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Nightfighter Ace: Air Defense Over Germany, 1943-44 thumbnail

Nightfighter Ace: Air Defense Over Germany, 1943-44

Nightfighter Ace: Air Defense Over Germany, 1943-44 Rulebook

Table of Contents

Table of Contents

  • 1.0 Introduction
  • 2.0 Game Equipment
    • 2.1 Game Inventory
    • 2.2 Aircraft Display Mat
    • 2.3 Operations Map
    • 2.4 Pilot and Crew Status Mat [A2]
    • 2.5 Bomber Target Mat [B10]
    • 2.6 Combat Card Deck
    • 2.7 Ace Pilot Deck
    • 2.8 The Playing Pieces
      • 2.8.1 Game Markers
  • 3.0 Game Set-up
    • 3.1 Base and Aircraft Selection
    • 3.2 Prepare Sortie Log Sheet
    • 3.3 Aircraft Display Mat Set-up
    • 3.4 Pilot and Crew Status [A2] Mat
    • 3.5 Combat Card Deck
  • 4.0 How to Win the Game
    • 4.1 Ending the Game
    • 4.2 Determining Victory
  • 5.0 Sequence of Play
    • 5.1 Game Play Outline
  • 6.0 Conducting Sorties
    • 6.1 Sortie Preparation
    • 6.2 Conduct Sortie
    • 6.3 Return to Base
    • 6.4 Completing the Sortie
  • 7.0 Interception and Combat
    • 7.1 Interception
    • 7.2 Bomber Combat
    • 7.3 British Nightfighter Combat
    • 7.4 Post-Combat
  • 8.0 Landing Procedure
    • 8.1 Normal Landing
    • 8.2 Forced Down
  • 9.0 Crew Injury
    • 9.1 Injury Types
    • 9.2 Injury Effects and Duration
  • 10.0 Debriefing
    • 10.1 Crew Skills
    • 10.2 Awards and Prestige Events
    • 10.3 Promotions
    • 10.4 Prestige Level and Prestige Points
    • 10.5 Reassignment to a Newer Aircraft
  • 11.0 Optional Rules
    • 11.1 Multi-Player
    • 11.2 Ace Pilot Cards
    • 11.3 Pilot Fatigue
    • 11.4 Extremely Optional Rule: The Assassination of Adolph Hitler

1.0 Introduction

Online support is available for this game.

Visit us on the Web: http://www.compassgames.com (tip: navigate to the Rules and Downloads area for the game)

By email: [email protected]

We also recommend you visit the official game discussion topic on ConsimWorld to share your play experience with others. You will find the Nightfighter Ace game topic by visiting http://talk.consimworld.com and navigating to Era: World War II, Western Front, Nightfighter Ace individual game discussion area. You can also find us on BoardGameGeek.

2.0 Game Equipment

2.1 Game Inventory

Your copy of Nightfighter Ace includes:

  • One countersheet of 221 9/16" die-cut counters
  • Sixteen Aircraft Display Mats
  • Three Player Aid Cards
  • One Bomber Target Mat
  • One Pilot and Crew Status Display Mat
  • One Operations Display Mat
  • Forty Ace Pilot Cards
  • Sixty Combat Cards
  • This Rulebook
  • One Logsheet
  • Two 6-sided and one 10-sided die
  • Box and Lid

If any of these parts are missing or damaged, please contact Compass Games by e-mail at [email protected].

2.2 Aircraft Display Mat

The 16 Aircraft Display Mats provided correspond to each of the 32 German aircraft type available. This mat helps track the status of your crew and systems, including available armaments at your disposal and electronics, and the wound status of the crewmen. Each Mat also has Sortie Tracks containing individual Travel Boxes to track the progress of your sortie. Select the appropriate Display Mat corresponding to the aircraft type you have selected for play (3.1). This mat is the centerpiece when conducting game play and carrying out sortie assignments. The use of this mat is explained in the appropriate rules section.

2.3 Operations Map

This map is used to record the phase of the moon and the current weather, as well as give you an overall picture of the target areas.

2.4 Pilot and Crew Status Mat [A2]

This Mat is used to track the status of your pilot and crew with regards to awards, medals, and skills.

2.5 Bomber Target Mat [B10]

Used to record the status of bombers you are attacking.

2.6 Combat Card Deck

There are 60 cards in the deck. The deck is used for offensive fire, who shoots first in combat, defensive fire, etc. The top section (Firepower/Hits) denotes any damage done to the target based on the adjusted Firepower value of the nightfighter. The Contact section is referenced for the first fire round of each Pass. The bottom Defensive Fire section indicates how many hits the bomber applies to the nightfighter. Note the backside of these cards are labeled "Combat" and include a red background around the card border to help distinguish it from the optional Ace Pilot cards below.

2.7 Ace Pilot Deck

There are 40 nightfighter pilots in this deck, used for players who wish to recreate an historical pilot during the time frame of the game. Their use is optional. Note the backside of these cards are labeled "Ace Pilot" to help distinguish them from the Combat cards.

2.8 The Playing Pieces

There are 221 playing pieces in one die-cut sheet included with Nightfighter Ace. These playing pieces are referred to as markers and are placed on either the Aircraft Display Mat to track the status of your aircraft and crew, or on the map to determine your aircraft's location. Markers are provided for individual aircraft, bases, formations, ammo rounds, random events, and the status of crew and systems.

2.8.1 Game Markers

Aircraft. Yellow stripe = available At Start. There are markers for each German aircraft you may fly, as well as for enemy aircraft you may encounter. Friendly aircraft markers are placed on your Aircraft Mat Display. Enemy aircraft markers are used on the Bomber Target Mat [B10]. Note that aircraft markers with a yellow band through their name are available At Start.

Base Zone. These markers indicate what zone the aircraft is currently based at, for fuel consumption purposes. These markers are used on your Aircraft Display Mat.

Historical Unit. These markers indicate what unit an aircraft is currently assigned to. They are included mainly for historical interest. These markers are used on your Aircraft Display Mat.

Airfield. These markers indicate the current airfield an aircraft is operating from. These markers are used on your Aircraft Display Mat.

Note: All Base Zone, Historical Unit, and Airfield markers are color-coded by their shared location.

Officer Rank. There are five Officer Ranks in the game. A marker is provided for each of the Officer Ranks achievable during play (the final Officer Rank of Oberstleutnant is only possible after play ends so no marker is needed). These markers are used on your Pilot and Crew Status Mat [A2].

Point Tracking for Pilot and Crew Status. These Point markers are used to help track Experience Points, Prestige Points, and Prestige Level on your Pilot and Crew Status Mat [A2].

NCO Rank. There are four NCO ranks in the game, each with its own marker. This marker is placed on your Pilot and Crew Status Mat [A2].

Note: The NCO Rank of "Unterfeldwebel" (not pictured above) is provided as a bonus marker; it is not used during play. We thought players may wish to have the marker in case they decide to incorporate it as a house rule.

Medals and Awards. There are several medals and awards available, including the Wound Badge, the Iron Cross, the Operational Flight Clasp, the German Cross in Gold, and the Knight's Cross. The name for each Medal and Award is listed on the back side of the marker for identification purposes. These markers are used on the Pilot and Crew Status Mat [A2]

Crew Skills. Crew members can gain skills as they gain experience. These markers are used on your Pilot and Crew Status Mat [A2]

Random Event. As Random Events (6.1.6) occur, most are resolved immediately. Some have lasting effects, and others may be resolved later. These markers help you remember any such effects, and are used on your Aircraft Display Mat.

Ammunition. You must track your ammunition fired during combat. These markers are used on your Aircraft Display Mat.

Damage. As you take damage from enemy aircraft, use these markers to record it on your Aircraft Display Mat. These markers are used on your Aircraft Display Mat and the Bomber Target Mat [B10].

Crew Status. During combat, your crewmen may become wounded or even killed. Use these markers on your Aircraft Display Mat to record their status.

Sortie/Combat Status. These markers record the status of your sortie during flight (Moon Status, Current Weather, Raid Target) or during combat (Range, Bomber Stream) and are used on your Aircraft Display Mat and the Operations Map.

3.0 Game Set-up

Game set-up consists of selecting your base and aircraft type, preparing your log sheet, and placing the corresponding Aircraft Display Mat in front of you for initial marker placement prior to conducting your first patrol. You should also have the various charts and tables nearby, as they will be referred to frequently.

3.1 Base and Aircraft Selection

3.1.1 In order to streamline play, all nightfighter bases are clustered into geographical zones. They are included by name for historical purposes, however, for game purposes, any base in the same group is considered identical. These Base Zones allow for the proper amount of endurance to be burned off when intercepting incoming raids, as shown on the Aircraft Play Charts. The unit assignments are also included for historical purposes, but have no impact on game play, other than I/NJG 1, which is the only unit that flies the He219 nightfighter.

3.1.2 The Base Zones are:

ZoneBases
DUTCHMelsbroek, Schiphol, Deelen, St. Trond, Twenthe, Leeuwarden, Venlo, Gilze-Rijen (Although closest to the action, they suffer from Intruder attacks starting in April 1944.)
BREMENVechta, Schleswig-Holstein, Stade, Grove
FRENCHFlorennes, Dijon, Juvincourt
BERLINStendal, Parchim, Werneuchen
MUNICHSchleissheim, Neubiberg
MÜNSTERMünster
FRANKFURTMainz, Rhein-Main

3.1.3 Base Assignment. At the start of the game, players begin by either rolling randomly for a starting base and choosing one of the aircraft listed as flying there, or by choosing a desired starting location and plane. Roll 1d20 on the chart below.

