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Battle of Britain

Battle of Britain Rulebook

Table of Contents

Table of Contents

  • Situation Briefing
  • Components
  • Plotting Table
  • Plastic Aircraft & Bases
  • British RAF Group Displays
  • German Luftflotte Displays
  • German Target & British Production Track
  • Squadron Cards
  • Mission Cards
  • Game Markers
  • Dice
  • Object of the Game
  • Setting Up a Game
  • Game Turn
    • Step 1. Advance the Scenario Turn Marker
    • Step 2. British Production & Repairs
    • Step 3. German Mission Assignment
    • Step 4. Squadron Alert (British & German)
    • Step 5. Luftwaffe Movement
    • Step 6. RAF Movement
    • Step 7. Battle & Bombing
      • Air Combat Phase
      • RAF Flight Head Home Phase
      • Luftwaffe Bombing Run Phase
      • British Ack-Ack Fire (Anti-Aircraft Fire) Phase
      • Luftwaffe Flight Reaching for Home Phase
      • Mission Success or Failure Phase
  • Winning
  • Battle of Britain for 3 & 4 Players
  • Scenario Adjustments
    • Scenario 1 - Channel Battle (Kanalkampf)
    • Scenario 2 - Duel of Eagles (Adlerangriff)
    • Scenario 3 - London Burning (The Blitz)
    • Optional Virtual Campaign Historical Adjustments
  • Historical Commentary
  • Designer Notes

Situation Briefing

It is July 1940. The north of France and the coastal areas of Belgium lie in the victorious control of the Wehrmacht, Hitler's massive war machine. Working in tandem with the Luftwaffe, the armies of the Third Reich have run rampant over the whole of Western Europe. The Wehrmacht now pauses. Its leaders stand on the French coast and look northward across the English Channel toward their next victim: ENGLAND. The armies will rest and regroup while Reichsmarschall Hermann Goering's Luftwaffe prepares the way for Operation Sea Lion, the invasion of Britain. To protect the Army's crossing of the Channel the Luftwaffe must defeat the Royal Air Force. From its bases in France, the Luftwaffe attacks with a ferocity that comes from months of combat experience. Victory seems certain.

Heavily outnumbered, every day, the RAF fighters stubbornly take off to meet the enemy. They fly into combat at a numerical disadvantage, and must attack, but not allow themselves to be drawn into large dogfights. The sheer force of German numbers would overpower the English and defeat would be swift. The British aircraft industry is turning out fighters, but never in quantities that will even the odds. So the skill of "the Few" becomes paramount.

The Luftwaffe, with ever-changing orders from its leaders, only has sporadic success. Day after day, the Luftwaffe bomber crews climb into their aircraft and take off on the harrowing flight across the Channel. They have seen many of their fellow flyers fall from the sky. They have watched their protective fighter escorts turn away and head for home from lack of fuel. The enthusiasm of previous days is wavering. The critical phase of the Battle of Britain is at hand.

New Players - After reading through the rules new players may consider setting up and playing through a single turn. Walking through the steps of a turn will give players the opportunity to get familiar and experience the basics of their new Battle of Britain game.

Components

1 Plotting Table (game board pictures: Map of Great Britain, Scenario Turn Track, German Damaged Aircraft Space)

22 Plastic Planes (12 British Aircraft: 6 x Spitfires, 6 x Hurricanes and 10 German Aircraft: 2 x Heinkel 111s, 2 x Junkers 88, 2 x Dornier 17s, 2 x Bf 109s, 2 x Bf 110s)

1 Label Sheet (Flight labels for British and German Aircraft bases)

4 British RAF Group Displays

3 German Luftflotte Displays

1 German Target & British Production Track

48 British RAF Squadron Cards

  • 10 Group - 9 squadron cards
  • 11 Group - 20 squadron cards
  • 12 Group - 13 squadron cards
  • 13 Group - 6 squadron cards

112 German Luftwaffe Squadron Cards

  • Luftflotte 2 - 51 squadron cards
  • Luftflotte 3 - 52 squadron cards
  • Luftflotte 5 (Norway Raid) - 9 squadron cards

50 Mission Cards

  • 10 Group - 13 cards
  • 11 Group - 14 cards
  • 12 Group - 14 cards
  • 13 Group - 9 cards

1 Game Marker Punchboard Containing:

  • 21 Fuel tokens
  • 7 Radar Detection markers
  • 5 Non-Detect markers
  • 7 Bombing Run markers
  • 64 Bomb markers (24 double sided 1-2) (40 Knocked Out - both sides)
  • 5 Double sided Air Combat markers (Dogfight - Intercept)
  • 1 Double sided Big Wing marker (Big Wing - Intercept)
  • 14 Air Ace markers (7 British, 7 German)
  • 1 Scenario Turn Track marker

12 Dice (6 White - British RAF Dice, 6 Black - German Luftwaffe Dice)

1 Rulebook

Plotting Table

The plotting table (game board) - is a map of Great Britain, the English Channel, the north coast of France and Normandy. The game board is also mapped with cities, airfields, radar stations, and the RAF group and Luftflotte boundaries. The game board has a grid pattern super-imposed over the map and in many respects is similar to the Plotting Maps used by the British Fighter Command during the Battle of Britain.

The game board also contains the Scenario Turn Track and a space to place German Damaged Aircraft squadron cards.

Battle of Britain Scenario Turn Track - The scenario turn track records the passage of time during the current Battle of Britain scenario being played. When all the 7 steps of a single game turn are completed, the Turn Track marker is advanced one space on the scenario track.

Damaged Aircraft - German squadron cards that are shot down during air combat, or by anti-aircraft fire, or are forced to ditch for lack of fuel, are placed in the Damaged Aircraft space on the map. The damaged RAF squadron cards are placed on the Damaged Aircraft box on their Group display.

Plastic Aircraft & Bases

Assembly - Before your first game, each aircraft base must be labelled to identify the aircraft of the British Groups and German Luftflottes. Place one label on each base as shown in the diagram. After all bases are labelled, place the planes onto the bases.

The 12 green plane models are British and are attached to the RAF bases labelled: 10 Group A, B, C, 11 Group A, B, C, D, 12 Group A, B, C and 13 Group A, B.

The 10 gray plane models are German. Choose any 7 of these and attach to the bases labelled: Luft. 2 A, B and C, Luft. 3 A, B and C and Luft. 5 A.

Please note the extra plane models and variety of plane models is for visual appeal only! The plane model on that base does not necessarily mean that flight is made up of that plane type. Each base represents a flight of mixed squadron types.

British RAF Group Displays

Each RAF Group display contains a number of boxes: an Airfield Damaged box, Airfield Name, and Flight Letter for each flight, along with a Damaged Aircraft box and a Combat Ready box.

