Kryptonim: Lew Morski
Kryptonim: Lew Morski Rulebook
Table of Contents
Table of Contents
2. Components
2.0 Game Board
The board shows a fictional section of London and the land adjoining it. It depicts buildings and the more important strategic points that serve as targets of enemy attacks. Certain terrain types are marked, as are larger areas of cloud cover. Although the clouds are constantly moving, they are permanently marked on the board.
In addition, a hexagonal grid has been overlaid to organise movement and the position of aircraft. Each hex (field) is identified by its coordinates, e.g. A42, B27 means that it lies at the intersection of the vertical row numbered A42 with the diagonal row numbered B27.
The board also has a TURN TRACK, on which the current turn marker is placed. The track has 28 turns. If play lasts longer, then after turn 28 the turn marker is flipped to its reverse side and the marker reading "game turns" (+28 turns) is placed on turn space "1". At the bottom of the board is the VICTORY POINTS track. Using the "German victory points" and "British victory points" markers, the current number of victory points of each side is shown on this track, in accordance with the rules in section 8.
2.1 Counters
Before play, all counters must be carefully cut out.
Counters indicating aircraft altitude:
- for an aircraft flying low, very low
Counters indicating jammed machine guns.
Anti-aircraft gun counters.
Turn marker and victory point counters.
Counter representing an aircraft:
-
Aircraft number: an artificial numbering of the bomber units has been introduced for play, so that they can easily be found on the aircraft card.
-
Minimum speed: a value expressed in points, showing the minimum speed an aircraft must have in order to stay airborne.
-
Maximum speed: a value expressed in points, showing the potential movement of the unit. Each aircraft has a pool of movement points. It pays 1 point to enter each hex. For some bomber aircraft the maximum speed is given, in brackets, as the maximum speed of that aircraft after all its bombs have been dropped.
-
Manoeuvrability: a value expressed in points, characterising how manoeuvrable the aircraft is. It shows the minimum number of hexes the aircraft must cover before it can turn.
-
Attack strength: a value expressed in points, showing the usefulness and effectiveness of the aircraft in an attack.
-
Bomb load: a value expressed in points, showing the number of bomb loads the aircraft carries. 1 point means one ton of bombs.
2.1.1
Each aircraft has a front side and a reverse side, which differ in their values for firepower, maximum speed and manoeuvrability. At the start of the game all counters should be face-up. A counter is turned over (reverse side up) at the moment the aircraft it represents is damaged.
2.2 Aircraft Card
The game also includes an AIRCRAFT CARD, on which the tonnage of bombs carried at the start of the game by the bomber aircraft is shown as boxes. When an aircraft drops one bomb load, one box is crossed out on the aircraft card. Care must be taken to cross out the correct box, matching the correct type of unit with the correct number. It is recommended to cross out boxes in pencil, so the card can be used many times.
2.3
The remaining components are 2 counters, each 10 hexes long, representing sun discs. The difference in the shape of these counters makes it possible to place the "sun" on each edge of the map. The meaning of the "sun" and how it is placed are described in section 5.0.1.
3. Phases and Turns
The game "Kryptonim: LEW MORSKI" is played in cycles called turns (etapy), during which each side has the right or obligation to carry out a series of specified actions. The TURN TRACK placed at the side of the board and the turn marker are used to record successive turns. To keep the sequence and order of play, all actions performed in each turn are divided into 4 parts called phases. In each phase, strictly defined actions are carried out. Performing any action connected with the game outside its assigned phase is not allowed. A turn is considered finished after all actions provided for in the 6 consecutive phases have been carried out. [Translator's note: the printed text says "6 consecutive phases", but only four phases are defined in this section; the figure is reproduced as printed.] One game turn corresponds to roughly two seconds of real time.
3.0
Players are obliged to observe the set order of phases. A phase may be skipped when the actions it provides for need not, and by the players' agreement are not, carried out. Within a given phase, actions may be carried out in any order.
Phase 1 - German aircraft movement phase. During this phase all American aircraft must be moved in accordance with the movement rules. [Translator's note: the printed text under this German phase reads "American" aircraft; this appears to be a source error for "German" aircraft, and is reproduced as printed.] When flying over hexes within range of anti-aircraft guns, the player must check whether the aircraft has been hit. When flying over a chosen hex, an aircraft (carrying bombs) may drop one bomb load (only one per hex).