RollUnitBaseAircraft AvailableStarting Base Zone
1I/NJG 3VechtaBf110F-4, Do215 B-5Bremen
2II/NJG 3Schleswig-HolsteinBf110F-4, Do215 B-5Bremen
3III/NJG 3StadeBf110F-4Bremen
4IV/NJG 3GroveJu88R-1Bremen
5I/NJG 4FlorennesBf110F-4, Do215 B-5French
6II/NJG 4DijonBf110F-4, Do215 B-5French
7III/NJG 4JuvincourtBf110F-4French
8I/NJG 5StendalBf110F-4Berlin
9II/NJG 5ParchimBf110F-4Berlin
10III/NJG 5WerneuchenBf110F-4aBerlin
11II/NJG 2MelsbroekJu88R-1Dutch
12III/NJG 2SchipholBf110F-4Dutch
13I/NJG 6NeubibergJu88R-1, Bf110F-4Munich
14II/NJG 1St. TrondJu88R-1, Bf110F-4, Do215 B-5Dutch
15III/NJG 1TwentheJu88R-1, Bf110F-4Dutch
16IV/NJG 1LeeuwardenJu88R-1Dutch
17I/NJG 101SchleissheimJu88R-1, Bf110F-4, Do215 B-5Munich
18II/NJG 6NeubibergBf110F-4Munich
19I/NJG 2Gilze-RijenJu88R-1Dutch
20I/NJG 1Venlo

*Not available to starting players. It takes a minimum Prestige Level of 7 to fly the He219 series of aircraft. Players may disregard this restriction if desired, but it is not recommended.

3.1.4 Additional Bases. The following bases may be transferred to, at a cost of 2 Prestige Points, after the start of the game:

UnitBaseAircraft AvailableStarting Base Zone
I/NJG 7MunsterAnyMunster
IV/NJG 2MainzAnyFrankfurt
IV/NJG 4Rhein-MainAnyFrankfurt

3.2 Prepare Sortie Log Sheet

3.2.1 Prepare a narrative of your flying career by recording the following information into the header of your Sortie Log Sheet.

Type: this is the aircraft type you selected

Pilot: the name of your pilot

3.2.2 The Sortie Log Sheet is used to capture information about each sortie, including which targets have been damaged or shot down, in helping determine your victory level (4.2).

3.3 Aircraft Display Mat Set-up

3.3.1 Place in front of you the Aircraft Display Mat that corresponds to the aircraft type selected. You will be referencing this display continuously while conducting sorties to record the status of your aircraft and crew.

3.3.2 Initially place the following markers on your Aircraft Display Mat.

  • Place your aircraft marker in the Hanger Box.
  • Place your current Zone, Base, and Unit markers in the boxes at the top.
  • Place Ammo markers on the appropriate Ammo Boxes ("x3" means 3 markers, for example). Some boxes are marked with the infinity symbol (∞); for game purposes, you cannot run out of Ammo for these weapons.

3.4 Pilot and Crew Status [A2] Mat

Place nearby the Pilot and Crew Status [A2] Mat. This is where you will record your rank, promotions, awards, and medals, as well as skills purchased for yourself and your crew. Place either the Unteroffizier (if starting as an NCO pilot) or Oberleutnant (if starting as an officer pilot) marker in the Rank Box. Note that some historical pilots begin as Leutnant, not Oberleutnant.

3.5 Combat Card Deck

Shuffle the Combat Card deck at the beginning of the game and then every other month (third, fifth, etc.) or as needed.

4.0 How to Win the Game

General Rule. A full game consists of completing numerous sorties up to and through July 1944. The game may end early if your pilot is killed in action.

While the results of each sortie may result in promotion and the gaining of prestige (in the form of Prestige Points), the overall victory level is determined at the end of play based on total number of bombers shot down.

4.1 Ending the Game

4.1.1 The game ends upon completion of the final sortie in July 1944. No sorties are conducted after the last entry of the Sortie Log in July 1944.

4.1.2 If it is determined after calculating repairs or recovery time that your next sortie would commence after July 1944, the game immediately ends.

4.1.3 The game immediately ends, regardless of date, should you as pilot be killed in action.

4.1.4 Once the game has ended, you can determine victory.

4.2 Determining Victory

4.2.1 Consult your Sortie Log at the end of play and add up the number of enemy bombers shot down during your career.

4.2.2 Based on the total number of bombers shot down, your victory level and performance as a nightfighter pilot can be determined below.

DEFEAT 0-4 Bombers shot down

You are a disgrace to the Luftwaffe, your family, and yourself. After the war you return to the bombed-out city that was once your home, and wish you'd done better.

DRAW 5-10 bombers shot down

You have fulfilled your obligations to the nation and you are an ace. Book and movie offers after the war are probably not in the cards, however.

MARGINAL VICTORY 11-30 bombers shot down

You have enjoyed success as a nightfighter pilot. You are one of the aces currently assigned to the Nachtjagd. Your crew respects your abilities, and Headquarters assigns you to training in late 1944.

SUBSTANTIAL VICTORY: 31-60 bombers shot down

You are one of the Nachtjagd's top aces, and have gained the respect of your peers. You are often mentioned in the nation's papers and are offered command of an Air Division in late 1944.

DECISIVE VICTORY 61+ bombers shot down

You are the scourge of the skies and the pride of the entire Luftwaffe. Your legendary exploits place you at the top of the Nachtjagd elite and are mentioned prominently in propaganda efforts. Your peers are amazed at your steel nerves and flying skill. You retire peacefully after the war.

4.2.3 Should you be killed in action, you still (posthumously) determine your victory level.

5.0 Sequence of Play

General Rule. Nightfighter Ace adheres to a discrete sequence of play for conducting numerous sorties. At its most abstract level, the sequence revolves around conducting sorties with a debriefing action at the end of each sortie. While there are no discretely numbered "game turns" as with other turn-based systems, game play is broken down into increments of time, as reflected by the Sortie Log. The game begins in August of 1943 and sorties are carried out up through July of 1944. During the time period covered by the game, Bomber Command flew two large raids per week on average, which is why your nightfighter will fly two sorties per week.

The following game play outline begins once a base and aircraft has been selected and the corresponding Display Mat has all markers placed (3.0, Game Set-up).

5.1 Game Play Outline

  1. DETERMINE INCOMING RAID INFORMATION a. Consult the Raid Chart [A1] (6.1.1) b. Enter the result on the Sortie Log on the row corresponding to the sortie c. Move your aircraft to the Takeoff Box on the appropriate Endurance Track d. Check for Weather (your sortie could be cancelled, 6.1.4) e. If this is a Full Moon sortie, check to see if the raid has been cancelled (6.1.5) f. Check for Random Electronic failure (6.1.6) g. Move from the Takeoff Endurance Box to the raid location Endurance Box
  2. CONDUCT SORTIE a. Check for Spoof Raids (6.2.2) b. Attempt to Intercept (7.1). If successful, conduct Combat (7.2, 7.3). c. Move to the next Endurance Box and repeat step b. until reaching the Landing Box or Forced Down
  3. RETURN TO BASE a. If this is a Dutch airbase in April 1944 or later, check for Intruder Attack (8.1.4) b. Attempt to Land the aircraft (8.1)
  4. DEBRIEFING a. Receive any Experience Points earned and upgrade Crew Skills (10.1) b. Receive any Awards earned (10.2) c. Receive any Prestige Points earned via Awards and Events (10.2) or Promotions earned (10.3) d. Spend Prestige Points to change bases or aircraft (10.4, 10.5) e. If the next sortie will be delayed due to injury (9.0), aircraft damage (7.2.19), or transfer to a new base (10.5), record the delay on the Sortie Log

Game play is conducted per the above sequence and is repeated until the game ends (4.1, Ending the Game), at which time victory can be determined (4.2, Determining Victory). The precise activities performed as outlined above are covered in the appropriate rules sections.

6.0 Conducting Sorties

General Rule. You will be assigned numerous sortie assignments as a nightfighter pilot during the course of your career, with the goal of completing each sortie successfully and surviving the war. Successful sorties may increase your rank or lead to advancement of your skills or those of your aircrew. Each sortie assignment is represented on the Aircraft Display Mat with individually named Endurance Tracks, each consisting of multiple Endurance Boxes that the aircraft will travel through. Sorties are conducted by placing and advancing your aircraft marker on the Track corresponding to your sortie assignment and checking for any possible encounters for each Endurance Box entered until returning to base.

Just as the nightfighter bases are clustered geographically to streamline play, so are the bombing targets. The Raid Chart [A1] lists the actual target name, followed by the geographical Target Area to which it belongs. What matters for game purposes is knowing what Target Area that the target is part of. That will determine how much endurance the nightfighter has when it attempts to intercept the raid.

Example: The player rolls for an incoming raid in October 1943. He rolls a "7" which indicates the target city is Kassel. On his Aircraft Endurance Track, after takeoff and checking for Random Electronics Failure, he would move his plane ahead to the "Ruhr" Endurance Box, wherever that might be, depending on what base he takes off from. He then possibly loses Endurance Boxes due to Spoof Raids (6.2.2).