Each RAF Group display contains a number of boxes. The damaged aircraft box holds the Group's squadron cards that are shot down during an air combat. The combat ready box holds the Group's deck of squadron cards that are available to fly, but are not yet assigned to a flight. Each Flight (plastic plane) is linked to a squadron card box and an airfield located on the map. Above each squadron card box is the Flight's letter designation, airfield location and airfield damaged box.

For example: The RAF airplane Flight for 10 Group C, matches the C squadron card box on the 10 Group display and its home airfield at Roborough letter "C".

German Luftflotte Displays

Each Luftflotte display contains Fuel Gauges, a Flight Letter, and Squadron Card Boxes, along with a Combat Ready box and Mission Boxes for each flight's current mission.

Each Luftflotte display contains a number of boxes. The combat ready box holds the Luftwaffe deck of squadron cards that are available to fly, but are not yet assigned to a flight. Each Flight (plastic plane) is linked to a squadron card box and an airfield located on the map. Above each squadron card box is the Flight's letter designation, which also corresponds to the letter of the airfield location on the map.

For example, The Luftwaffe airplane Flight for Luft. 2A matches the A squadron card box on the display and the Luftwaffe 2A airfield in France.

The Mission Box is where the Flight's current mission card is placed.

Fuel Gauges: Near each flight box are three fuel gauges. Fuel tokens are placed on the fuel gauges before a flight starts off on a mission. As a flight is moved each turn, it uses fuel and token(s) are removed.

German Target & British Production Track

The German Target & British Production Track has a row of damaged/production boxes for each RAF Group. The production value of a city is listed inside the damaged box of each city.

Squadron Cards

A squadron card represents an entire squadron of one type of aircraft. A card pictures an aircraft, along with the squadron's Dogfight Dice, Damage Strength (red number) and when the card is a bomber squadron, the squadron's Bombing Dice. Along the bottom of the card is the squadron's RAF Group or Luftflotte name.

Mission Cards

Mission Cards identify Luftwaffe targets: city, airfield or radar stations, the Group Area the mission is on the map and the number of bomb hits needed for the target to be knocked out.

  • An airfield mission card pictures an airfield icon and 1 hit bomb icon. An airfield may be repaired.
  • A radar station mission card pictures a radar station icon and 1 hit bomb. A radar station may be repaired.
  • A city mission card pictures an industry icon and 3 bomb hit icons. Inside the industry city icon is the production value for the city. A city may not be repaired (rebuilt).

Note - London is a special multi-section city. There are two London mission cards, Port of London and London. Port of London is in the same space on the map as the city of London.

Game Markers

Fuel Tokens - When a German flight is moved, the fuel tokens are used to track its fuel usage. Each fuel token spent allows a German flight to move up to 5 spaces. When a fuel marker is spent, it is placed in the fuel marker pool.

Radar Detection Markers - When a Luftwaffe flight enters a radar detection space for the first time, a radar detection marker is placed on its flight box. Once the flight has a radar detection marker it no longer has to stop its movement when entering another functioning radar detection space.

Non-Detect Markers - A Non-Detect marker is placed on a Luftwaffe flight that moves over Britain through a gap in the radar line created by a knocked out radar station.

Big Wing Combat Marker - Late in the Battle of Britain the RAF adopted a "Big Wing" attack strategy. When a Big Wing combat marker is placed on a space with a German flight, two British flights are allowed in the same space and will dogfight against the single German flight. The Big Wing marker is only used in "The Blitz (London Burning)" scenario.

Ace Markers - When the British or German flight, during the course of its dogfight, eliminates two or more opposition squadron cards, an Ace marker is awarded to the flight and placed on its squadron card box. A flight's squadron box may only have one Ace marker.

Scenario Turn Track Marker - Each scenario game turn consists of 7 steps. When all seven steps are completed in a game turn, the scenario turn track marker is advanced onto the next turn track space and a new game turn is started.

Knocked Out marker - When the number of hits scored on the target is equal to or more than the number of hits for a target, place a Knocked Out marker on the target's damage box.

Bomb markers 1 and 2, are used to track the number of hits (damage) scored against a city target that is hit, but not knocked out.

Bombing Run Markers - When a Luftwaffe flight is over its mission target, a bombing run marker is placed on the game board space. Once the bombing run attack is completed, the bombing run marker is returned to the bombing run marker pool.

Bomb Markers - After a bombing run is completed, place a bomb marker on the target's damage box. If the target is a city or radar station, its damage box is on the German Target & British Production Track. When the target is an airfield, its damage box is on a British Group Display.

Air Combat marker - When there is an air combat, an air combat marker is placed on the game board space. The two sides of the air combat marker are Dogfight and Intercept. During both types of combats, players roll dice and attempt to shoot down enemy squadrons.

Dice

British RAF - The six white RAF Dice are used in air combat and during British production. Each RAF white die has three sides with a German cross, two blank sides and one side with a RAF roundel.

German Luftwaffe - The six black Luftwaffe Dice are used in air combat, during a Luftwaffe bombing run and when a Luftwaffe flight is running low on fuel and is reaching for its home airfield. Each Luftwaffe black die has three sides with a RAF roundel, two blank sides and one side with a German cross.

Important Notes - the RAF player always uses the white dice and the Luftwaffe player always uses the black dice. Anytime the number of dice to be rolled, exceeds the number of dice in the game, it will require a player to track the number of symbols rolled, until the proper number of dice are rolled.

Object of the Game

The Battle of Britain is actually four games in one. Each of the Battle of Britain scenarios, Channel Battle (Kanalkampf), Duel of Eagles (Adlerangriff) and London Burning (The Blitz) are set up and can be played out, on its own, as a stand along game, while the fourth game is a virtual Battle of Britain campaign game.

A scenario will consists of four scenario turns and with some experience will play in about 2 hours or less. After completing all four turns of a scenario, players will total the number of victory points gained and the player with the highest victory point total will win.

The virtual Battle of Britain campaign game is comprised of all three scenarios. After playing a scenario, Channel Battle, Duel of Eagles and London Burning, the players will total the number of victory points gained during that scenario. The victory points gained in each scenario are added to the previous games victory points and the player with the highest victory point total after completing all three scenarios will win the campaign.

Setting Up a Game

  • The game board is placed between the players.
  • The RAF player sits at the west edge of the map and the Luftwaffe player sits at the east edge of the map.
  • The RAF Group Displays are set alongside the west edge of the map (the Irish Sea), facing the RAF player.
  • The Luftflotte Displays are set alongside the east edge of the map (the North Sea), facing the Luftwaffe player.
  • The rest of the game components are set up as diagrammed or can be adjusted to fit the player's table space.

RAF Player Initial Set Up

  • Separate the squadron cards by RAF Group.
  • Shuffle each group of squadron cards and place each deck on its matching combat ready box on the Group displays.
  • Place the RAF flights (plastic aircraft) on their squadron boxes.
  • Take the six white dice.