Phase 2 - German initiative attack phase. In this phase German aircraft may attack enemy units located in their line of fire. In this phase British aircraft may also fire, if any German aircraft is in their line of fire.
Phase 3 - British aircraft movement phase. During this phase all British aircraft must be moved in accordance with the movement rules.
Phase 2 [printed; this is the fourth phase] - British initiative attack phase. In this phase British aircraft may attack enemy units located in their line of fire. In this phase German aircraft may also fire, if any British aircraft is in their line of fire. [Translator's note: the source numbers this phase "2" a second time; it is the fourth phase of the turn, as section 3.1 confirms.]
3.1
Because phases 1 and 2 are identical in structure to phases 3 and 4, for simplicity in the rest of these rules phases 1 and 3 are called movement phases, and phases 2 and 4 are called combat phases.
4. Movement Rules
During movement phases players must move all of their aircraft. The order in which aircraft are moved is free. Units must move through consecutive hexes in a continuous motion. Jumping is not allowed. At the start of each movement phase, all aircraft have strictly defined movement point allowances. Upon entering each successive hex, an aircraft loses 1 point, and it may move until its allowance is used up.
Maximum speed - sets the movement point allowance. Minimum speed - sets the minimum number of movement points that must be used in this phase (so that the aircraft stays airborne).
4.0 Detailed Rules
In the game the direction and facing of a moving aircraft is important. For this reason players should place counters so that it is always known which way each aircraft is facing.
An aircraft may make only one turn of 60 degrees during one turn. Other ways of turning are forbidden. The place where an aircraft may make its turn is determined by its MANOEUVRABILITY. Manoeuvrability = 0 means that the aircraft, already on the hex from which it starts its move, may turn 60 degrees and then move forward a number of hexes within the range of its minimum and maximum speed. An aircraft with manoeuvrability = 0 may make such a turn on any other hex as well, e.g. first move 3 hexes forward, then turn, and continue moving the rest of its movement points (if the player so wishes).
After making a turn, the aircraft must move at least 1 hex. Manoeuvrability = 1 means that at the start of the movement phase the aircraft must move one hex forward. Only then may it choose whether to turn or to continue straight. Similarly, an aircraft with manoeuvrability = 2 must move two hexes forward and only then has the choice between turning and keeping its present heading. It should be remembered, however, that an aircraft may turn only once, and after that must move at least 1 hex.
The He-111 with manoeuvrability 2 moved 2 hexes forward, then made a turn to the right and moved a further 2 hexes straight ahead, ending the movement phase on hex x. [Translator's note: the example's diagram is not reproduced.]
4.1 Supplementary Rules
4.1.1
An aircraft may not enter a hex occupied by another aircraft, unless that aircraft is at a different altitude - see 4.2 Altitudes of Flight.
4.1.2
An aircraft may not use, in a given turn, more movement points than its maximum speed.
4.1.3
An aircraft need not use up its entire movement point allowance in a given turn.
4.1.4
Movement points not used in one turn may not be used in the next.
4.1.5
Movement points may not be transferred from one unit to another (from aircraft to aircraft).
4.1.6
Once the hand is lifted from a moved aircraft, its movement is considered finished; re-adjusting its position may take place only with the opponent's consent.
4.1.7
Because aircraft move through the air, the type of terrain on the surface, e.g. buildings, trees etc., has no effect at all on aircraft movement.
4.2 Altitudes of Flight
4.2.1
The game has three different altitudes at which aircraft may fly: high, low, very low. At the start of the game all aircraft are at high altitude. During the movement phase a player may change the flight altitude of their aircraft.
4.2.2
If an aircraft changes altitude from a higher one to a lower one, then 1 is added to its maximum speed movement allowance. This increased allowance applies only in that turn.
4.2.3
An aircraft may not drop two altitude levels, i.e. it may not move from high altitude to very low altitude.
4.2.4
If an aircraft climbs to a higher altitude, then 1 is subtracted from its maximum speed movement allowance. This reduced allowance applies only in that turn. If the allowance reduced in this way is less than the minimum speed, this means that the aircraft cannot climb and must remain at its current altitude. An aircraft may not climb two altitude levels. It may not climb from very low altitude to high altitude.
