The Hardest Days
The Hardest Days Rulebook
Table of Contents
Table of Contents
- 1.0 Introduction
- 2.0 Components
- 3.0 Set Up
- 4.0 Sequence of Play
- 5.0 British Squadron Patrol
- 6.0 Raid Coast Crossing
- 7.0 British Detection
- 8.0 Raid Deployment
- 9.0 Raid Movement
- 9.1
- 9.2 Marker on a Coast Track Space 2 or 3
- 9.3 Marker on a Coast Track Space 1
- 9.4 Marker in an English Space Other Than the Raid's Target
- 9.5 Marker in Its Target Space
- 9.6 Recovering Raid Marker in a Non-Coastal English Space
- 9.7 Recovering Raid Marker in a Coastal English Space
- 9.8
- 9.9 Me109 Range
- 10.0 Squadron Movement
- 11.0 Interception
- 12.0 Combat
- 13.0 Target Determination
- 14.0 Bombing
- 15.0 German Recovery & Turnaround
- 16.0 End of Day & Victory
- 17.0 Event Descriptions
- 18.0 Raid Force & Target Tables
1.0 Introduction
1.1
The Hardest Days (THD) is a purpose-designed solitaire simulation of five critical days in the Battle of Britain, the five days that saw the heaviest air action in the sky over England in the summer of 1940. Each of those days is presented as its own scenario. THD puts you in control of British Fighter Command, responding to air raids launched by the Luftwaffe, which is controlled by the game system.
1.2 Course of Play
Each one-day scenario represents up to 14 hours during which the Luftwaffe launches raids against targets in southern England, defended by the squadrons of the RAF's Fighter Command. German raids include bomber Gruppen (groups), attempting to bomb specific targets, and fighter groups protecting those bombers and attacking British fighter squadrons.
The German goal is twofold: inflict damage on targets and destroy squadrons to gain air superiority in preparation for the invasion of England. The game system controls German strategy and tactics to try to further those goals. You use your fighter squadrons to respond to the raids in an attempt to destroy or turn back the raiders and prevent their effective bombing of their targets, while minimizing your own fighter losses.
Your fighter squadrons and German fighter groups may participate in several raids in a given day, while German bombers, flying from distant bases, participate in only one raid per day. To track the passage of time, as measured by the sequencing of raids and the turnaround of squadrons and groups during each "Raid Day," the action is divided into seven two-hour time segments, from 0600 to 1800 hours, inclusive.
1.3 Scale
One inch on the map equals approximately 10 miles. British squadrons are composed of 10 to 15 aircraft. German groups possess 20 to 30 aircraft. Each time segment represents two hours. Each Air Action Phase represents 10 minutes.
2.0 Components
2.1
A complete copy of THD includes: a game map, this rules set, and a die-cut counter sheet with 176 counters. You must provide a six-sided die and three large-mouthed opaque containers for drawing counters.
2.2 The Game Map
depicts southeast England, where the major action of the Battle of Britain occurred. England, and the charts and tables, are oriented "upside down." You should sit off the map's north edge, facing south. Southern England is divided into "spaces," each identified by a historic RAF sector and fighter group number (such as 6/11) and a letter (a, b or c), either before or after the sector and fighter group numbers, to differentiate it from other spaces in the sector. Exception: the spaces for London and Thames Estuary have no sector/fighter group number.
All spaces bordered by water are coastal spaces. Exception: space 6/11c isn't considered a coastal space. The Thames Estuary is considered a coastal space, even though it is over water. The Isle of Wight (with Poling Radar Net) is considered part of space 1/11b.
Map Corrections: The Coastal Track pointing to space a7/11 in the LF2 South region (the track listing radar nets 4 and 5) should be labeled "B" not "A". Disregard the text paragraph printed in sector 4/10b.
2.3 Spaces
German raids and British squadrons move from space to adjacent space. Spaces are separated by solid or dotted lines. Two spaces are adjacent if they share a mutual border. Spaces are not adjacent if they only meet at a corner. For example, space 1/11c isn't adjacent to 2/11a or 4/10a.
