Fox Two "Classic Edition"


"Krylov braced himself as he pulled his Su-27 into a vertical climb. His G-suit inflated, stopping the blood from rushing to his feet. The loud tone from his radar warning Receiver told him that the F-16’s fire control radar was still locked on to his plane. ‘Not for long’, he mused to himself as he chopped the throttle and opened the speed brakes. The F-16 pilot, having closed in for a gun shot, was taken completely by surprise as the Sukhoi apparently stopped in mid-air and the F-16 shot out ahead. Krylov imagined the look of surprise on his opponent’s face. Now it was Krylov’s turn. As the RWR tone faded a deeper tone from his own heat seeking AA-10 missiles announced that they were now locked on. Krylov gave the ‘Fire’ button two deliberate stabs and sent two missiles hurtling after the now rapidly turning F-16. Krylov chuckled as his target disintegrated in a fireball, hit by the second AA-10. ‘Not fast enough’, he thought, ‘another star on the cockpit side!’

So reads the introduction to Fox Two, my rules covering modern air to air combat. Written in the mid 1990s they were published by Felix Enterprises in 1994. Felix closed down in August 1999 and thus Fox Two's original incarnation came to an end. Shortly thereafter I joined the team of authors writing for A&A Game Engineering and now (Summer 2004) the revised edition, "Fox Two - Reheat" is about to hit the streets. Supporting material for those rules will be posted to the A&A site rather than here to keep things simple and easy to find.

This page will be maintained to support those few of you out there who still hanker after the old days of F2!


Royal Navy Aircraft

F2 Original Edition Errata

Optional Rules

Weapon Loads - long-awaited guidance on typical missile loads!

Foxy Versus the Martians - something a bit different


Designers Notes

The style of play alternated several times between ultra complex to ultra simple, and finally came to rest at a ‘fast’ set of simple rules aimed at allowing several games to be played in an evening. Another stipulation was that games should be playable on a standard 6 foot by 4 foot table. As a result some of the weapon ranges were been curtailed, but on reflection this did not seem to unrealistic, as extended range shots are likely to be more chancy, and if you only have two missiles you will want to get as close as possible to maximise the chance of a kill. Also don’t forget that, although a missile may have a range of 10 miles its target is moving at quite a high speed relative to the weapon, so a missile may have to be fired within a couple of miles to have a good chance of catching the target. I kept the missile firing sections as simple as possible. During development of the rules we had players flying their missiles as well as their aircraft. The result was apparently quite accurate, but took an exceptionally long time to resolve. The final solution was, I think, as realistic and much quicker.

Five starter scenarios were given in the rules, including a solo scenario to ‘train’ the ab initio pilot. Additional scenarios could be gleaned from any number of books about modern air combat (see the bibliography). One form of game which seems popular is the Tournament, where up to 10 players compete in a ‘last one standing wins’ struggle in evenly matched aircraft - the F-5E is a favourite for this kind of game.


 

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