4.2.5
Thanks to the three flight levels, up to three aircraft may be located on one hex, but each at a different altitude. Each aircraft must have a counter placed on it showing the altitude at which it is flying. Only aircraft at the highest altitude are without a counter.
4.2.6
It may happen that an aircraft must enter a hex occupied by another aircraft at the same altitude. This happens only when the minimum speed and manoeuvrability force it to. In such a situation the aircraft must change altitude - climb higher (if its movement points allow it) or drop to a lower altitude. If this is also not possible, e.g. all altitudes are occupied by other aircraft, then a die is rolled. A roll of 6 means a collision occurs - both aircraft are destroyed and removed from the board. A roll of 1-5 means that both aircraft are at the same altitude and no collision takes place.
4.3 Leaving the Board
4.3.1
It may happen that an aircraft is forced to leave the board (or does so at the player's choice). In such a case the aircraft counter is removed and placed on the turn track, on the space marked with a number 5 higher than the current turn. When the turn marker reaches the same space as the aircraft counter, the aircraft is placed, in the movement phase, on any edge hex within a radius of 5 hexes from the hex from which it left the board.
4.3.2
For each German aircraft that has left the board in a manner not in accordance with the rules in 8.2, a die is rolled to check whether it has been shot down by British forces. A roll of 1 means the aircraft has been shot down and does not return to the game. A roll of 2 means the aircraft is damaged and returns to the board, but reverse side up. If it was already damaged earlier, a roll of 2 is treated in the same way as a roll of 1. A roll of 3-6 means the aircraft returns to the board in the state in which it left it. [Translator's note: the cross-reference "8.2" is reproduced as printed; the rules for leaving the southern edge are in 8.1.]
5. Combat
Each aircraft has a defined attack strength. It reflects not only the number of machine guns and cannons on board, but also the aircraft's effectiveness in combat, that is its agility, size, speed and the training of its pilot. In "Kryptonim: LEW MORSKI" attack strength determines the probability of hitting an enemy aircraft.
5.0.1
Attack strength may be modified. In the first turn the players set up the sun disc. Cut out the elongated strip 10 hexes long and place it in the middle of one of the board edges. Which edge this is may be decided at random (die roll: 1, 2-east, 3, 4-south, 5, 6-west), or the players may agree and place the "sun" wherever they wish. If the extension of a line of fire (see 5.1) crosses the sun disc, then 1 is subtracted from the attack strength of that aircraft (it is firing into the sun).
5.0.2
Clouds are of greater importance, because they reduce the probability of a hit. If an attacker fires at a unit located in a cloud (i.e. a hex with a cloud), it subtracts 2 from its attack strength; if the attacked unit is on the edge of a cloud (a hex which contains a cloud and another terrain type), it subtracts 1. If the attacker fires from within a cloud, it subtracts 2; if it is located on the edge of a cloud, it subtracts 1. [Translator's note: the printed text of this rule is worded in a confusing way, and this translation follows its evident meaning. Compare the modifier table in section 10.]
5.0.3
If an aircraft fires into a cloud, the effect of the sun is not taken into account.
5.0.4
All clouds on the board are at high altitude. If an aircraft occupies a hex with a cloud but is flying at a different altitude, that hex is treated as a hex without a cloud (with no effect on combat at all).
5.0.5
An aircraft located in a cloud has its line of fire reduced to one hex.
5.0.6
Command aircraft always have their firepower increased by 1, regardless of the type of unit. This modification has been taken into account and printed on the counters of command aircraft.
5.0.7
A modified attack strength may not be negative. If after all modifications the attack strength is less than 0, it is taken to be 0.
5.0.8
A shorter summary of the attack strength modifications is given in the table at the end of the rules.
5.1 Line of Fire
Each aircraft has its own line of fire, i.e. the hexes under its fire. If an aircraft finds itself on one of these hexes (in its line of fire), it may be fired on in the combat phase. The line of fire extends 5 hexes in front of the aircraft.
5.2
In its own combat phase an aircraft may fire on each other aircraft located in its line of fire, provided only that both aircraft are at the same altitude - this is the condition for a fight to take place. To determine whether the fire was effective, use the COMBAT TABLE at the end of the rules.