2.4 Airborne Boxes
Each space has a column of three airborne boxes, labeled "LOW," "MED" (medium) and "HIGH" altitude, for placing squadrons and German raid markers flying in that space. A squadron in any space of a column of airborne boxes is considered airborne. Many spaces contain an RAF airfield, indicated by the airfield's name (for example, Hornchurch in 6/11c). All spaces with airfields have two additional boxes for placing squadrons, labeled "READY" and "SCRAMBLE." Squadrons in those two boxes aren't airborne.
2.5 Targets
Many spaces contain raid targets. Each raid target has a name and a symbol denoting its target type: airfield, port, radar net, industry, city or headquarters. Each radar net also has a number.
2.6 Luftflotte Raid Regions & Weather Boxes
A line divides England into two Luftflotten (air fleets) areas of operations, susceptible to raids from German Luftflotte 2 and Luftflotte 3, respectively. England is further divided into three raid regions, labeled "LF2 East," "LF2 South," and "LF 3," to indicate the general area of potential German raids. A dotted line marks the range limit for German Me 109 fighter groups. Three Weather Boxes hold weather markers to indicate the weather in each Raid Region.
2.7 Coast Tracks
Nine coast tracks, three per raid region, point toward specific spaces. German raid markers are placed in, and advance along, each track to represent raids approaching England.
2.8 German Airbases,
representing Luftflotte 2 and 3 airfields in France, are located south of England on the mapsheet. Each Luftflotte has several airbase boxes, each holding groups of a specific aircraft type.
2.9 The RAF Tote Board
holds British Squadrons that are on the ground but not ready to fly. The display includes boxes for each airfield on the map, to hold squadrons that are landing, rearming, or that have suffered light loss.
2.10 The Clock
has spaces dividing the day into seven two-hour time segments (0600 to 1800). The clock marker is moved along the clock to mark the passage of time during the day. German fighter groups are placed on the clock after participating in a raid, to indicate the time of day when they will next be available for raid assignment.
2.11 Raid Displays
Three identical Raid Displays each hold groups participating in a raid and squadrons intercepting that raid. Up to three raids may occur simultaneously, each in its own raid display. Each display's ID number (1, 2 or 3) corresponds to a raid marker on the map. Each Raid Display is divided into several boxes (Hunt Box, Bomber Box, Close Escort Box and Channel Patrol Box), to differentiate the missions of German groups assigned to that raid. Each box except the Channel Patrol Box is further divided into left, center and right sections to facilitate unit placement and interception procedures.
2.12 Inflight Box
The Inflight Box holds groups and squadrons that have participated in raids but haven't yet landed.
2.13 Loss Boxes
The Light Loss Box holds groups that have suffered combat losses. The Heavy Loss Box holds groups and squadrons that have suffered heavy combat losses.
2.14 The Bomb Damage Track
keeps track of the total bomb damage inflicted by German raids over the course of the day.
2.15 Units
The British and German counters represent the squadrons and groups that took part in the campaign. Squadrons and groups are collectively referred to as "units."
2.16 Unit Colors & Sides
British squadrons are tan, German fighter groups are grey, and German bombers are blue. Luftflotte 2 counters have a white band behind their Group Designation. Elite Me110 counters have a white band behind their bombing strength, selector letter, and combat rating. All units have two sides, one indicating full effectiveness, the other indicating reduced effectiveness. A unit's normal effectiveness is full.
2.17 Reduced Units
A unit showing its reduced side can have different meanings, depending on the unit and its location.
- A reduced unit in the Raid Display or In Flight Box is less effective in combat and bombing.
- A reduced group at a German airbase is ineligible to participate in a raid.
- A reduced squadron on the Tote Board or in a space on the map has green pilots.
2.18 Combat Rating
represents a unit's effectiveness in combat. A high British rating or low German rating indicates an effective unit.
2.19 Bombing Strength
represents the effectiveness of a German group in bombing a target.
2.20 Aircraft Types
British squadrons are Spitfires and Hurricanes. German fighter groups are Me109s and Me110s. German bomber groups are Do 17s, He111s, Ju 87s and Ju 88s. Two Me110 groups are marked with an "E" to indicate they're elite units. The following abbreviations are used for German aircraft: Do: Dornier, He: Heinkel, Ju: Junker, Me: Messerschmitt.