6.1 Sortie Preparation

6.1.1 Consult the Raid Chart [A1] and roll 2d6 under the appropriate month column for when the sortie will commence. The resulting sortie assignment should be written on your Sortie Log in the next open row. Sorties are conducted by placing the aircraft marker on the corresponding Endurance Track for the sortie and checking for possible encounters for each Endurance Box entered.

6.1.2 Locate the Endurance Track that matches the Base Zone where your aircraft is stationed and move your aircraft from the Hangar Box to the Takeoff Box at the beginning of the Endurance Track.

6.1.3 Confirm that the Aircraft Display Mat has all markers properly placed on it (3.0, Game Set-up) to begin your patrol assignment.

6.1.4 Check for Weather at takeoff by rolling 1d10 on the Weather Chart [B9]. A result of "Socked In" means your sortie is cancelled unless you are an Ace (5+ kills), in which case you may take off. If the sortie has not been aborted due to weather, place the Current Weather marker in the appropriate box on the Operational Map.

6.1.5 If this is a Full Moon turn (noted on the Sortie Log) then roll 1d6. On a roll of 1, the raid was cancelled and so there is no sortie. Otherwise, place the Moon State marker in the appropriate box on the Operational Map.

6.1.6 Check for Random Electronics Failure by rolling 2d6 and consulting the Random Electronics Failure Table on the Aircraft Damage Listing Chart [A4]. If your Radar Operator ("Funker") has the Electronic Maintenance skill, or you roll for a device not present on your aircraft, treat the result as "no effect." Otherwise, apply the effects immediately. If you roll a 12, roll 2d6 again and consult the Random Effects Chart [C1].

6.1.7 If the sortie was cancelled for any reason, return your aircraft marker to the Hanger Box. You may still conduct the Debrief Phase (10.0).

6.2 Conduct Sortie

6.2.1 Move the aircraft marker from the Takeoff Endurance Box to the raid location Endurance Box. (For example, from the Takeoff Box, move directly ahead to the Berlin Box, if the raid is headed to one of the Berlin targets.) Notice there are several targets listed for each Target Area. For example, the Berlin Target area includes Berlin, Leipzig, Brunswick, and Magdeburg.

6.2.2 Check for Spoof Raids. Roll 2d6 and consult the Spoof Raid Success Chart. Add +1 to the roll starting in 1944. If the Spoof Raid was successful, move your aircraft marker either one or two Endurance Boxes as noted on the Chart. Note: Spoof Raids were used to deceive German ground controllers into sending the nightfighters in the wrong direction (see the Historical Notes for details).

6.2.3 In each remaining Endurance Box, roll to intercept, modifying the roll for the Moon State, radar sets, current jamming level, and applicable skills. Conduct Combat (7.2, 7.3) if interception occurs.

6.2.4 Move to the next Endurance Box and repeat until the aircraft has gone through all Endurance Boxes and has moved to the Landing Box (8.0) or has been shot down (7.2.19, Nightfighter Damage).

6.3 Return to Base

6.3.1 If you are landing in the Dutch Base Zone in April 1944 or later, roll 2d6 for possible intruder attack while landing. If a 2 is rolled, a British Mosquito II nightfighter attacks your aircraft before landing. Resolve as per a normal nightfighter encounter per 7.3, British Nightfighter Combat.

6.3.2 Finally, land your aircraft (8.1). Roll 2d6 and consult the Landing Chart [B7], taking into account all the modifiers listed to determine the outcome of your landing attempt. If a Crash Landing result is obtained, roll 1d6 for each crewman (including your pilot) on the Crew Injury Chart, going directly to the Severity section (everyone on the aircraft will be wounded in some manner).

6.4 Completing the Sortie

6.4.1 A sortie concludes once the aircraft has returned to base by entering the Landing Box on its Endurance Track (or if the sortie was aborted and the aircraft was returned to the Hangar Box) and resolved any possible encounters there. The sortie also is concluded should your aircraft be shot down or the pilot be killed. If the aircraft and your pilot survived landing back at base, place the aircraft marker in the Hanger Box to indicate the sortie has ended. The Debriefing Phase will occur prior to the next sortie being determined.

6.4.2 Update your log sheet, totaling the number of confirmed enemy bombers shot down (7.2.20).

6.4.3 Proceed to the Debriefing Phase (10.0) where you may gain Experience Points, Prestige Points, Awards and Promotions. You may also spend Experience and Prestige Points to purchase skills for your pilot and crew, or to rebase and/or change to more advanced aircraft.

7.0 Interception and Combat

General Rule. Combat takes place during a sortie when an interception occurs, or if an intruder attacks during landing (6.3.1). Your objective as pilot is to target and shoot down as many enemy bombers as possible, while withstanding any possible defensive fire or enemy nightfighter attack. Combat against enemy aircraft is voluntary, and may consist of several "Passes," with each pass possibly consisting of several combat rounds.

7.1 Interception

7.1.1 After moving into any Endurance Box on the Endurance Track other than the Takeoff or Landing Box, check to see if you intercept enemy aircraft (exception: Spoof Raids, 6.2.2). Roll 1d10, using any applicable modifiers as listed on the Interception Chart [B1] and determine the result.

7.1.2 If a natural 1 is rolled, then the pilot is lost, and no interception occurs in this Endurance Box or the next. Advance the aircraft marker two Endurance Boxes. If this moves the aircraft marker into (or past) the Landing Box, then the sortie is over; go to the Return to Base Phase (6.3).

7.1.3 If no interception occurs and the roll is not a natural 1, move the aircraft marker to the next Endurance Box. If this is not the Landing Box, repeat 7.1.1, otherwise go to the Return to Base Phase (6.3).

7.1.4 If an interception occurs, roll 2d6 and consult the Aircraft Target Chart [A3]. Use the column that matches the current month to determine the aircraft type intercepted. Write the type of target on the next open space on the Sortie Log (Halifax, Lancaster, etc.). If the potential target is faster than your nightfighter, no interception can occur, and no roll is made. This check should include current engine status, as a damaged engine would reduce your speed by 3, for example. If the target rolled is a "Mosquito NF" (any type) then you have encountered an enemy nightfighter; this combat is handled differently than an encounter with a bomber (Nightfighter Encounter, 7.3).

7.1.5 Bomber Stream. If an interception roll indicates "Bomber Stream," then a special series of interceptions may occur in the same Endurance Box. The first target is considered to be intercepted, as in 7.1.4. After completing combat with the first target (either shooting it down or breaking off), roll for a second interception in the same Endurance Box. Continue rolling for, intercepting, and attacking targets until you fail to intercept, are out of ammunition, are shot down, encounter a Mosquito nightfighter, or consider yourself too badly damaged to continue. You may also stop the series of interceptions at any time, based on your situation. Pilots with the "Bomber Stream" skill do not roll to intercept; all potential targets in that case are automatically intercepted, one after the next. The encounter ends only on the other criteria.

Historical Note: The German nightfighter aces referred to this as "swimming in the Bomber Stream" and it could result in multiple kills. For example, Martin Drewes killed 5 bombers within 30 minutes, Tino Becker got 6 within 30 minutes, and Wilhelm Herget got 8 in the space of only 50 minutes. There are many other examples.

7.2 Bomber Combat

General Rule. Combat against bombers is conducted in a series of "passes" (as your fighter flies past the bomber on an attack run). Each Pass can have up to 3 rounds of combat, depending on the starting range (7.2.2) of the Pass. There can be multiple Passes made against a bomber.

Each round of combat, both planes normally have a chance to fire their weapons. If you shoot at a British bomber, the bomber's rear guns normally fire back (as long as the gunner is not dead), inflicting the number of hits stated on the card. These hits are all random hits on the Nightfighter Damage Chart [B6]. If you shoot at a Mosquito IX bomber, there is no return fire (as they have no rear guns). Finally, if you use a "Schräge Musik" attack against a bomber, no return fire is possible (British bombers did not have a belly gun turret). In this case, you do not even flip a defensive fire card for the bomber.

Cases

7.2.1 Begin by determining if you will be firing with your forward guns or your Schräge Musik (if so equipped, 7.2.16). If using the forward guns, you must use them all; you cannot use just some of them. Historical Note: The "Loffel" button on the left of the control column fired all the forward weapons, the "Knopf" button on the right fired the Schräge Musik (if present.)

7.2.2 If firing the forward guns, determine the range (long, medium, short) for the first round of combat for this Pass. The further out you start, the more combat rounds you will have to fire in the Pass (but note that accuracy increases as the range decreases). If you are using the Schräge Musik, you will be firing from below the bomber, and must choose either medium range (considered "normal" range for this weapon) or short range.

7.2.3 Choose where on the bomber you are attacking; this is the Aim Point. Possible Aim Points are Port Wing, Starboard Wing, Airframe, and Gunner. When using the Schräge Musik, you must choose one of the Wing Aim Points.

7.2.4 When using the forward guns (only), you may fire an Extended Burst (7.2.14) at the risk of jamming a gun or blinding your pilot.

7.2.5 Once all these choices have been made, flip over the top card from the Attack Deck. This is the combat card for the first combat round of the Pass. Follow the instructions on the card as far as damage inflicted and who shoots first.

7.2.6 Flip a second card; this is the defensive fire card from the bomber. The only information that matters on the bomber's card is the "DEFENSIVE FIRE: n" (where n is a number of random hits inflicted on your nightfighter).