In the table find the column corresponding to the distance between attacker and attacked. Then find the row corresponding to the modified attack strength. At the intersection of that column and row is a range of numbers, e.g. 7-11. The player now rolls two dice and adds the results. If the total falls within the range in the table (i.e. 7-11), the fire was effective and the attacked object is damaged - its counter is turned reverse side up.
If the fired-on aircraft was already damaged, a further hit causes its final removal - it is taken off the board.
Rolling any other number means the attack was ineffective.
5.3 Supplementary Rules
5.3.1
A given unit may fire on only one aircraft in one turn.
5.3.2
If more than one aircraft is in the line of fire, only the one closest to the attacker may be fired on. Firing through aircraft (both one's own and the enemy's) is not allowed.
5.3.3
If more than one aircraft is in the line of fire, only the one closest to the attacker may be fired on. Firing through aircraft (both one's own and the enemy's) is not allowed. [Translator's note: sections 5.3.2 and 5.3.3 are identical in the printed text and are both reproduced.]
5.3.4
If, when checking the effectiveness of fire, a player rolls a total of 2 or 12, this means that the machine guns of the firing aircraft have jammed. From then on the aircraft may not fire (it has no combat phase). A jammed-machine-gun counter is placed on the counter of this aircraft. In each turn, during its own combat phase, an attempt may be made to unjam the machine guns. The player then rolls one die. If the result is 6, the attempt succeeds and, starting from the next turn, the aircraft behaves normally. A player may make only one attempt to unjam the guns per turn.
5.3.5
Each aircraft may be the target of attack by any number of units in one turn.
5.3.6
Attacking is not compulsory. An aircraft need not fire, even though an enemy is in its line of fire.
5.3.7
If one aircraft is attacked by several enemy machines, these attacks are resolved one after another, and their results are applied to the game immediately (before the next shot is taken).
5.3.8
The attacking player (in its own combat phase) resolves all attacks in any order it chooses.
5.4 Crossing Lines of Fire
If during its own movement phase aircraft A (see fig. 6) ends its movement in the line of fire of an enemy, then in its own combat phase, before any attack of its own, it must check whether it has been hit by the enemy machine B. The enemy aircraft B makes its attack (even though it is not its combat phase!). Only after the effects of this fire are applied may aircraft A make its own attack. This situation is shown in fig. 7. [Translator's note: figures 6-8 are not reproduced.]
When the lines of fire of both aircraft coincide, the aircraft fire at each other simultaneously. The players commanding them may roll their dice in turn, but any losses are treated as simultaneous, e.g. if according to fig. 8 aircraft A shot down aircraft B and aircraft B shot down aircraft A, then both aircraft would crash to the ground and both counters would be removed from the board.
6. Anti-Aircraft Guns
At the start of the game the British player takes the anti-aircraft gun counters (their number is set by the scenario) and places them on the board in any way they choose, while observing the rules below.
6.0.1
Only one land-based anti-aircraft gun may be placed on one land hex.
6.0.2
An anti-aircraft gun may not be placed on a hex containing a river or clouds.
6.0.3
Once placed, a gun may not be moved (shifted to another hex) until the end of the game.
6.1 Anti-Aircraft Gun Fire
In the Battle of Britain ground defence organisation had considerable importance, but the effectiveness of the anti-aircraft guns of the time left much to be desired. This is also reflected in the game.
The British player may attempt to shoot down an enemy aircraft if, during the combat phase of the "British", it is located on a hex adjacent to the hex occupied by an anti-aircraft gun, or directly beneath the gun (on the same hex). In the "anti-aircraft gun fire" table the player finds the column corresponding to the distance from the gun to the target and the row corresponding to the altitude at which the aircraft is flying. At the intersection of the column and row is a number (or a range of numbers). The owner of the gun now rolls a die and compares the result with the range in the table. If the number rolled falls within the range, this means the aircraft has been hit (damaged) and it must immediately be turned reverse side up, or (if it was already damaged) removed from the board.
If the rolled number does not fall within the range in the table, the fire was ineffective.
6.2 Supplementary Rules
6.2.1
One anti-aircraft gun may make only one shot per turn.
6.2.2
Each aircraft may, in one turn, be attacked by several anti-aircraft guns.