2.21 Unit Designations
Every unit has a multi-part designation. British designations indicate the squadron's number and its assigned sector/fighter group, appended by a letter indicating the squadron's assigned map space within the sector. German designations indicate Gruppe/Geschwader (group/wing). Some independent groups have no wing designation. The following abbreviations are used in designations.
- RCAF: Royal Canadian Air Force
- EGr: Erprobungsruppe (experimental training group)
- JG: Jagdgeschwader (hunting wing)
- KG: Kampfgeschwader (bomber wing)
- KGr: Kampfgruppe (bomber group)
- KuGr: Kustenfliegergruppe (coastal flying group)
- LG: Lehrgeschwader (training wing)
- SG: Stukageschwader (dive-bomber wing)
- ZG: Zerstorergeschwader (destroyer wing)
2.22 Selector Letters
(A, B or C) on both faces of every unit determine which are affected by various events. Assignment of selector letters to units has no bearing on unit type or quality.
2.23 Provisional Units
An asterisk "*" on a unit's full strength side indicates it's a provisional unit, included in a scenario only if specifically named in its set up. Units without such asterisks participate in all scenarios.
2.24 Raid Region Chits & Time Chits
are drawn at random from the Raid Region Cup to determine the general regions of raids and the passage of time. Each Raid Region marker lists one of three raid regions: Luftflotte 2 East, Luftflotte 2 South or Luftflotte 3.
2.25 Raid Size Chits
are drawn at random from the Raid Size Cup to determine how many groups are in a given raid. Raid Size Chits marked with an asterisk "*" are provisional and are added to the cup only if called for in the scenario set up.
2.26 Raid Markers
are placed on the map to indicate the location of a German Raid. Up to three raids may be on the map at the same time. Each Raid Marker is numbered to correspond to one of the three Raid Displays on the mapsheet.
2.27 Target Markers
are placed on the map to mark the target of a German raid, and are numbered to correspond to Raid Markers. After a raid has bombed its target, the Target Marker is flipped to its Recover side and placed with the Raid Marker to indicate that raid is now returning to base.
2.28 Target Damage Markers
are placed on the map to indicate bomb damage to radar net, airfield and headquarters targets.
2.29 The Time Marker
is placed on the clock to indicate the time of day.
2.30 The Bombing Point Marker
is placed on the Bomb Damage Track to indicate the number of bomb damage points accrued.
2.31 Cloud markers
are placed in the Weather Boxes to indicate patchy cloud or broken cloud conditions. If the weather is clear in a region, no marker is placed there.
2.32 Altitude Advantage Markers
are placed on squadrons that have an advantage or disadvantage in combat.
2.33 Event Chits
are drawn at random from the Event Cup. One side of each chit lists an approach event and the other side a target event. Each event is fully explained at the end of these rules.
3.0 Set Up
3.1 Choose a Scenario
Each scenario covers one of the critical days in the Battle of Britain.
- August 13. The Germans dubbed this day "Eagle Day," their first day of major coordinated raids, though some raiders were withheld due to weather.
- August 15. Trying again two days later with a strategy similar to Eagle Day, the Germans came to call this day "Black Thursday."
- August 18. Referred to by some historians as "the Hardest Day," this day saw the heaviest combined aircraft losses on both sides.
- August 24. This day started a new stage of the battle in which all German fighters concentrated on southeast England, targeting airfields and aircraft industry.
- September 7. On this day the Germans began raids against London, with the largest single raid of the campaign.
3.2 Scenario Table (see below)
3.3 Place Units
Place all 19 squadron counters without asterisks in the Ready Box in their assigned spaces on the map, full side up. Squadrons may be stacked in their Ready Box. Refer to the Provisional Squadrons column of the Scenario Table above to determine which asterisked squadrons you also place. Place all 74 group counters in the their assigned airbases, full side up; however, if you're playing the 8/24 or 9/7 scenario, don't place the seven Ju87 groups. Examples: place Spitfire squadron 54 6/11c in the Ready Box in space 6/11c. Place Me109 Group I/JG51 2 in the Me 109 airbase of Luftflotte 2.