7.2.7 As the nightfighter is faster than the target, the range decreases by one each round of combat (long range becomes medium range, medium becomes close). A nightfighter that starts at close range must either break off and end combat, or wheel around and try to make a second Pass. The longest Pass possible would be three rounds, starting at long range, firing, moving to medium range, firing, then moving to close range, firing (and then breaking off or wheeling around to start another Pass).

7.2.8 No matter the range, in the first round of combat of each Pass, the Combat Card text determines which aircraft fires first. All other combat is considered to be simultaneous; ignore any text on the card to the contrary in the second or third rounds. If there is another Pass, then first round of combat is again dictated by the text on the card as to which aircraft fires first, and subsequent rounds are simultaneous.

7.2.9 After the first round of combat, you must decide whether to attack again (if possible; if you started at close range, you must wheel around for a second Pass if you wish to keep attacking) or whether to break off. If there is another round of combat you will again flip over two cards from the Attack Deck, the first being your attack on the bomber, and the second being the bomber's defensive fire.

7.2.10 A bomber will automatically begin to "corkscrew" (a defensive maneuver) starting on the second round of the first Pass and continuing on all subsequent combat rounds in all Passes until combat is complete. However, a bomber which has at least one engine out, or with 2 points of controls damage, cannot corkscrew. On some cards, the bomber begins to corkscrew before you even get to shoot.

7.2.11 If you choose to break off the attack, the bomber gets away with whatever damage it has (and may yet crash en route home.) The combat is ended, and you may decide to land (ending the sortie) or continue to the next Endurance Box.

7.2.12 If you decide to make another Pass, you must wheel around to get into a firing position again, from whatever range is desired. You may start the next Pass at whatever range you wish; the range you started the previous Pass is irrelevant. However, the downside to making a second Pass is that you may lose the target in doing so. Roll 1d6, and on a 1-2 the target aircraft has escaped into the darkness as you came around. This roll may be modified by +1 if the Funker has the Radar Operation skill, and by +1 if the target has H2S radar and the nightfighter has a Naxos 350 detection radar (which detects H2S emissions).

Example: A nightfighter attacks from medium range. The card states he attacks first. The second round occurs at close range, and although the card states he fires first again, this is ignored, and firing is simultaneous. He then is forced to break off and come around for his second Pass. He luckily rolls a 4 and does not lose the bomber. On this second Pass, he again attacks from medium range. The card states the bomber shoots first, so it does. On the second round, which occurs at close range, the card states the bomber shoots first, but this is ignored, as it is the second round of the Pass. Firing is simultaneous at this point.

7.2.13 Range effects on Combat. At long range, both aircraft generate one less random hit (-1 hit). At medium range, there is no modification. At close range, the nightfighter generates +1 random hit (although this is normally cancelled if the bomber is defensively "corkscrewing" by the -1 random hits that corkscrewing provides) as does the rear gunner of the target aircraft.

7.2.14 Extended Burst. You may risk firing an Extended Burst from your forward weapons (only) in order to achieve more hits. Although this (usually) results in more damage to the bomber, it may also result in a jammed weapon and/or "blinding" of the pilot. If you wish to attempt this, you must have 2 ammo points remaining in at least one of your forward weapons and must be at medium or long range. Notice that if your only firing weapons (due to jamming or ammo depletion) have infinite ammo supply, you may not employ extended burst. Prepare for combat normally by choosing an Aim Point, then roll 2d6 before pulling a combat card:

RollResult
2Target destroyed (expend 2 ammo)
3+4 hits (expend 2 ammo)
4+3 hits (expend 2 ammo, pilot is blinded)
5+2 hits (expend 2 ammo)
6+2 hits (expend 2 ammo, then 1 weapon jams)
7+1 hit (expend 2 ammo)
8+1 hit (expend 2 ammo, then all forward weapons jam)
9+1 hit (expend 2 ammo, pilot is blinded, then 1 weapon jams)
10+1 hit (expend 2 ammo)
11+1 hit (expend 2 ammo)
12All weapons jam before any damage is done

Note that each firing weapon expends two points of ammo, if possible. Any extra hits received are random hits to the aimed area. The extra hits from an Extended Burst only occur if at least 1 hit is achieved normally from the firing card. Weapon jams occur after firing, so all firepower counts (exception: a roll of 12 results in no firing). A "blinded" pilot may not conduct any attacks in the next combat round. You may break off or wheel around to start a new Pass, however. Blinded pilots receive a -1 modifier to reacquire a target for a subsequent firing Pass (exception: He219 pilots are never blinded due to the location of their weapons).

7.2.15 Gun Jam. If the card indicates a "gun jam," roll to determine which gun system jams (if more than one is firing). Reduce the firepower total from any jams, then check the adjusted firepower on the card to get the damage result against the bomber.

7.2.16 Schräge Musik. "Schräge Musik" (Slanted, or Jazz Music) was the German term for an upwards-firing cannon, installed normally at a roughly 70-degree angle in the fuselage behind the cockpit, and firing non-tracer ammunition for surprise. It was extremely deadly. To reflect the use of Schräge Musik there are some special rules.

7.2.16.1 Schräge Musik always is considered to target the "Wing" area (port or starboard, player's choice.)

7.2.16.2 If you decide to make a Schräge Musik attack, you must decide to attack from medium ("normal") Schräge Musik range, or from close Schräge Musik range. Flip a card to start the attack. If the card contains the line "SM Attack: Aborted," you were spotted, and the bomber begins to corkscrew immediately, spoiling the Schräge Musik attack (you do not expend ammo, however). The bomber does not defensive fire. If you wish to finish off the bomber with forward weapons, you must then roll to make another Pass, with the bomber conducting a corkscrew defensive maneuver.

7.2.16.3 If the flipped card does not contain the line "SM Attack: Aborted," then the attack is conducted by the nightfighter and damage applied. The Schräge Musik Gunnery skill also gives a bonus "Fuel Tank" hit if any hits are scored at all against the British bomber.

7.2.16.4 Attacking from close range with Schräge Musik means you are very close underneath the bomber (as some nightfighter pilots chose to do—they sometimes came back to base with the bomber's trailing aerials draped on their plane). This gives +1 random hit, at the expense of possibly being hit by falling debris from the bomber.

After attacking from close range with Schräge Musik, roll 2d6; on a roll of 2 or 12, you take 1d6 worth of debris damage in random hits.

7.2.16.5 If the flipped card contains the line "SM attack: -n NF Hits," it means the bomber detected the nightfighter just as firing began and managed to avoid some of the damage. Reduce the random damage to the bomber by 1 or 2, whichever n happens to be on the card.

7.2.16.6 No matter how many defensive fire hits are listed on the card, the use of Schräge Musik means that the bomber does not return fire on the first round of the first Pass, as it has no defensive guns that can shoot downwards (and normally, had no idea the nightfighter was there to begin with).

7.2.16.7 Schräge Musik does not occur from one of the standard ranges; instead, it occurs from below. However, for the purposes of making a Pass, it is considered to be at close range; therefore, the nightfighter must make a second Pass or break off and end combat after a Schräge Musik attack. Making a second Pass and attacking with Schräge Musik again requires you to advance your aircraft marker one Endurance Box, as it takes considerable time to wheel around and sneak back under the bomber, which, if it survived the first Schräge Musik attack, has probably been corkscrewing for quite some time. If the player does not want to advance another Endurance Box (or does not have one to spare) he may consider wheeling around after the Schräge Musik attack and finishing off the bomber with his forward guns on the second Pass.

Historical Note: Schräge Musik was an extremely devastating weapon. Despite losing hundreds of bombers to it, the British were completely unaware of its existence for a long time, until a bomber finally survived a Schräge Musik attack and came back with numerous holes, punched upward into the bomber.

7.2.17 Aim Skill. Besides the mandatory Aim Point required before every attack, a player with the "Aim" skill itself applies 1 extra damage to the enemy plane of the selected aim type (not an additional random hit but a hit of the type aimed at).

Example 1: A pilot with the Aim skill is attacking a bomber and has selected "Airframe" as his selected aiming point. He gets enough firepower to achieve a "GP" result when an Combat Card is flipped. He therefore applies the Airframe Grouped Damage result to the bomber (1 damage point against Controls, 1 on the Airframe, and 3 random damage rolls.) He now also applies 1 extra Airframe hit due to the skill.

Example 2: A pilot with the Aim skill is attacking a bomber and has selected "Airframe" as his selected aiming point. He only has enough firepower to achieve a 2 result on the bomber. The Aim skill still triggers in this case, and the bomber receives the regular 2 random damage rolls and an airframe hit.

7.2.18 Bomber Damage. To determine damage to a bomber, cross-reference the nightfighter's current Firepower (after any Gun Jams, 7.2.15) with the closest column (without going over) on the Attack Deck card flipped for the attack. For example, if your Firepower is 11, use the "8" column on the card. The result on the card will either be a number, a "GP" (Grouped Damage), or a "DE" (Destroyed) result. The Attack Deck Results Chart [B2] describes each possibility.

7.2.18.1 A numbered result represents the number of Random Hits to roll for on the Bomber Random Damage Table on the Bomber Damage Chart [B3]. Roll 1d10 and refer to the column that matches the Aim Point used during the attack. Roll as many times as the number generated, after modifying for range, any skill the nightfighter pilot or crew may have, and then subtracting 1 Hit if the bomber is corkscrewing.