Luftwaffe Player Initial Set Up

  • Separate the squadron cards by Luftflotte. Shuffle each Luftflotte's squadron cards and place each deck in its matching combat ready box on the Luftflotte displays.
  • Place the German flights (plastic aircraft) on their squadron boxes.
  • Take the six black dice.
  • Place the turn marker on the scenario turn track next to the turn 1.

Game Turn

Step 1. Advance the Scenario Turn Marker

Advance the scenario turn marker to the next space on the turn track. The scenario maker starts on the scenario track next to the first turn space. On step 1 of the first game turn it is advanced onto the scenario turn space #1.

Step 2. British Production & Repairs

The number of city production points in a Group will determine the number of dice the RAF player will roll to repair aircraft, airfields and radar stations. Repairs are always done in Group order, one Group at a time; first 10 Group, then 11 Group, 12 Group, and 13 Group.

  • Count the production points for each city, but do not count the city's production when its damage box has a bomb marker. Each production point equals one repair die.
  • Roll this number of dice.
  • The number of roundels rolled will allow the RAF player to choose what to repair in the Group. Review the RAF squadron cards on the Damaged Aircraft space and check if there are any airfields or radar stations with a knocked out marker.
  • Any combination of repairs are possible and the same repair choice may be done multiple times:
    • For one roundel: select one damaged squadron card on the Group damaged aircraft box and return it the combat ready box.
    • For one roundel, remove a knocked out marker from a radar damaged box on the German Target and Britain Production Track. Also remove the radar station knocked out marker on the map.
    • For one roundel, remove the knocked out marker from an airfield damaged box on the Group display. Also remove the knocked out marker on the airfield on the map.

Production Assistance - When a Group does not have any damaged aircraft, airfields or radar stations to repair, the RAF player may announce at the start of the step, that the production of this Group is going to transfer production to another Group's production roll. One-third of the Group's production, rounding up, will be added to the assigned Group's production dice roll. A Group may only receive the production assistance from one other Group.

Note - the RAF player does not have anything to repair on turn 1 of the Channel Battle game, therefore the British Production & Repairs step may be skipped on this scenario's first turn.

Step 3. German Mission Assignment

Special Procedure Turn 1 German Mission Assignment - Mission assignment for the Luftwaffe player on the first turn of a game is different than mission assignment procedure during the following game turns.

On turn 1, none of the Luftwaffe flights have a mission card. The Luftwaffe player shuffles the deck of mission cards and draws the top 10 cards. After reviewing these 10 mission cards, one card is assigned to each flight. Place the mission card face down in each flight's current mission box. The remaining three mission cards form the Luftwaffe player's hand of pending missions. The Luftwaffe player keeps the hand of pending mission cards face down in front of him to be used on later turns.

German Mission Assignment Procedure after turn 1 - At the start of a turn when a Luftwaffe flight (plastic plane) is on its squadron box, after returning from a bombing run, the flight will need a new mission. The Luftwaffe player draws one mission card and adds it to the hand of pending mission cards. Select one card from the hand of pending mission cards and place it face down in the current mission box for the flight.

At the start of a turn, when there are more than one Luftwaffe flight on its squadron box, draw one mission card for each flight and add these cards to the hand of pending mission cards. Then select one card from the pending mission cards for each flight that does not have a mission and place the card face down in the current mission box for the flight.

No Mission Assignment - The Luftwaffe player has the option of not assigning a mission to a flight. The flight is grounded and will remain grounded until on a later turn the flight is assigned a mission. Return the squadron cards on a grounded flight's squadron card box to the Luftflotte combat ready box. This option may be especially useful during the final turn of the game.

Step 4. Squadron Alert (British & German)

Squadron Alert for the RAF player and Luftwaffe player on the first game turn of a scenario is different than squadron alert procedure during the following game turns. To speed play, both the RAF player and Luftwaffe player may at the same time complete their squadron alert step.

British Squadron Alert - Special Procedure Turn 1 - On turn 1 none of the British flights have squadron cards. The RAF player shuffles the combat ready squadron cards in each Group. Start with 10 Group, deal three squadron cards face down into each squadron card box from the 10 Group combat ready cards. Then for 11 Group, deal three squadron cards face down into each squadron card box from the 11 Group combat ready cards, and for 12 group, deal three squadron cards face down into each squadron card box from the 12 Group combat ready cards. Finally for 13 Group, deal three squadron cards face down into each squadron card box from the 13 Group combat ready cards.

As a flight's squadron cards are placed on its squadron card box, the RAF player will place the flight (plastic plane) onto its airfield space on the map.

British Squadron Alert after Turn 1 - After turn 1, when one or more flights have returned to their Group display, the RAF player has the opportunity to reinforce these flights and bring the number of squadron cards back up to a maximum of 3 cards.

Shuffle the Group's combat ready cards. The flights that are on their squadron card box, are the only flights that can be reinforced. Count the number of cards needed in each of the flight boxes with their plastic planes to bring each flight back up to full strength of 3 squadron cards. Draw this many squadron cards, plus an additional 2 cards. From the cards drawn, select one or more cards to reinforce each flight. Remember the maximum number of squadron cards in a RAF flight is 3 cards. Place the selected cards face down onto each flight's squadron card box. Any squadron cards that are not placed are returned to the Group combat ready box.

Examples: Group 12 has two flights on its Group display. "A" Flight has 1 squadron card and "B" Flight has 2 squadron cards. The RAF player will draw 3 squadron cards, because "A" Flight is down 2 cards and "B" Flight is down 1 card. The RAF player will also draw 2 additional cards from Group 12 combat ready cards, for a total of 5 cards. Two cards are selected from the 5 cards and are placed on "A" Flight squadron card box to bring the flight up to 3 squadron cards. One card is selected and placed on "B" Flight squadron card box to bring the flight up to 3 squadron cards. The remaining 2 cards are returned to the Group 12 combat ready card box.

Group 11 has three flights on the Group display. "A" Flight has no squadron cards, "B" Flight has 1 squadron card and "C" Flight has 3 squadron cards. The RAF player will draw 5 squadron cards, plus 2 cards for a total of 7 cards from Group 12 combat ready cards. Three cards are selected and are placed on "A" Flight squadron card box and two cards are selected and placed on "B" Flight squadron card box. The "C" Flight already has three cards and is at its maximum number of 3 cards. The remaining 2 cards are returned to the Group 11 combat ready card box.

After squadron cards are selected and are placed on the squadron card boxes, all flights that now have squadron cards are returned back onto their airfield spaces on the map.

Note - it is possible that there may not be enough squadron cards to draw in the Group combat ready box. In this case draw all the cards in the box and some flights may not be reinforced and these flights may have to be returned under strength to their airfield on the map.