3.4 Green Squadrons (Inexperienced Pilots)
Flip one squadron of your choice to its reduced side in each sector listed in the "Green" column of the Scenario Table. You must flip at least the number of Spitfire squadrons indicated. For example, if playing the 8/13 Scenario, you must flip three squadrons to their reduced side, including at least one Spitfire.
3.5 Region & Time Chits
Refer to the Scenario Table above and select the indicated Raid Region chits and four Time chits, and place them in a cup to draw from during play. Unselected Region Chits aren't used in the scenario. For example, if playing the 8/13 Scenario, you would place 10 chits in the cup: two LF2 East region chits, one LF2 South chit, three LF3 chits, and four time chits.
3.6 Prepare Raid Size Chits
Place the 14 unasterisked Raid Size Chits in a cup separate from the cup you're using for the Region Chits. Add asterisked chits to the cup if called for in the "Provisional Raid Size Chit" column of the Scenario Table. For example, if playing the 8/13 Scenario, you would add to the cup the provisional raid size chits indicating Major Raid sizes of 5, 6 and 7. You would leave out of the cup the chits indicating Major Raid sizes of 14, 15 and 16.
3.7 Event Chits
Place the 20 Event Chits in a third cup.
3.8 Determine Weather
Roll a die once for each region on the map (three rolls total), to determine the weather in that region. Place a cloud marker in each region's Weather Box. If the weather is clear in a region, place no marker there.
- 1-3: Clear
- 4-5: Patchy Clouds
- 6: Broken Clouds
3.9 Clock & Bomb Damage Markers
Place the Clock Marker in the 0600 space of the Time Clock, and place the Bomb Damage Marker in the "0" space of the Bomb Damage Track.
3.10 Scenario Special Rules
If playing the 8/24 or 9/7 Scenario, all German fighters in Luftflotte 3 are eligible for raids in LF2 South and East regions. If playing the 9/7 Scenario, the Luftwaffe is depleted; the majority of their groups are under-strength. To reflect that, add one to the total combat value in every combat in the scenario.
4.0 Sequence of Play
4.1
Each scenario of The Hardest Days occurs over the course of one historic day, divided into seven time segments of two hours each—from 0600 to 1800, inclusive. Upon completion of seven time segments, a scenario is over and victory is assessed. Each time segment is divided into three phases, each with several steps.
- The Raid Approach Phase occurs once at the beginning of each Time Segment.
- The Air Action Phase is repeated several times each time segment, as long as there is a German raid active on the map.
- The Airfield Operations Phase occurs once at the end of each Time Segment.
I. Raid Approach Phase
- Raid Region Determination.
Draw chits from the Raid Region cup one at a time.
- If the first chit drawn is a Time Chit, no Raids occur in this Time Segment. Keep the Time Chit out of the cup and skip ahead to the Airfield Operations Phase.
- If you draw a Raid Region Chit, place it in its region on the map off the coast of England, and draw another chit. Each Raid Region Chit placed represents a German raid forming up over France. Exception: If you draw a region chit for a Luftflotte with less that two ready fighter groups, put aside that chit and draw another.
- If you draw a Time Chit after drawing a Raid Region Chit, place the Time Chit on the clock as a reminder and stop drawing chits.
- If you draw three valid Raid Region chits, stop drawing chits.
- RAF Patrol. Place squadrons on patrol, at your option, by moving each from a Ready Box to any Airborne Box (LOW, MED or HIGH) in the squadron's space or adjacent space (see section 5.0).
- Raid Effort & Coast Crossing. For each Raid Region Chit on the map, determine where the raid will cross the English coast and the raid's effort—major or minor. See section 6.0. As you determine that, remove the Raid Region Chit from the map and place a Raid Marker in the highest numbered space of the determined Coast Crossing Track, on the marker's major or minor side.