7.2.18.2 A "GP" (Group Damage) result means that damage has been done specifically to the Aim Point chosen. Consult the Bomber Damage Chart [B3] and check for the corresponding Aim Point under "Group Damage." This will list a number of Hits on particular bomber systems as well as a "Random" number of Hits. Apply the specific system Hits, then roll 1d10 on the Bomber Random Damage Table under the column matching your Aim Point for as many Hits as the Random number lists. If the result was "GP+1," then after applying the Group Damage, apply a Random Hit as well (7.2.18.1).

7.2.18.3 A "DE" result means the aircraft is immediately destroyed. Such a result encompasses such things as bombs exploding, fuel tanks exploding, the entire tail section being shot off, or a wing being sawn off. When a target is destroyed, circle it on the Sortie Log sheet.

7.2.18.4 A second damage result against a system already knocked out is "no effect" instead. You can only kill the tail gunner once, for example. However, most systems (Engines, Wing, Airframe, Controls, etc.) require multiple damage results to destroy.

7.2.18.5 If a bomber meets its damage threshold for the airframe, either wing, control surfaces, or has all engines knocked out, it is considered shot down. A fire in the fuel tanks also results in a lost bomber, as all crew bail out. Obviously, an explosion in the fuel tanks is catastrophic and also results in the loss of the bomber. An explosion in the bomb bay also destroys the aircraft.

7.2.19 Nightfighter Damage. German nightfighters receive damage from the Combat Card deck via bomber defensive fire.

7.2.19.1 All damage from bomber defensive fire is rolled randomly on the Nightfighter Damage Chart [B6]. If you receive a fuel tank hit, and roll an explosion, the game ends (no parachuting attempt allowed in that case). Go immediately to 4.2 to check for your level of victory.

7.2.19.2 Engine damage does not preclude a nightfighter from finishing a combat; it only hampers or precludes further interceptions that sortie. Of course, if both engines are knocked out, the nightfighter must immediately glide to a forced landing (8.2.2), or the crew can bail out (8.2.1).

7.2.19.3 Nightfighters can take damage from bombers that explode from a bomb bay hit (if the bombs are still on board and an 8 or higher is rolled for explosion) if the nightfighter is at close range when this occurs. On a 2d6 roll of 2 or 12, the nightfighter takes 1d6 Random Damage in that case. Bombers are still considered loaded with bombs in the first 3 Intercept Boxes after the Takeoff Box.

7.2.19.4 Special note for Do335 series aircraft: when a Do335 takes damage to the "port engine" this actually is applied to the forward engine. Any damage to the "starboard engine" is applied to the rear engine.

Bomber Combat Example: After a successful interception, the player, flying an He219A-7/R2, rolls for a target on the Aircraft Target Chart [A3], with the result being "Lancaster." The player has chosen to use his forward weapons at medium range, with an Aim Point of "Port Wing." He flips an combat card, #53 in this case, and shoots first according to the card instructions. It indicates a "gun jam." Because the aircraft has three sets of forward-firing cannons, the player rolls 1d6 to randomly determine which have jammed (assigning each set of cannons to either the 1-2, 3-4, or 5-6 result first). He rolls a 3, indicating the Mk 103 cannons have jammed. The jam reduces the attack firepower to 18, the remaining firepower of the other two cannon systems. The player uses the 16-firepower column on card #53, which is a result of "GP." The player then consults the Attack Deck Results Chart [B2] to see that "GP" is Group Damage. Since the Aim Point was declared to be the Port Wing, the Port Wing Group Damage column on the Bomber Damage Chart [B3] is used to apply damage. One hit each is given to the Controls, Engine, Port Wing, and Airframe. There is also one Random damage. Rolling 1d10, the player rolls a 1, resulting in a wound to the British tail gunner. A roll of 1d6 is made against the Severity portion of the Crew Injury Chart on the Aircraft Damage Listing Chart [B4]. A roll of 4 indicates this is a severe wound.

Now the bomber card is flipped, and card #59 says "Defensive Fire: 3 HITS," so the player now receives 2 random damage hits on the Nightfighter Damage Chart [B6], as he subtracts one hit due to the fact the tail gunner was seriously wounded. Notice had the combat been simultaneous, the player would have taken the full 3 hits, the serious wound would have not taken effect until the second round of combat. The current range also affects defensive hits. From long range, the bomber inflicts one less hit, from close range, the bomber inflicts one extra hit. Finally, if the German pilot has the "A.C.M." skill he reduces incoming damage by one hit each time he is shot at.

On the second round of combat, the British tail gunner is penalized again for having a serious wound. It is now close range. The German flips card #29 from the attack deck. With the jammed Mk103 cannon, he still fires on the 16-firepower column, which gives a result of "DE." The range modifier of "+1 HITS" is cancelled by the bomber's "-1 HITS" for corkscrewing on the second round, but this is immaterial, as the random damage hit modifiers do not change the fact a "DE" (bomber destroyed) was the result. The bomber flips over card #54 to reveal that the nightfighter receives 2 HITS this round but gets a third hit due to close range giving the bomber +1 hit. (This would be lowered back to 2 hits total due to British tail gunners "SW" wound.) The player would then roll three times on the Nightfighter Damage Chart [B6] to see what the three random hits were that he received.

7.2.20 Bomber Loss Due to Battle Damage. It is possible that a bomber will not make it back to England, even if you did not inflict enough damage to shoot it down before you had to break off combat for whatever reason.

Use the following formula:

On a 1d10 roll of 1 a damaged bomber will crash before reaching home. Add 1 to this possibility for each of the following:

  • Each engine Out (not just damaged)
  • Any system that is 1 point short of aircraft destruction

Example: A bomber has one engine damaged, two knocked out, and two hits on the port wing. Since the port wing can only take 3 hits, that would add 1, and the knocked-out engines add 1 each. The damaged engine does not have an effect. Therefore, this bomber crashes en route home on a roll of 1-4 on a 1d10.

You receive credit for a kill only if this was spotted by someone. On a 1d6 roll of 1 or 2 you receive credit for this kill (exception: Random Event #9 gives you credit without a die roll).

7.3 British Nightfighter Combat

7.3.1 Sometimes a target is listed as a British Mosquito Nightfighter ("Mosquito NF," any type—do not confuse them with Mosquito bombers). If this occurs, roll for initiative on the Initiative Chart [B11]. If the you win the initiative, you may attack the British Mosquito only if your aircraft is at least as fast as the Mosquito (in practical terms, this means you're flying in an He219, Ta154, or a Ju88G, as no other German planes are fast enough to catch a Mosquito). If you aren't fast enough, the encounter is over.

7.3.2 If the British nightfighter wins the initiative, it attacks from medium range, choosing "Airframe" as its targeted area. British nightfighters use the same gunnery deck as the German nightfighters, with the same limitations and possibilities of gun jams, etc. If a gun jam occurs, the attacking Mosquito breaks off and the encounter is ended. If the British nightfighter scores a "GP," "GP+1," or "DE" hit against your aircraft, use the rules for Bomber Damage (7.2.18) to determine the damage, except for the random hits; roll those on the Nightfighter Damage Chart [B6]. If a number comes up, roll that many times on the Nightfighter Damage Chart [B6], not the Bomber Damage Chart [B3].

7.3.3 You may return fire with your rear guns (if any) by flipping a card and applying hits to the Mosquito (if any).

7.3.4 The British nightfighter then moves to close range for the second round of the Pass, if your aircraft has survived. At this point you have three options:

  1. Break off. You make violent and unexpected turns and dives, in order to break away and end combat. Roll 1d6:
RollResult
1-4Success
5-6Failure, Mosquito fires from close range this round

Modify this roll by:

  • -1 for the ACM Skill
  • +1 for each damaged engine
  • +2 for each engine that is knocked out

If the you successfully break off, the combat ends and the Mosquito does not get to fire a second time.

However, if you fail to break off, you still get your defensive ACM for -1 random hit if you have the ACM skill. The British Mosquito makes a second attack, then breaks off and ends the combat.

  1. Attempt to gain initiative. You may attempt to turn the tables on the Mosquito and attack it during the second round. Roll 1d6:
RollResult
1-4Success
5-6Failure, Mosquito fires from close range this round

Modify this roll by:

  • -1 for the ACM Skill
  • +1 for each damaged engine
  • +2 for each engine that is knocked out

If successful, the you get to attack the Mosquito from close range, then combat ends. (This is the only time when a slower German aircraft may shoot at a Mosquito.)

If you fail, the Mosquito makes its second and final attack from close range, and again, the defensive ACM modifier is used (-1 random hit) if you have that skill.

Obviously, if you have suffered significant damage on the first round, this would probably be a poor choice. If the British nightfighter did minimal damage the first round, this might be a good option. Regardless, combat ends after firing from close range, no matter who is doing it. The planes (if both are still flying) go their separate ways.

  1. Bail out. Even if not shot down on the first round, the you may decide to bail out of your aircraft instead of suffering a second, potentially fatal round of combat. If engine damage or crew injuries make the first two options very risky, then parachuting to safety is an option. This choice ends combat before the Mosquito fires a second time; roll for each crew member to parachute out on the Parachute Chart [B8] (8.2.1).