Bombed Airfield - When a flight's airfield is bombed and a knocked out marker is placed on the Group display and map, the corresponding flight must be returned to its squadron card box at the end of the turn. All squadron cards on its squadron card box are returned to the Group combat ready box.

Until the airfield is repaired, see "Step 2 British Production & Repairs" rules section, the flight is grounded and no squadron cards may be placed onto the flight's squadron card box and it may not be returned to duty (placed on the map).

German Squadron Alert - Special Procedure Turn 1 - On turn 1 none of the German flights have squadron cards. The Luftwaffe player shuffles the combat ready cards in each Luftflotte. Start with Luftflotte 2, deal the 6 cards face down from Luftflotte 2 combat ready box to each flight's squadron card box. Then for Luftflotte 3, deal the 6 cards face down from Luftflotte 3 combat ready box to each flight's squadron card box. Finally for Luftflotte 5, deal the 6 cards face down from Luftflotte 5 combat ready box to its flight's squadron card box.

As a flight's squadron cards are placed on its squadron card box, the Luftwaffe player will place the flight (plastic plane) onto its airfield space on the map.

German Squadron Alert after Turn 1 - After turn 1, when one or more flights have returned to their Luftflotte display, the Luftwaffe player has the opportunity to reinforce these flights and bring the number of squadron cards back up to a maximum of 6 cards.

Shuffle the Luftflotte combat ready cards. The flights, which are on their squadron card box are the only flights that can be reinforced. Count the number of cards needed in the flight boxes to bring the flights back up to full strength of 6 squadron cards. Draw this many squadron cards, plus an additional 2 cards. From the cards drawn, select one or more cards to reinforce each flight. Remember the maximum number of squadron cards in a flight is 6 cards. Place the selected cards face down onto each flight's squadron card box. Any squadron cards that are not placed are returned to the Luftflotte combat ready box.

Note - when a flight does not have a current mission assigned to the flight, no squadron cards may be placed in the flight's squadron card box and the squadron cards in the flight's squadron card box are returned to the Luftflotte's combat ready box. The Luftwaffe flight is grounded.

As a flight's squadron cards are placed on its squadron card box, the Luftwaffe player will return the flight (plastic plane) onto its airfield space on the map.

Note - it is possible that there may not be enough squadron cards in the Luftflotte's combat ready box. In this case draw all the cards in the box and some flights may not be reinforced. A Luftwaffe flight will be grounded if its squadron cards cannot be brought up to 6 squadron cards.

Step 5. Luftwaffe Movement

The Luftwaffe player moves all his flights on the map as he wishes, within the rules for movement.

  • A flight may move in any direction.
  • One flight's movement must be completed before moving the next flight.
  • Each space moved onto counts as one movement.
  • The half spaces along the edge of the map may be moved onto.
  • A flight may move through a friendly flight, but may not end its move on the same space as another friendly flight.
  • A Luftwaffe player may use one fuel token and move a flight up to 5 spaces. When a fuel token is used, it is removed from the flight and placed in the fuel token pool.
  • A flight does not have to move, but one fuel token must still be removed on the turn even when the flight does not move.
  • When a flight only has two fuel tokens remaining, the Luftwaffe player has the option to use both of the flight's remaining two fuel tokens and move up to 10 spaces.
  • A flight still on the map with no fuel markers, may not move and must reach for home, see "Luftwaffe Flight Reaching for Home Phase" rules section.
  • Only one Luftwaffe flight may occupy a space.
  • A Luftwaffe flight may not move through a space with a RAF flight, the Luftwaffe flight must stop in the space.
  • A Luftwaffe flight, that starts its turn in the same space as a RAF flight, may move out of a space.
  • A Luftwaffe flight's movement is stopped when it moves onto a radar detection space and the RAF player elects to intercept the flight, see "British Intercept" rules section.

Bomb Run Marker - After completing a Luftwaffe flight's movement, when the flight is on the same space as the target listed on its mission card, the Luftwaffe player should place a bombing run marker in the space. If a bombing run marker is not placed, the flight may not bomb its target during the bombing run step, see "Luftwaffe Bombing Run" rules section.

British Radar - One of the most important advantages the RAF had in the Battle of Britain was - Radar. The string of radar stations along the coast gave the RAF early warning of Luftwaffe raids.

Each radar station on the map is connected to a number of spaces. These connected spaces created the radar line around Britain. When a Luftwaffe flight enters one of the spaces in the radar line, place a radar detection marker on the flight's squadron card box to remind players that the flight has been detected. Once a flight has been detected, on later turns, it can move through other spaces in the radar line without stopping.

British Intercept - When a Luftwaffe flight enters a radar detection space for the first time, the Luftwaffe player must ask the RAF player if a RAF flight is going to intercept.

To intercept, the RAF player must be able to move one of his flights, using its normal movement of three spaces, onto the space with the Luftwaffe flight.

When a Luftwaffe flight is intercepted, the Luftwaffe flight must stop its move on the radar detection space and an air combat marker with the intercept side face up is placed on the space with the two flights.

When the RAF player chooses not to intercept, or does not have a flight that can move onto the space with the Luftwaffe flight, or when the RAF player does not have an air combat marker to place on the space, the German flight is not intercepted.

When a Luftwaffe flight is not intercepted, the flight does not have to stop when it enters the radar detection space and may continue its movement.

Note, it is suggested that even when the Luftwaffe flight moves through a radar detection space and is not intercepted, a radar detection marker is still place on the flight's squadron card box to avoid possible confusion on later turns.

Knocked Out Radar Station - When a bombing run targets a radar station and it is knocked out, the detection spaces connected to this radar station are also knocked out. When a radar station has a knocked out marker on its damaged box, place a knocked out marker on its map to remind players that the radar station is not working.

Non-Detected Flight - A Luftwaffe flight does not have to stop its movement when moving through a knocked out radar detection space. In addition, the flight is undetected and may not be intercepted this turn. Place a non-detect marker on the flight space to indicate the flight has not been detected by radar.

Observer Corps - When a Luftwaffe flight has a non-detect marker the British Observer Corps may still attempt to spot the Luftwaffe flight.

At the start of the RAF player's movement step, roll one die to determine if the Luftwaffe flight is spotted by the Observer Corps. When a German cross is rolled, the flight is spotted and the non-detect marker is removed. If a German cross is not rolled, the Luftwaffe flight remains undetected and the RAF player may not attack the undetected Luftwaffe flight.

The non-detect marker will remain on the Luftwaffe flight and the Observer Corps may have another opportunity to spot the Luftwaffe flight at the start of the RAF player's movement step on a future turn.

Step 6. RAF Movement

The RAF player moves all his flights on the map as he wishes, within the rules for movement. Unlike German flights, a RAF player's flights do not track fuel usage.