6.2.3
If more than one gun (more than one) fires on one aircraft, these shots are resolved separately, in any order.
6.2.4
Firing from guns is not compulsory. A player need not attack an aircraft, even though it is within the required distance.
6.2.5
If the target aircraft is in clouds or against the sun, the gun's fire is automatically ineffective, without rolling a die.
6.2.6
An anti-aircraft gun may be destroyed as a result of bombing the hex it occupies. A destroyed gun is removed from the board and does not return to the game.
7. Bombing
Some German aircraft carry a bomb load. In each of the scenarios the main task of Germany is to bomb selected strategic targets in London. German bombers must reach the designated targets and drop bombs on them. This may be done only by meeting the conditions in 7.0 - 7.0.5.
7.0 Dropping Bombs
Each bomber has a bomb load capacity shown on its counter. For simplicity it is assumed that 1 ton of bombs is 1 bomb load. Thus, for example, a Ju-88 with a bomb load of 3 has 3 bomb loads. Each bomb load is shown on the aircraft card. When an aircraft drops one bomb load, 1 box next to the name and number of that aircraft must be crossed out on the aircraft card. If all boxes are crossed out, this means that the bomber has already dropped all its bombs.
7.0.1
An aircraft may drop its bombs wherever the player commanding it wishes. However, [translator's note: the printed sentence is garbled; this follows its evident meaning] the German player receives victory points only for bomb drops on hexes containing strategic objectives.
7.0.2
To drop bombs an aircraft must, in this turn, end its movement on that hex or fly over the hex it wants to bomb.
7.0.3
Bombing takes place in the attack phase. An aircraft may bomb any hex it has flown over in this turn.
7.0.4
During one turn an aircraft may bomb a given hex only once. If it wishes to bomb the same hex again, it must turn back and only then may it drop the next bomb load.
7.0.5
During one turn a bomber may bomb as many hexes as its bomb load allows, observing the rule in 7.0.4.
7.0.6
If a bomb load falls on a hex on which a land-based anti-aircraft gun is located, a die is rolled. A roll of 4, 5 or 6 means that the gun has been destroyed and it is immediately removed from the board.
7.0.7
On every strategic object on which at least one bomb load has fallen, a counter marking the bombed area is placed.
7.0.8
Each hex may be bombed any number of times.
7.0.9
If an aircraft is shot down before dropping its bombs, the bombs it carries are lost together with the aircraft.
7.0.10
For obvious reasons, a bomb load once dropped may not be used again by either side.
8. Victory Conditions
During play both players will collect so-called victory points (VP), i.e. points for good strategic moves, or for weakening the enemy, e.g. by shooting down an aircraft. Section 9 gives, for each scenario, the number of VP each side must obtain in order to win, e.g. Germany: 35 VP, Great Britain: 20 VP. The aim of the game is, of course, to gain as many victory points as possible. The conditions for awarding them are given below.
Table 1: Victory points
| Side | Points | Task |
|---|---|---|
| G | +3 | For dropping one bomb load on a hex with a strategic object. These points are awarded only if the bombs are dropped on a target named in the scenario being played. |
| G | +2 | For shooting down a British fighter |
| G | -2 | For each lost bomber (He-111, Ju-88) |
| G | -1 | For each lost fighter (Me-109, Me-110) |
| B | +2 | For shooting down a German fighter (Me-109, Me-110) |
| B | +4 | For shooting down a German bomber (He-111, Ju-88) |
| B | -1 | For each lost fighter |
[Translator's note: "N" in the source (Niemcy, Germany) is shown as "G", and "B" (Brytania, Britain) is shown as "B", for English readers.]
8.0
On the edge of the game board there is a victory point track. Here the players record the current number of VP. At the start of the game the German and British VP markers are placed on space 0. When the German player gains, for example, +2 VP, the VP marker is placed on space 2. When it gains a further 3 VP, the marker is placed on space 5, and so on. When a player loses VP, these are subtracted immediately. If the victory points reach a negative value, the VP marker is turned reverse side up (negative victory points) and the negative VP are counted on the VP track. When the total of VP reaches 0, the VP marker is turned face up again and from then on positive points are counted. In an analogous way the British player calculates its current number of victory points. The VP account is kept until the end of the game.