7.4 Post-Combat

You may abort your sortie after combat if you desire for any reason (usually due to damage). Simply move forward along the Endurance Track to the Landing Box, and roll for landing (8.0). The pilot receiving a Serious Wound (9.2.2), leaking fuel tanks, or oxygen system damage require you to abort. Damage cannot be repaired while airborne.

8.0 Landing Procedure

General Rule. Upon entering the Landing Box of the Endurance Track, you begin the Landing Procedure. You may also be forced into making a Forced Landing due to battle damage before reaching the Landing Box. Even without any battle damage, landing can be a hazardous procedure at night. If landing at a Dutch airfield later in the war, you may even be attacked before you can land.

8.1 Normal Landing

8.1.1 Total up all modifiers and roll 2d6 on the Landing Chart [B7], then apply the results. Weather, the phase of the Moon, aircraft damage, crew skill, and injuries all affect the chances of a safe landing.

8.1.2 If the result is a Rough Landing, each crew member receives a Light Wound, and the aircraft is damaged enough that it will miss the next sortie while undergoing repairs. However, an NCO pilot can utilize the scrounging ability to avoid losing a sortie for repairs (10.3.3). Otherwise, place an "R" in the Raid Target column of the next line of the Sortie Log.

8.1.3 If the result is a Crash Landing, go to the Severity section of the Crew Injury Table on the Aircraft Damage Listings Chart [B4]. Roll 1d6 for each member of your crew to determine the severity of their injuries. Crew members may be forced to sit out a sortie or even need to be replaced, depending on the severity of the injury. In addition, your aircraft is too damaged to be repaired; you will be assigned to another aircraft (10.5.5).

8.1.4 Starting in April 1944, nightfighters that land at any Dutch airfield must make an encounter roll before making their landing roll. Roll 2d6; if a 2 is rolled, a Mosquito II nightfighter attacks your aircraft. Resolve as per a normal nightfighter encounter per 7.3, British Nightfighter Combat.

8.2 Forced Down

It may be that a nightfighter is forced down after a combat (for example, if both engines are hit and knocked out). In such a case the aircraft would not make it back to base. The player has two options at this point: bailing out or making a forced landing.

8.2.1 Bailing Out. You and your crew can bail out of the aircraft. A wounded crew member has a significantly worse chance of bailing out without further injury or death, depending upon the severity of their wounds. Having the parachute skill improves the chances of successfully bailing out. Roll 1d6 for each crew member, apply any applicable modifiers, then consult the Parachute Chart [B8] to determine the result of the bail out attempt. Apply any injuries to crewman who bail out as in 9.0. Even if the pilot bails out without injury, you will miss the next sortie as he and the crew return to base and are assigned to a new aircraft. Place an "R" in the Raid Target column of the next line of the Sortie Log.

8.2.2 Forced Landing. You can attempt to make an emergency forced landing in a field or on a road. You might choose this option if there are any crew members that are unlikely to survive bailing out. Roll 2d6 and consult the Landing Chart [B7], applying any applicable modifiers. Apply the results as in 8.1, Normal Landing, but do not apply 8.1.4 as the British nightfighters will not find you at a forced landing. Even in the event of a safe landing result, you will miss one sortie as you travel back to your base. Place an "R" in the Raid Target column of the next line of the Sortie Log.

9.0 Crew Injury

9.1 Injury Types

Crewman may be injured during Combat (7.0) or through landing (8.0) or being forced to bail out of a stricken aircraft (8.2.1). Wounds are classified as Light, Serious, and Killed in Action.

9.2 Injury Effects and Duration

9.2.1 Light Wound (LW). Miss 1 sortie while recuperating. If this is the pilot, place an "R" in the Raid Target column of the next line of the Sortie Log. For any other crewman, use a temporary replacement crewman in that position; he will have no skills.

9.2.2 Serious Wound (SW). If the pilot receives a Serious Wound you must immediately break off combat and abort the sortie, returning to base; move your aircraft marker to the Landing Box on the Endurance Track and make a normal landing attempt (8.1). Note the negative die-roll modifier. After landing, roll 2d6 and consult the Serious Wound Resolution Chart [C2] to determine the severity of the wound and how many sorties the crewman will miss.

If this is any other crewman than the pilot, use a temporary crewman as a replacement. He is considered to not have any skills. It is possible that the replacement crewman may advance in skills enough that you would not want your old crewman back, once he is released from the hospital. You are not required to take the old crewman back, but you may if you want to. It is your choice.

9.2.3 Killed in Action (KIA). If this is any other crewman than the pilot, simply replace with a brand-new crewman for the next mission. The replacement has no skills or points. If the pilot is KIA, the game ends at that point; see 4.2 to determine your level of victory.

10.0 Debriefing

General Rule. During the Debriefing phase, after each sortie, you will have the chance to increase or add to the skills of your pilot and crew, receive awards, be promoted, and change bases and aircraft. These items are tracked on the Pilot and Crew Status Mat [A2].

10.1 Crew Skills

10.1.1 The various crew members may increase in skill during the course of the year. For every 4 sorties flown, regardless of kills, each crewman gains an Experience Point, which he may spend to "buy" skills. Sorties that are skipped due to injury, plane repair, or other reasons do not count toward gaining Experience Points (but since there is still a Debriefing Phase, skills may still be purchased with existing Experience Points).

The skills cost different amounts of Experience Points to purchase. Some skills are restricted as to which crew member may have them.

The pilot (only) starts the game with 1 Experience Point (if an officer) or 2 Experience Points (if an NCO). This is granted for graduating from flight school, and for the NCO, for general experience from (typically) longer service prior to flight school.

The skills confer various benefits during game play, as listed below. The cost to buy each skill is listed after the skill name in parentheses.

10.1.2 Skills

Aim (6) - [Pilot only] This skill gives you the ability to apply one "bonus" hit of the picked type which was aimed at. Players may aim at a Wing (Port or Starboard), Tail Gunner, or Airframe. This skill only applies to forward attacks. The Aim skill should not be confused with the mechanic by which a player "aims" at a particular area of the target plane. That mechanic is always done, in case a Grouped Damage result is rolled for.

Air Combat Maneuvering (A.C.M.) (4) - [Pilot only] Air Combat Maneuvering reduces by 1 the number of random hits received when taking defensive fire from bombers or when attacked by a British Nightfighter.

Bomber Stream (3) - [Pilot only] When a Bomber Stream result occurs on the Interception roll, this skill allows the pilot to continue to intercept bombers in the same Endurance Box without making a roll. The bombers are automatically intercepted, one after the other, until the nightfighter is out of ammo or damaged enough that you decide to end the interceptions.

Electronics Maintenance (2) - [Funker only] This skill negates the result of a "Random Electronics Failure" check after takeoff, except for one due to a Random Event.

Expert (3) - [Pilot only] A pilot may become an Expert in his current series of aircraft: Bf110, Ju88, DO215/217, He219, or Ta154. This skill allows you to redraw one firing card per interception, if you wish. You must use the results and/or events of the new card, even if it does less damage. This skill applies to all aircraft in the series for which it was purchased. Place an aircraft marker of the same type in the Skills Box of your Pilot and Crew Status Chart.

Gunnery (5) - [Pilot or rear gunner] This skill gives the pilot an extra random hit when firing, if any hits were scored normally when firing forward guns and if a Group Damage result occurs (GP). For a rear gunner, this applies when firing the rear guns. This does not apply to Schräge Musik (7.2.16) attacks.

Landing (1) - [Pilot only] This skill allows a -1 modifier on the Landing Chart [B7].

Leadership [Ace Card Schnaufer only] This skill allows Schnaufer's crew to earn experience at the rate of 1 point per 3 missions, instead of 4.

Navigation (2) - [Pilot only] This skill negates the "Unsure of Location" result in the Interception chart and converts that result into simply "no interception."

Parachute (1) - [All crew] This skill allows a -1 modifier on the Parachute Chart [B8].

Radar Operation (5) [Funker only] The Funker gets an additional +1 when rolling for intercepts, assuming the radar set on the nightfighter is operational. This also adds +1 when attempting a second Pass on a target.

Schräge Musik Gunnery (6) - [Pilot only] This skill gives the pilot a bonus Fuel Tank hit if any hits are scored at all. This is only applicable during a Schräge Musik (7.2.16) attack.

Situational Awareness (S.A.) (2) [All crew] The Situational Awareness skill gives a +1 to the Initiative roll.

Weapons Maintenance (2) [All non-pilot crew] This skill converts the first (only) "Jammed Weapon" result on the gunnery chart into a normal "miss" result, once per sortie.

10.2 Awards and Prestige Events

General Rule. The various awards in the game are representative of the major awards given to nightfighter pilots. Each award confers one Prestige Point (10.4) to your pilot (and also raises his Prestige Level by one), which you may spend to upgrade aircraft or obtain a transfer to a new unit. There are also events which confer Prestige Points to pilots, listed after the awards.

Cases

10.2.1 The Wound Badge. This award was given in three classes: Black, Silver, and Gold. To receive the Wound Badge in Black, your pilot must have been injured during combat (or in parachuting from a stricken aircraft or during a landing).

On the first award of the Wound Badge in Black, place the marker with its 1 side up. Keep track of a second wound by flipping the Wound Badge in Black to the 2 side. Upon receiving a third wound, the pilot is awarded the Wound Badge in Silver, placed on the 3 side. Track a fourth wound by flipping the Wound Badge in Silver counter to the 4 side. Finally, upon receiving a fifth wound, the pilot receives the Wound Badge in Gold. No further tracking is required at that point.