  • A flight may move in any direction.
  • One flight's movement must be completed before moving the next flight.
  • Each space moved onto counts as one movement.
  • The half spaces along the edge of the map may be moved onto.
  • A flight may move through a friendly flight, but may not end its move on the same space as another friendly flight.
  • A RAF flight may move up to 3 spaces on a turn, in any direction.
  • A RAF flight does not have to move.
  • Only one RAF flight may occupy a space.
  • A RAF flight may not move through a space with a Luftwaffe flight, the RAF flight must stop in the space.
  • A RAF flight, that starts its turn in the same space as a Luftwaffe flight, may move out of a space.
  • A RAF flight cannot enter the coastal spaces of France or Norway.
  • A RAF flight that has moved to intercept a Luftwaffe flight during the Luftwaffe player's movement step, may not move again during the RAF player's movement.

After completing a RAF flight's movement, when the flight is in the same space as a Luftwaffe flight, an air combat dogfight marker can be placed in this space. The RAF player, however, only has five air combat markers, so the choice of which Luftwaffe flights to attack will be important.

Step 7. Battle & Bombing

There are a number of action phases that may take place during this step. All action phases in a space must be completed, before moving onto the actions in next space. Note - not all actions may be actually be taking place in a space. It is very possible that there will be an air combat without a bombing run or a bombing run that is not preceded by an air combat.

Players must resolve each of the action phases one at a time in the following order:

  • Air Combat phase
  • RAF Flight Head Home phase
  • Luftwaffe Bombing Run phase
  • British Ack-Ack Fire phase
  • Luftwaffe Flight Reaching for Home phase
  • Mission Success or Failure phase

Air Combat Phase

There are two types of air combat, Dogfight and Intercept. During both types, players roll dice and attempt to shoot down enemy squadrons. With only five air combat markers, however, the RAF player must use them wisely.

  • Only flights in the same space can battle in an air combat.
  • An RAF and a German flight in the same space with an air combat marker must battle.
  • The RAF player will choose the order in which the air combats are fought.

Intercept Combat - An intercept air combat is unique and a very deadly way to do battle. When the RAF player chooses to intercept a Luftwaffe flight that has moved onto a radar detection space, an air combat marker is placed on the space with the intercept side face up.

Intercept Procedure - A space with an intercept air combat marker is fought as follows:

  • The Luftwaffe player takes all the squadron cards in the flight's squadron card box.
  • The RAF player selects 3 cards at random from the Luftwaffe player's hand of squadron cards and these cards are placed face up.
  • The RAF player takes all the squadron cards in the flight's squadron card box and places all these squadron cards face up.
  • Both players then total up the number of dice to roll in the intercept combat. The number of dice a player will roll is equal to the dogfight strength on all of the squadron cards.
  • The Luftwaffe player rolls the black dice and the RAF player rolls the white dice.

Important Note - There is only one combat roll in an intercept and the results are normally heavy.

To determine the outcome of an intercept air combat, players total the number of RAF roundel symbols rolled and the number of German cross symbols rolled.

  • Each symbol indicates one hit.
  • Both players must then assess the hits (damage) rolled against the squadron cards that fought in the intercept combat.
  • All hits must be accounted for, which may cause the loss of a squadron card even thought the number of hits is less than the squadron card's damage strength number (red number).

Example: The German squadron cards in the intercept are, 2 BF109 (4 damage each) and a Do17 (2 damage). Five German cross symbols were rolled in the intercept. The Luftwaffe player must assess five damage points to his squadrons. The Luftwaffe player can lose both of the BF109 squadron cards, which can take up to 8 points of damage, or the Luftwaffe player can choose to lose one BF109 squadron card which can take 4 points of damage and the Do17 which can take 2 points of damage. The Luftwaffe player has an interesting choice, lose both BF109 fighters, or a fighter and bomber squadron card.

  • When a German squadron card is lost, it is placed on the damaged aircraft box on the map.
  • When a RAF squadron card is lost, it is placed on the damaged aircraft box on its Group display.

After losses are taken, both players return any squadron cards remaining to their flight's squadron card box on their display. When the intercept combat is completed, remove the air combat marker from the space.

Dogfight Combat - When a RAF player moves a flight onto a space with a German flight, the RAF player may play an air combat marker in the space with the dogfight side face up to indicate a dogfight is going to take place in the space.

Dogfight Procedure - A space with a dogfight air combat marker is fought as follows:

  • The Luftwaffe player takes all the squadron cards in the flight's squadron card box.
  • The RAF player takes all the squadron cards in the flight's squadron card box.
  • Both players at the same time select one squadron card.
  • Players determine the number of dice to roll in the dogfight. The number of dice a player will roll is equal to the squadron card's dogfight strength (the number in the upper left corner of the squadron card).
  • The Luftwaffe player rolls the black dice and the RAF player rolls the white dice.

To determine the outcome of a dogfight, players must first check to see which were rolled, more RAF roundel symbols or more German cross symbols. Only the squadron card that received the most hits (symbols rolled) is in jeopardy of being shot down. Each symbol rolled indicates one hit.

Important Note - Only the squadron card that received the most hits can be shot down in a dogfight, and only when the number of hits equals or exceeds the squadron card's damage number.

Note - Because both sets of dice have crosses and roundels, it is possible for a player to unintentionally inflict hits on his own squadrons, see "Designer Notes" rules section.

  • When the number of symbols rolled is equal to or greater than the damage strength number on the squadron card (red number), the squadron is shot down.
  • When a German squadron card is shot down, it is placed on the damaged aircraft box on the map.
  • When a RAF squadron card is shot down it is placed on the damaged aircraft box on its Group display.
  • The squadron card, that wins the dogfight, will remain in the air (stay on the table) and will take on the next enemy squadron.
  • The winning player, draws a squadron card at random from the opponent's remaining hand of squadron cards and another dogfight is fought. If a squadron wins its second dogfight, the squadron may only battle a maximum of two consecutive dogfights. After winning the second dogfight, the winning squadron card must be returned to its flight's squadron card box on its display.
  • During a flight's dogfight when two enemy squadron cards are shot down, the flight is awarded an Ace token, see "Air Ace" rules section.
  • When neither player has a squadron card on the table, both players will select a new squadron card from the cards remaining in their hands and another dogfight is fought.
  • When the number of symbols rolled is not equal to or greater than the damage number of the squadron card, both players must return their squadron cards back to their flight's squadron card boxes on their displays.
  • For the next dogfight, both players will select a new card from the cards remaining in their hands and another dogfight is fought.
  • When an equal number of symbols are rolled in a dogfight, neither squadron card is shot down and both players must return their squadron cards back to their flight's squadron card boxes on their displays.
  • For the next dogfight, both players will select a new card from the cards remaining in their hands and another dogfight is fought.

As long as both sides have squadron cards in their hands, the dogfights in the space will continue. When a player does not have any remaining squadron cards, the dogfight in the space will end. The opposition player returns any squadron cards still in hand to its flight's squadron card box on its display.

