be much greater than the chance of an attack aircraft of fighter

9.2      Fighters

In any turn where the enemy has a fighter plane on the table the spotter is assumed to be evading and may not call fire that turn

9.3      Spotting and Calling Fire

Fire may be called against any stand or fortification that can be spotted from the location at which the owning player placed the spotter plane; there is no bonus for elevation. The spotter is considered as recce. Add 10" to all measured ranges for spotting. So if a target is 2" from the spotter it is spotted as if it is at 2+10=12"

Usual call fire rules apply.

[1] Except the Bu-181 which only attacks once

[2] Except the Bu-181 which is a 3