Note that the Wound Badge only gives you a single Prestige Point for the first award, not for each class of badge or each wound.

10.2.2 The Iron Cross Second Class. The Eisernes Kreuz 2 (or EK2) is awarded upon downing the first enemy aircraft.

10.2.3 The Iron Cross First Class. This is awarded upon downing a second aircraft.

Historical Note: The EK2 and EK1 were awarded on a points system, 1 point required for the EK2, 3 points for the EK1, but one had to have the EK2 before receiving the EK1. As a two-engine bomber was worth 2 points, and a four-engine bomber was worth 3 points, players in Nightfighter Ace will receive them after the first and second kills they achieve regardless of what type of bomber they shoot down.

10.2.4 The Operational Flight Clasp (Frontflugspange). This clasp was given in three classes: Bronze (after 20 flights), Silver (after 60 flights), and Gold (after 100 flights). Only the first clasp confers a Prestige Point to you.

Game Note: The Operational Flight Clasp in Gold is not obtainable within the 12 months of the game, as there are only theoretically 96 flights, but is included for historical interest and/or player variants.

10.2.5 The German Cross in Gold. This award was sometimes derogatorily referred to as "Hitler's Fried Egg" due to its size and gaudy design. It is awarded automatically after 20 kills. Besides the award of a Prestige Point, it is a prerequisite for transfer to I/NJG 1 if you wish to fly the He219.

10.2.6 The Knight's Cross. This highly coveted award was given to successful nightfighter pilots. Although in reality the award came at many different kill totals, for this period of the war the following formula will be used:

  • At 30 kills, the roll 1d6 to receive the Knight's Cross, with success on a roll of 1.
  • Each succeeding kill gives a -1 modifier; roll again each time at the end of a sortie in which a new kill (or kills) were achieved.

Note this means the Knight's Cross is automatically awarded at 35 kills if all previous die rolls were failures.

10.2.6.1 To receive the Oakleaves addition to the Knight's Cross, you again begin to check at 40 kills, with success on a 1d6 roll of 1. Each succeeding kill gives a -1 modifier; roll again each time at the end of a sortie in which a new kill (or kills) were achieved. Note this means the Oakleaves to the Knight's Cross are automatically awarded at 45 kills if all previous die rolls were failures.

10.2.6.2 To receive the Oakleaves and Swords upgrade to the Knight's Cross, you repeat the same procedure as for the Oakleaves (10.2.6.1) starting at 60 kills.

10.2.6.3 The Oakleaves, Swords, and Diamonds upgrade to the Knight's Cross is automatically awarded upon reaching 100 kills.

10.2.6.4 Each level of the Knight's Cross confers a Prestige Point to you.

10.2.6.5 Each subsequent award of the Knight's Cross (Oakleaves, Swords, and Diamonds) involves a loss of a sortie as you travel to Berlin to receive it from Hitler himself.

Historical Note: There were many awards of the Knight's Cross, and also the Oakleaves, but only five nightfighter pilots received the Swords. Of those, just two pilots, Helmut Lent and Heinz-Wolfgang Schnaufer, received the Diamonds.

10.2.7 Ace Status. Upon reaching Ace status (5 kills) you receive a Prestige Point. In addition, you may choose to ignore the automatic sortie abort on a "socked in" Weather result at take-off (6.1.4).

10.2.8 Downing a Mosquito. If you achieve a confirmed kill of a Mosquito (either bomber or nightfighter) you receive a Prestige Point. This is a one-time award; no further points are given regardless of how many other Mosquitoes you shoot down.

10.2.9 Downing a B-17 Bomber. If you achieve a confirmed kill of a B-17 bomber (from the Day Combat Random Event) you receive a Prestige Point. This is a one-time award; no further points are given regardless of how many other B-17s you shoot down.

10.3 Promotions

10.3.1 At certain times during the game, you may attempt to have your pilot promoted. There are promotion tracks, one for officer pilots and another for NCO (non-commissioned officer) pilots. You will choose one track at the start of the game.

10.3.2 Officer pilots start as Oberleutnants (exception: some Aces start as Leutnants).

Unlike some branches, where higher ranking officers found themselves removed from the fighting, in the Nachtjagd a pilot was still a pilot, although they might end up commanding units at various levels. Each promotion confers a Prestige Point to a pilot.

The officer ranks are:

  • Leutnant – Some historical Ace cards start you as a Leutnant. No special abilities.
  • Oberleutnant – your normal and lowest possible officer starting rank. No special abilities.
  • Hauptmann – allows you a one-time reassignment to a new unit at the cost of one Prestige Point. Notice this is voluntary; you are not required to pick a new assignment. In either case, you are given command of a Staffel (as a Staffelkapitän) in your unit (roughly 12 aircraft). This command is only relevant for role-playing purposes.
  • Major – allows you another one-time reassignment to a new unit/base at the cost of one Prestige Point. Notice this is voluntary; you are not required to pick a new assignment. In either case, you are a given command of a Gruppe (as a Kommandeur) in your unit (roughly 36-48 aircraft). This command is only relevant for role-playing purposes.
  • Oberstleutnant – no game impact as it occurs at the end of the game; however, it is included as another metric by which you may judge your performance.

Note: The named Officer Rank is back-printed on the markers for ease of identification. There is no marker provided for Officer Rank of Oberstleutnant since it occurs only at the end of the game.

10.3.3 NCO pilots start as Unteroffiziers. NCO promotions, unlike officer promotions, do not confer a Prestige Point. However, NCO pilots start with 2 Experience Points instead, and have abilities that come with rank that officers do not get. This does make it a little more difficult for the NCO pilots to unlock the highest value aircraft for use, although this is somewhat offset by the extra starting Experience Point and abilities.

  • Unteroffizier – the lowest starting NCO rank. Allows the scrounging ability. If the aircraft had 4-5 hits from a mission, the damage is repaired in time for the next sortie on a 1d6 roll of 4-6 (8.1.3).
  • Feldwebel - allows the "scrounging" ability, except the effect is automatic.
  • Oberfeldwebel - allows the "working the system" ability. If an Oberfeldwebel loses a crewman, he "works the system" to get a new crewman who comes with 4 Experience Points.
  • Stabsfeldwebel - no game impact as it occurs at the end of the game; however, it is included as another metric by which you may judge your performance.

Note: The NCO Rank of "Unterfeldwebel" (not pictured above) is provided as a bonus marker; it is not used during play. We thought players may wish to have the marker in case they decide to incorporate it as a house rule.

10.3.4 Promotion mechanics. The first promotion attempt is made after the 4th month of service (after the last sortie of November 1943) and the second attempt after the 8th month of service (after the last sortie of March 1944). The final promotion attempt is made at the end of the game (after the last sortie of July 1944).

Promotion to the next higher rank occurs on a successful 1d6 roll of 1-4, with the following modifiers:

  • -2 per award of the Knight's Cross (or subsequent upgrade) during the period
  • -1 per 10 kills during the period
  • -1 per award of the Iron Cross 1st Class or the German Cross in Gold
  • +1 each aircraft lost due to crash landing

You may have multiple + or - modifiers depending on how the period went; all modifiers apply.

10.4 Prestige Level and Prestige Points

General Rule. New pilots did not, as a general rule, receive the latest and most advanced aircraft to fly. These were generally distributed first to the ace pilots who had proven themselves. To represent this, Nightfighter Ace uses the concept of "Prestige Points" and an overall "Prestige Level." As a pilot's Prestige Level increases, newer and more advanced types of aircraft will be available for use. Prestige Points can be used to upgrade to newer aircraft, to get reassigned to a new unit/base, or to request a skilled replacement crewman if needed.

Cases

10.4.1 Prestige Points. Every time a player receives an award of any type (or a follow-on award, such as the Oakleaves to the Knight's Cross, etc.) he receives a Prestige Point. Keep track of your current total of points on the Pilot and Crew Status Chart [A2]. You also receive a Prestige Point for achieving your fifth kill (you have become an Ace), for shooting down a Mosquito, and for each promotion (if an officer). Prestige Points may be spent on the following items:

  • 1 Point: Upgrade to a newer aircraft in the same general series (Bf110, Do215/217, Ju88, He219)
  • 2 Points: Upgrade to a newer aircraft in a different general series
  • 2 Points: Reassignment to a new unit (lose 1 sortie while transferring)
  • 2 Points (and possess the German Cross in Gold): Reassignment to I/NJG 1 (also lose one sortie)
  • 1 Point: When receiving a replacement crewman, he arrives with 2 Experience Points (unspent)
  • 1 Point: Receive a new aircraft in the same general series so as to not lose a sortie due to repairs. For example, if your aircraft is shot up enough to need repairs, but the next sortie occurs during the full moon, you may wish to consider doing this.

You can only upgrade to an aircraft if your pilot's current Prestige Level is high enough to allow you to fly it (10.4.2).

10.4.2 Prestige Level. A pilot's Prestige Level starts at 0. Every time a pilot receives a Prestige Point, his Prestige Level increases by 1. It never decreases. Unlike Prestige Points, which can be saved and spent as desired, the Prestige Level is your pilot's overall prestige within the Luftwaffe and is used to "unlock" more advanced aircraft, which can then be purchased with Prestige Points. Your pilot's Prestige Level can only increase as the game progresses; it never decreases, even if you spend all your Prestige Points. Once your Prestige Level reaches 9, increases no longer need to be tracked; that is the highest level needed to fly any aircraft. Prestige Points, however, can still be earned (and spent), even if you are currently at level 9 Prestige.