When all of the squadron cards are lost in a dogfight, the flight must be returned to its squadron card box. When the dogfight is completed, remove the air combat marker from the space.

Air Ace - An Ace marker is gained when two opposition squadron cards are shot down during the course of a dogfight air combat. An Ace marker when gained is placed on the flight's squadron card box.

Ace Squadron Dogfight - A flight, with an Ace marker, is used along with the first squadron card that battles in a dogfight. The player takes the Ace marker from the flight's squadron card box and places it with the squadron card that is about to battle. When a squadron card has an Ace marker, it will roll one additional die during the dogfight.

When the Ace squadron wins the dogfight, the Ace marker will stay with the squadron card. When the Ace squadron loses the dogfight and is shot down, the Ace marker is lost and returned to the Ace marker pool.

The Ace squadron card is also returned to its flight's squadron card box along with the Ace marker, when the dogfight results in a tie or neither flight is shot down.

Important Note - An Ace Marker is not used in an intercept.

RAF Flight Head Home Phase

Immediately after an air combat, the RAF player must decide if the RAF flight that just completed the air combat, will stay on patrol (stay on the map space it is on), or remove the flight from the map and place the flight on its Group display squadron card box. Basically what removing the marker represents, is that the flight has returned to its home airfield to refuel and allow other squadron cards to reinforce the flight.

All the squadron cards in a flight that have returned home will remain in the flight's squadron card box.

Important Note - only a flight that has fought an air combat will have the opportunity to head for home after an air combat. The flight is placed on its squadron card box, not on its home airfield on the map.

Luftwaffe Bombing Run Phase

When a Luftwaffe flight with a bombing run marker is in the same space as the target listed on its current mission card, a bombing run will take place. The flight must have one or more bomber squadron cards to make a bombing run and a flight can only bomb the target named on its current mission card.

Bombing Run Procedure

  • The Luftwaffe player takes all the squadron cards in the flight's squadron card box and totals the bombing strength of all the bomber squadron cards. The bombing strength for each bomber squadron card is found in the lower right hand corner.
  • One black die is rolled for each bomber's strength.
  • Roll the dice.
  • Each RAF roundel symbol scores one hit.
  • When one hit is rolled on an airfield or radar station, place a knocked out marker on the target's damage box and a knocked out marker on the map. British airfield damaged boxes are on the British displays and radar station damaged boxes are found on the German target and British production track.
  • When three or more hits are rolled on a city, place a knocked out marker on the city damaged box. When only one or two hits are scored on a city place a one or two hit bomb marker on the city damaged box. City damaged boxes are found on the German target and British production track.

Luftwaffe Dive Bomber Squadron - The Ju 87 (Stuka), was a dive-bomber that played an important roll against ground targets. When a Stuka squadron card is on a bombing run against an airfield or a radar station, roll one additional die for each Stuka squadron card included in the bombing run.

British Ack-Ack Fire (Anti-Aircraft Fire) Phase

During the bombing run, when the bombing dice are rolled, the RAF player should take note of the number of German cross symbols rolled. The RAF player will roll one white die as anti-aircraft fire for each German cross symbols rolled. On the anti-aircraft fire roll, for every two German cross symbols rolled, one bomber is shot down. The Luftwaffe player selects which bomber card(s) to lose. Place the squadron cards shot down by anti-aircraft fire on the damaged aircraft space on the map.

Luftwaffe Flight Reaching for Home Phase

After a flight's bombing run and Anti-Aircraft fire are completed, the flight is returned to its squadron card box on its Luftflotte display.

The return trip home can also be very dangerous especially when it has been in the air a long time and the squadrons are running low on fuel. The number of fuel markers remaining for a Luftwaffe flight will determine if any of the squadrons are lost while a flight is reaching for home. The Luftwaffe player will roll the proper number of dice for each squadron card as follows:

Bomber Squadron Cards

  • No fuel markers roll 1 die for each bomber squadron card.
  • 1 or 2 fuel markers, the bomber squadron cards have plenty of fuel to return home and no dice are rolled.

Fighter Squadron Cards

  • No fuel markers roll 2 dice for each fighter squadron card.
  • 1 fuel marker roll 1 die for each fighter squadron card.
  • 2 fuel markers, the fighter squadron cards have plenty of fuel to return home and no dice are rolled.

Procedure

  • Roll the dice for each squadron card.
  • When one or more German cross symbols are rolled, the squadron card is lost.
  • Place the lost squadron card in the damaged aircraft space on the map.
  • When no German cross symbols are rolled, the squadron card has returned safely and is placed in the flight's squadron card box.

Fighter Squadrons Turning for Home Early - When a Luftwaffe flight is using two fuel tokens to move up to 10 spaces, the Luftwaffe player must make a choice. He must decided to have the BF109 fighter squadron cards in the flight stay with the flight, or choose to have the BF109 squadron cards turn back for home early.

When the BF109 squadron cards turn back for home early, the squadron cards return safely and are placed in the flight's squadron card box.

If the Luftwaffe player chooses not to have the BF 109 squadron cards to return early, and have them stay with the flight, these squadron cards must follow the fighter squadron Reaching for Home rules, with no fuel tokens.

Mission Success or Failure Phase

When a Luftwaffe flight returns to its flight box, remove any markers (radar detection and non-detect) on the flight, and then determine if the flight's mission was a success or failed.

Success - When the target has a knocked out marker, the mission is a success and the mission card is awarded to the Luftwaffe player.

Minor Success - When a city target received a bomb marker, but was not knocked out, (did not receive 3 hits) return the mission card to the bottom of the mission card deck.

Failure - When the target did not receive any hits during the bombing run, or the mission was aborted (the flight just moved and then returned to its home airfield without attempting a bombing run), the mission is not a success and the mission card is awarded to the RAF player.

Abort Mission - After the actions of all spaces are completed, the Luftwaffe player may elect to have a flight, abort its mission and return to its squadron card box. The same Reaching for Home procedure is followed for a flight that aborts its mission and the mission card is awarded to the RAF player.

Important Note - during step 7, on the last game turn of the scenario, all Luftwaffe flights still flying must return home using the Reaching for Home procedure.

Winning

As noted before, there are three Battle of Britain scenarios, Channel Battle, Duel of Eagles and London Burning. Each scenario is set up as a stand-alone game. These three scenarios, allow players to choose to play a different historical stage in the Battle of Britain.

A scenario game consists of four scenario turns. After completing all four scenario turns, players will total the number of victory points gained and the player with the highest victory point total will win.

