We Recommended Using the following Optional and Variant Rules

 

FLAT TOP OPTIONAL RULES

1. Scenario specific Optional Rules.

2. Additional Planes, both Allied and Japanese

3. Expanded Plane Functions

  1. Combining Air Factors
  2. Para-Frag Bombs
  3. Skip Bombing
  4. Strafing
  5. Special Plane Handling
  6. Landing At Damaged Bases
  7. Off-Board Movement Between Bases

4. Expanded Ship Functions

  1. Fueling Ships
  2. Towing
  3. Rescuing Survivors
  4. TF Organization
  5. Long Range Bombardment
  6. Torpedo Reloads
  7. Ammunition Reloads

 

JIM DAVIS VARIANTS

Taken from … FLIGHT JACKETS NOT INCLUDED Tactical Chrome for FLAT TOP

 

1.   Revised Combat Modifiers (see the games “Optional Tables”)

2.   Revised Air-to-Air Combat Modifiers. When involved in Air-to-Air Combat the attacking plane type adds (or subtracts) the defending plane type’s Air-to-Air Combat Modifier to its BHT number. (Use the game’s “Optional Tables” tab to access the “Air-to-Air Combat Modifiers” table)

3.   Revised Critical Hits Tables (see the game’s “Optional Tables”)

4.   Who Dat?

5.   Keep your eyes peeled???

6.   Anvil Attacks

7.   USN Allocating Dauntless to VS (Scout) or VB (Bomber) Roles???

8.   Early Risers????

 

 

 

 

 

MORE HOUSE RULES

 

1. Altitude Effects On Movement

Planes that spend the whole of their movement at high altitude or that move from high to low in the last hex moved, may add one hex of movement to that turn’s movement factor.

 

2. Chance Combat

Players may attempt to initiate air-to-air combat in any hex within radar or visual range of a base or plane carrying ship or within radar range of any radar equipped ship provided the enemy attacked within this perimeter has been spotted by the base or ship …..