Example: A player has shot down two bombers in his Bf110F-4. This means his pilot's Prestige Level is currently 2 (1 because he received the Iron Cross Second Class, and then one more for receiving the Iron Cross First Class). He wants to upgrade to the Bf110G-4/U6. Despite the fact he can afford to upgrade by spending a Prestige Point, he cannot, as it requires a Prestige Level of 3 to be able to upgrade to it. He could, however, spend a Prestige Point to upgrade to the Bf110G-4/U1 or the Bf110G-4/U5, as either of those aircraft require a Prestige Level of 2 for use.

10.5 Reassignment to a Newer Aircraft

You may be reassigned to a newer model aircraft under certain circumstances.

10.5.1 There are 5 "series," or general subtypes of aircraft, in the game. Basically, these groups of aircraft are all made by the same manufacturer. It is easier to upgrade to an aircraft in the same general subtype as your current aircraft than it is to upgrade to a completely different aircraft, as you are already generally experienced with cockpit layout, etc.

The five subtypes are:

  • Bf110 (10 aircraft)
  • Dornier 215, 217, 335 (6 aircraft)
  • He219 (10 aircraft)
  • Ju88 (5 aircraft)
  • Ta154 (1 aircraft)

10.5.2 If you want a newer model of aircraft, you may spend one Prestige Point and receive it. It must be of the same general subtype as your previous aircraft. For example, 1 Prestige Point will allow a Bf110-F4a pilot to upgrade to any other Bf110 subtype that is currently available. He retains his normal crew.

10.5.3 You may switch between the major subtypes of aircraft, but this costs 2 Prestige Points (exception: He-219; it may be chosen only by a player who spends 2 Prestige Points to be assigned to I/NJG 1 and who has already been awarded the German Cross in Gold). When switching to a new major subtype of aircraft, your pilot loses two sorties while familiarizing himself with the new major subtype and may fly again on the third sortie after transfer. He retains his normal crew (and may possibly lose or gain a crewman, 10.5.6).

10.5.4 If your pilot is seriously wounded, he is automatically given a new plane for "free" (and a new crew which starts with no special abilities for the other crew members) of the same major subtype which he started on. You may choose any type of aircraft that is currently available at that time in the same general series he was previously flying, and your pilot goes back on flight duty the next turn after his release from the hospital. If he has Prestige Points to spend, you may expend one per crewman to get the previous skilled crew members reassigned back to his plane upon his release. Otherwise, they are assumed to continue flying with a different pilot to which they were assigned during the hospital stay, and your pilot gets a new crew. You must choose an aircraft he is capable of flying with the pilot's Prestige Level.

10.5.5 A pilot who crash lands his plane or is shot down (and survives) receives a new plane of his old major subtype without having to spend any Prestige Points. For example, a pilot in a Bf110-F-4a is shot down in September of 1943. He could receive a Bf110G-4a/R3 if desired (assuming his Prestige Level is 3 or higher). He retains his normal crew.

10.5.6 It may be possible that an aircraft upgrade will add a new crew member. There are between two and four crew on the night fighters in the game. Old crew are retained, and the new crew members arrive with no special abilities (exceptions: 10.3.3, 10.4.1). The same applies to replacement crew for casualties. It is also possible a new plane will have less crewman; in that case, the old crewman is lost to the pilot. If once again needed, he can be transferred back to your crew for one Prestige Point (10.5.4).

11.0 Optional Rules

Nightfighter Ace includes the following optional rules; any combination can be adopted at the player's choosing.

11.1 Multi-Player

Despite the fact Nightfighter Ace is designed as a solitaire game, it can be played cooperatively or competitively by 2 or more players.

11.1.1 Cooperative Play. Two players can fly in the same unit and assist each other in interceptions. Although nightfighters did not fly close together (such as day fighters do) they could assist each other with contact reports. To simulate this cooperation, assign one of the two nightfighters to go first in each Endurance Box. If that player intercepts a bomber, he radios a contact report to the second player, who receives a +1 to his Interception roll. This +1 only occurs if the lead player intercepts, and only for the Endurance Box in which the interception occurred. Players may alternate the lead role each box, but if one aircraft has better radar than the other, it obviously makes better sense to have that aircraft be the lead.

11.1.2 Competitive Play. Two players can fly in the same or different units and compete for the best score. When it comes time for return fire from the bombers, the opposing player can flip the card. If a Mosquito Nightfighter encounter occurs, the opposing player rolls for initiative, and also is not limited to choosing airframe as the aim point; he can choose either wing or airframe, and also can initiate the attack from any range.

11.2 Ace Pilot Cards

In order to add what amounts to Historical Scenarios in the game, 40 cards have been included, one for most of the top nightfighter aces in the war. Each card includes special instructions for its use, and a "snapshot" of the pilot's status at the start of the game (August 1943). For example, many start with kills, experience points, awards, etc. Simply adjust the Pilot and Crew Status Chart [A2] to reflect the situation and place the Ace Card on the upper left side in the box provided to allow you to refer to it as needed. You are now ready to start flying as that Ace starting in August 1943.

11.2.1 Starting unit. The Ace Cards merely list units that the pilot had served in at some point in the war; you should pick one from that list. Alternately, with less historical accuracy, you may choose a unit at random. Start with any aircraft available at that unit, however, priority should be to an aircraft the pilot is an "expert" with.

11.2.2 Ace abilities. Each card lists the special abilities of that particular ace. If experience points are listed, you may spend them (or save them) as desired. Many times, a specific skill is listed instead, such as "Bomber Stream" or "Schräge Musik Gunnery." Every Ace starts with the "Expert" skill in at least one series of aircraft, such as Bf110, Ju88, etc.

11.2.3 Historical Ace Victory. Some of the aces listed on the cards were already near their kill totals by August 1943; some had not even started yet. Regardless of starting kills, you should consider your career a defeat if you do not match or exceed the pilot's historical total. For example, Martin Drewes starts with 5 kills but ended the war with 52 total. If you play his Ace Card, you would have to get 47 kills (to add to his starting 5) to not be defeated. So, for example, if you only got 40 kills with Martin Drewes, that would normally be a substantial victory, but because you played the historical ace (and had the benefit of his abilities) it would instead be a defeat.

11.3 Pilot Fatigue

Obviously, running nonstop operations will eventually take a toll on a pilot's judgment, flying capabilities, and attention. Pilot fatigue includes the stress of continuous combat in addition to the physical fatigue. The following optional rules simulate this effect on the pilots.

11.3.1 Fatigue Level. Pilot fatigue level starts at 0. Each sortie flown causes the pilot to gain 1 Fatigue Point. Each sortie not flown, for any reason (socked in weather, the British don't fly a raid, or you just don't fly) removes 2 Fatigue Points. Record your fatigue on the Sortie Log sheet.

11.3.2 Annual Leave. A pilot may take leave (the military term for vacation time) for a week (two sorties). He may do this once during the game. When he returns, his fatigue level is set at 0.

11.3.3 Fatigue Effects. The following effects occur at different Fatigue Point levels:

Fatigue PointsEffect
1-5No effect
6-11Add +1 to parachute die rolls
12-17Add +1 to landing and +1 to parachute rolls
18-23Add +2 to landing, +1 parachute rolls, and have -1 for initiative rolls
24+Add +2 to landing, +2 to parachute rolls, and have -1 for initiative rolls. Also you now are "lost" on a roll of 1-2 during interception (this is still negated by the Navigation skill, however).

11.4 Extremely Optional Rule: The Assassination of Adolph Hitler

For those with a taste for the truly strange, I came across a unique situation while researching the game and offer this thought: in the book Laurels for Prinz Wittgenstein, the author recounts how the Prince was surprised that his pistol was not removed prior to his meeting with Hitler and how it would have been possible to "bump him off" right then and there. As a member of the aristocracy, Wittgenstein obviously loved Germany, but was not too fond of Hitler. Procedures changed drastically for meeting with Hitler after the July 20th, 1944 assassination attempt. However, if a player wishes to assassinate Hitler, use the following rules.

11.4.1 The attempt happens when meeting with Hitler to receive either the Oak Leaves, Swords, or Diamonds update to the Knight's Cross.

11.4.2 The attempt must occur prior to the 5th sortie of July 1944.

11.4.3 Roll 1d6 for the number of pistol shots you get off. Each shot creates a wound on Hitler. Roll 1d6 per the normal wound procedure (1-3 = LW, 4-5 SW, 6 = KIA). The wounds add up: 2 LWs = SW, and 2 SWs = KIA. Obviously if you roll a "KIA" he is killed.

11.4.4 If this does not kill Hitler, his bodyguards kill you immediately, and the game ends.

11.4.5 If this does kill Hitler, you are considered by many to be a true hero of Germany. However, his bodyguards still kill you immediately, and the game ends.

Sections 12.0 (Designer's Notes) and 13.0 (Historical Notes) contain background essays on the game's design and the historical air war and are omitted here as flavor/narrative material outside the scope of this transcription.

Ju88R-1, Bf110F-4, Do215 B-5, He219A-0*
Dutch