8.1
The game ends at the moment when only units (aircraft, ships, anti-aircraft guns) of one player remain on the board. This does not necessarily mean that the other player's units have been destroyed. At any moment in the game each German aircraft may leave the board through the southern edge of the map. After such a departure the player may declare that the aircraft will not return to the game. From then on that unit does not return to the board for the rest of the game, but this aircraft has not been destroyed.
8.2
Which player has won is decided at the end of the game. Then the players compare the victory points they have gained with the number of points required in the given scenario. The player who has gained the minimum required number of VP wins (this is a full victory). If neither player has reached the required number of points, the player who was closer to victory wins (this is a minimal victory).
For example: to win scenario 2, the British must gain 23 VP and the Germans need 35 VP. At the end of the game it turns out that the British have gained 19 VP and the Germans 27 VP. The British player is the winner, because it lacked only 4 VP, while the Germans lacked 8 VP.
If both players lacked the same number of points, the player who obtained the greater percentage of the required VP wins. E.g. if in the example above the Germans had obtained 31 VP, they would have been the winners.
9. Scenarios
At the start the players must decide which scenario they will play. It may be one of the scenarios given in this section, or any variant prepared by the players themselves (for beginners the ready-made scenarios are recommended). Each variant contains the information needed for play, e.g. the number and types of aircraft, reinforcements and the aims of the game. The minimum number of victory points each player must obtain in order to win fully is also given. The scenarios are arranged in a non-random order. The first variants involve fewer aircraft and are easier to manoeuvre. These are the scenarios recommended for beginners. In some scenarios the "British" or the "German" side receives reinforcements. Additional aircraft are to be introduced onto the board according to the scenario at the turn stated, in the movement phase.
9.0
Once a scenario has been chosen it may not be changed during the game.
9.1
Players should not on their own initiative change the number of VP needed for victory, as this could create imbalances and change the chances of victory for one of the sides.
9.2
Some variants award additional VP for bombing all of the strategic objects listed in the given scenario. These points are obtained by the "German" player ONLY if it bombs ALL of the objects (and not just some of them). This does not, however, limit the points awarded for dropping bombs (2 per bomb load). [Translator's note: the printed "2 per bomb load" differs from the +3 per bomb load in Table 1 (section 8); both figures are reproduced as printed.]
9.3
Each scenario includes so-called start hexes, i.e. the hexes on which, before the game, the players place their aircraft and ships, from which they begin movement in turn 1. E.g. the Germans within a radius of 5 hexes of hex A46, B46.
Scenario 1 (Wariant 1)
British forces:
- 3 Spitfire fighters (including 1 commander)
Start hexes: within 1 hex of (A10, B08) Minimum VP to win: 15
German forces:
- 2 Me-110 fighters
- 4 He-111 bombers
Targets to bomb: (A06, B19), (A16, B24) Start hexes: within 2 hexes of (A40, B35) Minimum VP to win: 10
Scenario 2 (Wariant 2)
British forces:
- 2 Hurricane fighters
- 3 Spitfire fighters
Start hexes: within 3 hexes of (A03, B08) Minimum VP to win: 23
German forces:
- 3 Me-109 fighters
- 3 Me-110 fighters
- 4 He-111 bombers
- 4 Ju-88 bombers
Targets to bomb: (A12, B09), (A11, B13), (A04, B24), (A10, B31) For bombing 4 targets: +3 VP Start hexes: within 4 hexes of (A39, B44) Minimum VP to win: 35
Scenario 3 (Wariant 3)
British forces:
- 7 Spitfire fighters (including 1 commander)
- 12 anti-aircraft guns
Start hexes: within 3 hexes of (A08, B17) Minimum VP to win: 8
German forces:
- 5 Me-110 fighters (including 1 commander)
Targets to bomb: (A04, B24), (A03, B13) For bombing 2 targets: +20 VP Start hexes: within 4 hexes of (A39, B44) Minimum VP to win: 20
Scenario 4 (Wariant 4)
British forces:
- 3 Hurricane fighters (including 1 commander) @ 1 hex (A01, B22)
- In turn 3: 2 Spitfire fighters @ (A01, B09), (A01, B10)
- In turn 5: 2 Spitfire fighters @ (A06, B30), (A07, B31)
- In turn 7: 2 Spitfire fighters @ (A01, B01), (A01, B02)
- In turn 15: 3 Hurricane fighters (including 1 commander) @ (A26, B13), (A27, B14), (A28, B14)
- 24 anti-aircraft guns
Minimum VP to win: 33
German forces:
- 7 Me-109 fighters (including 1 commander)
- 12 He-111 bombers
Targets to bomb: (A03, B04), (A04, B04), (A12, B09), (A16, B24), (A18, B32) For bombing 5 targets: +5 VP Start hexes: within 3 hexes of (A39, B28) Minimum VP to win: 33
[Translator's note: "@" is printed in the source before entry or start positions and is reproduced as printed.]