Victory Points

Luftwaffe player receives victory points as follows:

  • 1 Victory Point for each mission card held
  • 1 Victory Point for each Damaged RAF squadron card
  • 1 Victory Point for each 1 bomb marker on a city
  • 2 Victory Points for each 2 bomb marker on a city
  • 3 Victory Points for each knocked out marker on a city
  • 1 Victory Point for each knocked out marker on an airfield and on a radar station
  • 1 Victory Point for each Ace marker

RAF player receives victory points as follows:

  • 2 Victory Points for each mission card held
  • 1 Victory point for each Damaged Luftflotte squadron card
  • 1 Victory Point for each Ace marker

Battle of Britain Campaign - The virtual campaign is comprised of all three scenarios. After playing a scenario, Channel Battle, Duel of Eagles and London Burning the players will total the number of victory points gained during that scenario. The victory points gained in each scenario are added to the previous games victory points and the player with the highest victory point total after completing all three scenarios will win the campaign.

Battle of Britain for 3 & 4 Players

The Battle of Britain game can accommodate up to 4 players.

  • When there are two players, one player commands the Germans and one takes the British side.
  • When there are three players, two players command one side and a single player takes the other side.
  • When the German side has two players, one player commands Luftflotte 3 and 5, the other Luftflotte 2.
  • When the British side has two players, one player commands Group 10 and 12, the other player Group 11 and 13.
  • When there are four players, two players command the Germans and two take the British side.

Scenario Adjustments

When playing Battle of Britain scenario 2 and 3, players will need to make a few adjustments to the deck of mission cards and the decks of squadron cards to simulate the Battle of Britain is already in progress.

Scenario 1 - Channel Battle (Kanalkampf)

No adjustments are required. The play of scenario 1 will start with scenario turn number 1. Follow the game turn steps starting with step 1, see "Game Turn" rule section.

Scenario 2 - Duel of Eagles (Adlerangriff)

The following adjustments are required to simulate that the Battle of Britain is already in progress.

The Luftwaffe player must adjust the missions deck as follows:

  • Shuffle the mission card deck.
  • The Luftwaffe player draws 5 mission cards from the top of the deck.
  • For each airfield and radar station mission card drawn, place a knocked out maker on the corresponding airfield and radar station damage box. Also mark the map with a knocked out maker.
  • For each city mission card drawn, place a "bomb 1" marker on the corresponding city damage box.
  • The Luftwaffe player will hold these 5 mission cards and they count as completed missions.
  • Sort through the remaining cards in the mission card deck and pull out all the radar station mission cards. Shuffle these cards and take one-half of these cards rounding up. These cards are not used in this scenario and are placed out of play. Return the rest of the mission cards back to the mission card deck.
  • Shuffle the mission card deck.

The Luftwaffe player must adjust the squadron card decks as follows:

  • The Luftwaffe player will shuffle Luftflotte 2 squadron cards and take the top 7 cards from the deck and place them on the Damaged Aircraft box on the map.
  • The Luftwaffe player will shuffle Luftflotte 3 squadron cards and take the top 7 cards from the deck and place them on the Damaged Aircraft box on the map.

The RAF player must adjust each Group squadron card decks as follows:

  • Shuffle the squadron cards in each Group, take the top card on each deck and place it on the Group damaged aircraft box face up.

After these adjustments are completed, the play of scenario 2 will start with scenario turn number 1. Follow the game turn steps starting with step 1, see "Game Turn" rule section.

Scenario 3 - London Burning (The Blitz)

The following historical adjustments are required to simulate that the Battle of Britain is already in progress.

The Luftwaffe player must adjust the missions deck as follows:

  • Shuffle the mission card deck.
  • The Luftwaffe player draws 9 mission cards from the top of the deck.
  • For each airfield and radar station mission card drawn, place a knocked out marker on the corresponding airfield and radar station damage box. Also mark the map with a knocked out marker.
  • For each city mission card drawn, place a "bomb 1" marker on the corresponding city damage box.
  • The Luftwaffe player will hold these 9 mission cards and they count as completed missions.
  • Sort through the remaining cards in the mission card deck and pull out all the airfield mission cards. Shuffle these cards and take one-half of these cards rounding up. These cards are not used in this scenario and are placed out of play. Return the rest of the mission cards back to the mission card deck.

The Luftwaffe player must adjust the squadron card decks as follows:

  • The Luftwaffe player will shuffle Luftflotte 2 squadron cards and take the top 10 cards from the deck and place them in the Damaged Aircraft box on the map.
  • The Luftwaffe player will shuffle Luftflotte 3 squadron cards and take the top 10 cards from the deck and place them in the Damaged Aircraft box on the map.
  • The Luftwaffe player will shuffle Luftflotte 5 squadron cards and take the top 2 cards from the deck and place them in the Damaged Aircraft box on the map.
  • The Luftwaffe player will then remove all Ju 87 squadron cards from Luftflotte 2 and Luftflotte 3. Set the Ju 87 squadron cards that were removed aside, they are not used in the scenario.

The RAF player must adjust each Group squadron card decks as follows:

  • The RAF player removes the Defiant squadron card from Group 12 and the Defiant squadron card from Group 13. Set these Defiant squadron cards aside, they are not used in the scenario.
  • Then shuffle the squadron cards in each Group, take the top card on each deck and place it on the Group damaged aircraft box face up.

The RAF adopts the Big Wing attack strategy. The Big Wing Dogfight marker replaces one of the five British air combat markers.

Big Wing Rules

  • The RAF player can have two RAF flights (Big Wing) occupy the same space as a Luftwaffe flight and engage in a dogfight.
  • When two RAF flights are against one Luftwaffe flight, place the Big Wing dogfight marker in the space.
  • When there is a Big Wing dogfight, the RAF player will take the squadron cards from both flights into his hand before the start of the dogfight. Care must be taken to return the squadron cards to the proper Group when flights from different Groups are battling together as a Big Wing. When both flights are from the same Group, the RAF player may return squadron card to the flight squadron card box of his choice.
  • The RAF player may still use the Big Wing dogfight marker to intercept, by placing the opposite side of the marker on a space.
  • A Big Wing marker may also be used to battle in a dogfight with just one RAF flight against one Luftwaffe flight.

To combat the new British "Big Wing" attack strategy, the Luftwaffe player may increase the number of squadron cards in Luftflotte 2 flight squadron card boxes, from 6 cards to 7 cards.

After these adjustments are completed, the play of scenario 3 will start with scenario turn number 1. Follow the game turn steps starting with step 1, see "Game Turn" rule section.

Optional Virtual Campaign Historical Adjustments

Scenario 2 - Duel of Eagles (Adlerangriff)

  • When scenario 2 is being played as part of virtual campaign, the 5 mission cards can be taken at random from mission cards that the Luftwaffe player gained during Scenario 1 - Channel Battle (Kanalkampf) instead of being drawn at random from the mission card deck. If there are not enough mission cards gained, draw from the mission card deck to make up the difference. If there are extra mission cards, return these cards to mission card deck.
  • When scenario 2 is being played as part of virtual campaign, the Luftwaffe squadron cards that are damaged can be taken from Luftwaffe squadron cards that are already in the Damaged Aircraft box on the map. Shuffle all the cards in the Damaged Aircraft box and draw 14 cards. Any remaining squadron cards are returned to the Luftflotte 2, Luftflotte 3 and Luftflotte 5 combat ready squadron card boxes.