Scenario 5 (Wariant 5)
British forces:
- 7 Spitfire fighters (including 1 commander) @ 3 hexes (A01, B21)
- In turn 10: 3 Hurricane fighters (including 1 commander) @ (A42, B48), (A42, B47), (A41, B21)
- 26 anti-aircraft guns
Minimum VP to win: 55
German forces:
- 3 Me-109 fighters @ 3 hexes (A41, B46)
- 8 Ju-88 bombers @ 3 hexes (A41, B46)
- 6 Me-110 fighters (including 1 commander) @ 3 hexes (A41, B25)
- 8 He-111 bombers @ 3 hexes (A41, B25)
Targets to bomb: all strategic points For bombing 12 targets: +5 VP Minimum VP to win: 65
10. Tables
Table 2: Combat table (distance from attacker to attacked across the top, modified attack strength down the side; the entry is the 2-dice total needed to hit)
| Attack strength | 1 | 2 | 3 | 4 | 5 |
|---|---|---|---|---|---|
| 1 | 9 - 11 | 10 - 11 | 11 | - | - |
| 2 | 8 - 11 | 9 - 11 | 10 - 11 | 11 | - |
| 3 | 7 - 11 | 8 - 11 | 9 - 11 | 10 - 11 | 11 |
| 4 | 6 - 11 | 7 - 11 | 8 - 11 | 9 - 11 | 10 - 11 |
| 5 |
Distance of attacker from attacked (columns) 1 to 5.
Attack strength modifiers
- Against the sun: -1
- Firing at a target:
- in a cloud: -1 (edge) / -2 (fully within the cloud)
- from a cloud: -2 (edge) / -3 (fully within the cloud)
The modifiers above are added together and then subtracted from the attack strength. A roll of 2 or 12 jams the machine gun.
Table 3: Victory points
| Side | Points | Task |
|---|---|---|
| G | +3 | 1 bomb load on a hex with a strategic object. |
| G | -2 | For each lost bomber (He-111, Ju-88) |
| B/G | +2 | For shooting down a fighter |
| B/G | -1 | For each lost fighter |
| B | +4 | For shooting down a German bomber (He-111, Ju-88) |
Table 4: Anti-aircraft gun fire table (distance from the gun across the top, altitude down the side; the entry is the die result needed to hit)
| Altitude \ Distance | 0 | 1 |
|---|---|---|
| High (W) | 6 | - |
| Low (N) | 5-6 | 6 |
| Very low (BN) | 4-6 | 5-6 |
Table 5: Aircraft characteristics
| Name | Max speed | Min speed | Attack strength | Manoeuvrability | Bomb load |
|---|---|---|---|---|---|
| Hawker Hurricane MK I | 5 | 2 | 4 | 0 | - |
| Supermarine Spitfire MK I | 6 | 2 | 4 | 0 | - |
| Me 109 E | 6 | 2 | 4 | 0 | - |
| Me 110 C | 5 | 3 | 4 | 1 | 1 |
| He 111 H-3 |
[Translator's note: the abbreviations W, N and BN in Table 4 are the source's altitude codes (high, low, very low); the source gives them as printed.]
11. Bomber Aircraft Card
This is the blank aircraft card for recording bomb loads. Its columns are: serial number (Lp.), type and name, counter number and bombs. Each of the 26 numbered rows carries three empty boxes for bomb loads, to be crossed out as bombs are dropped (see 2.2 and 7.0).
| Lp. | Type and name | Counter no. | Bombs |
|---|---|---|---|
| 1 to 26 | (blank) | (blank) | ○ ○ ○ |
Table 6: Bomber aircraft card