Scenario 3 - London Burning (The Blitz)

  • When scenario 3 is being played as part of virtual campaign, the 9 mission cards can be taken at random from mission cards that the Luftwaffe player gained during Scenario 2 - Duel of Eagles (Adlerangriff) instead of being drawn from the mission card deck. If there are not enough mission cards gained, draw from the mission card deck to make up the difference. If there are extra mission cards return these to deck of mission cards.
  • When scenario 3, is being played as part of virtual campaign, the Luftwaffe squadron cards that are damaged, can be taken from German squadron cards that are in the Damaged Aircraft box on the map. Shuffle all the cards in the Damaged Aircraft box and draw 20 cards. Any remaining squadron cards are returned to the Luftflotte 2, Luftflotte 3 and Luftflotte 5 combat ready squadron card boxes.

Historical Commentary

By the end of June 1940, the German High Command had outlined a plan for the invasion of England. Herman Goering, commander of the Luftwaffe and the German Air Minister, flushed with victory over France and eager for action, convinced Hitler, that the superior German numbers would ensure success at little risk, and Germany would gain more glory. But first Hitler insisted that the RAF must be destroyed before any invasion of Britain could be undertaken. Historians do not agree on exactly when the Battle of Britain began, but by the middle of July 1940, the Luftwaffe began attacking English shipping and port facilities along the Channel and southern England. Goering's plan: First, radar and ground installations along the Britain southern coast would be attacked. Second, the RAF airfields would be struck in the south then work northward until all were destroyed. Third, day and night bombing of aircraft factories would be carried out, along with attacks on shipping and port facilities.

Battle of Britain Campaign: July 14 - August 14, 1940 The Kanalkampf, or Channel Battle lasted through July and into the first week in August. From August 8th to the 13th, the Luftwaffe concentrated on the radar sites along the southern and eastern coasts of England. Occasional successes rendered the RAF blind to incoming formations; at these times the Luftwaffe was able to probe inland and attack airfields and sector HQ's.

Battle of Britain Campaign: August 15 - 24, 1940 However, the radar network would be repaired in days, so on August 15, Goering decreed radar stations would no longer be a prime target. Had these attacks gone on, they may have had a serious effect on the British defense. August 15 brought additional changes: Luftflotte 5 (Air Fleet 5), based in Norway, made a massive raid on Newcastle, Sunderland, and Yorkshire. But so many planes were lost in this attack that Luftflotte 5 was permanently retired from battle.

In the south, the airfields of the RAF 11th Group suffered heavy losses from bombing, and the fierce combat was taking its toll on experienced RAF pilots. While fewer German bombers were flying, those that were, had closer cover from Bf109's. The assignment of German fighters to escort duty, instead of fighter sweeps, would work in favor of the RAF in the coming weeks.

Battle of Britain Campaign: August 25 - September 7, 1940 Some Bf109's from Luftlfotte 3 were transferred to Luftflotte 2, which was based in the Pas de Calais area where the Channel was narrowest. This allowed the fighters more time over England and took full advantage of their limited range.

Early September 1940 came, and with it, more attacks on airfields. The RAF Fighter Command was in serious trouble. Airfields were becoming unserviceable, plane and pilots were pushed to the breaking point. New pilots were sent up before they could be taught the latest tactics and were being shot down, sometimes on their first missions. Aircraft factories were being bombed, complicating the replacement of lost aircraft.

Unacceptable losses forced the Germans to withdraw their Ju 87 squadrons, and the British pulled out the remnants of their Defiant squadrons.

Battle of Britain Campaign: September 8 - 21, 1940 On September 7, following the RAF raid on Berlin, Goering ordered that London become the priority target. This lifted the pressure from the battered RAF airfield and factories, which allowed the RAF to regroup and regain its strength.

Battle of Britain Campaign: September 22 - October 5, 1940 September 15 is considered by some experts to be the climax of the Battle of Britain. After that date, the Luftwaffe was never able to mass the numerical strength it had during the summer. The German bombers were committed more to night bombing, and the weather over the Channel was beginning to deteriorate. On September 17, the invasion plans were indefinitely postponed. Although air combat continued through October, it is generally agreed that the Battle of Britain ended in September.

Who won? England survived and still had its air force, even through the RAF was unable to stop the night bombing of its cities. Operation Sea Lion never happened. Ultimately, combat fatigue and the constantly changing objectives of the Germans cost them a victory.

Designer Notes

The Battle of Britain game was developed to give players a feel for the historic achievements and pressures felt by both the German and British forces during the action of July to October 1940. The focus is directly on the commanders and how they will make do with the forces at their disposal, forces that at times, may not be ideal for the assignment at hand. The Luftwaffe player must carefully plan, organize, and coordinate his flights, while the RAF player must husband his scattered fighter squadrons and try to inflict maximum losses on the attacking German Luftwaffe.

The Battle of Britain is actually four games in one. The three scenario games allow players that only have a limited amount of time, or are looking for a quick Battle of Britain experience, the opportunity to play through a phase of the battle as a stand-alone game. A scenario will consists of four scenario turns and with some experience will play in about 2 hours or less. After completing all four turns in a scenario, players will total the number of victory points gained and the player with the highest victory point total will win.

Making adjustments to the scenarios, Duel of Eagles (Adlerangriff) and London Burning (The Blitz) prior to these games, to simulate that the Battle of Britain is already in progress will provide players a new and different set of challenges with each play.

The virtual campaign is comprised of all three scenarios. After playing a scenario, Channel Battle (Kanalkampf), Duel of Eagles (Adlerangriff) and London Burning (The Blitz) players will total the number of victory points gained. The victory points gained in each scenario are added to the previous games victory points and the player with the highest victory point total after completing all three scenarios will win the campaign.

From a historical standpoint, the mix of aircraft types on the squadron cards represents the actual proportions of these aircraft available to the Luftwaffe and the RAF during the battle. And although historically the raids from Luftflotte 5 based in Norway were disastrous, this force in game terms can deliver useful feints and may accomplish some great feats. The mission cards reflect the mission targets that were actually bombed at some point during the Battle of Britain, while the radar line and intercept rules allow the British to detect and intercept the German flights as they approached Britain.

The air combat rules for dogfights emphasize the one-on-one duel between single squadron cards. Although it may seem strange that a player's own dice may score hits on his squadrons, this however, reflects losses due to stress, pilot fatigue, and the chance for a critical hit.

Finally, with the number of steps in a turn, and the quantity of markers to track, be very patient with your opponent, and help remind him when he may be forgetting something important!