- British Detection. Determine detection separately for each Raid Marker now in a Coast Crossing track. Roll the die and consult the Detection Table to determine the warning and intelligence for the raid (see section 7.0). Warning determines how far along the Coast Crossing Track a raid advances before the Air Action Phase. Intelligence determines how much is revealed about the raid's composition before the Air Action Phase. If a raid advances beyond its Coast Crossing Track into English airspace as a result of a warning result, conduct special pre-response air actions (see 7.2 and 7.4).
II. Air Action Phase
This phase is repeated as long as there are German Raid Markers on the map.
- Interception & Combat. For each Raid Marker in the same English space as one or more airborne squadrons, conduct the interception procedure (see section 11.0) followed by the combat sequence (see section 12.0).
- Targeting & Bombing a. For each Raid Marker in its first English space, determine the raid's target (see section 13.0). b. For each Raid Marker in its target space, draw a Target Event Chit and then conduct the bombing sequence (see section 14.0).
- Raid Movement.
Move each Raid Marker one space along its coast crossing track, or into an English space, or from one English space to another (see section 9.0).
- If a raid moves into its first English space, conduct the deployment procedure and draw a Raid Approach Event Chit for that raid (see section 8.0), if not already deployed.
- Each raid that begins its move in its target space gains a Recover Marker instead of moving. A raid that already has a recover marker moves.
- A recovering raid that begins its move in a coastal space or the Thames Estuary is removed from the map and all groups in the corresponding Raid Display are moved to the Inflight Box.
- Movement. Move any or all squadrons on the map one space, at your option (see section 10.0).
- If any Raid Markers are on the map, conduct another Air Action Phase; otherwise, proceed to the Airfield Operations Phase.
III. Airfield Operations Phase
- German Recovery. Move all groups in the Inflight Box to their airbases or to the clock, according to the German Recovery Schedule in the Inflight Box (see 15.2).
- Time Advance. Move the Clock Marker one space along the Clock Track. Return all Raid Region and Time Chits to their cup. Exception: if the only chit drawn in the previous Raid Approach Phase was a Time Chit, keep it out of the cup. If you advance the clock marker to the End of Day space, the scenario is over (see 16.0).
- German Fighter Turnaround. Move all groups in the clock space for the current time segment to their airbases, flipped to full.
- Squadron Turnaround. Adjust the status of all squadrons using the sequence below. Unless stated otherwise, retain each squadron's facing (full or reduced) when moving it. a. Move each squadron in a Re-Arm Box to the Ready Box in the squadron's assigned space on the map. b. Move each squadron in a Landing Box to its airfield's Re-Arm Box on the Tote Board. c. Move each airborne squadron to its airfield's Re-Arm Box on the Tote Board. d. Move each full squadron in the Inflight Box to its airfield's Re-Arm Box on the Tote Board. e. Move each reduced squadron in the Inflight Box to its airfield's Landing Box on the Tote Board, flipped to full. That includes green squadrons that survived their sorties; they are now experienced.
- Return to the Raid Approach Phase. Exception: if there are fewer than two full fighter groups in the LF2 airbases, and less than two full fighter groups in the LF3 airbases, immediately conduct another Airfield Operations Phase.
5.0 British Squadron Patrol
5.1
You may place squadrons on patrol during Step 2 of the Raid Approach Phase. Only squadrons in the Ready Box of an airfield on the map may be placed on patrol. Squadrons on the Tote Board may not patrol. Patrolling squadrons are more likely to be able to respond to a German raid than ready squadrons.
5.2
To put a squadron on patrol, place it in any Airborne Box (LOW, MED or HIGH) in its space or an adjacent space. For example, a squadron in space 3/11a may be placed on patrol in space 3/11a, 3/11b, 1/11c, 4/10c or London. Any number of squadrons may be stacked in an airborne space. When placing a squadron on patrol, retain its facing (full or reduced). A squadron patrolling on its reduced side is considered green.
5.3
A patrolling squadron remains on patrol throughout the current Time Segment until involved in interception and combat. When the Clock Marker is moved to the next time space on the clock, patrolling squadrons land as described in the Airfield Operations Phase of the sequence of play. Essentially, a squadron placed on patrol carries out that mission in the current time segment. It then lands and is unavailable to respond to raids in the next time segment, and is again ready to respond and patrol in the time segment after that.
5.4 Late Day Patrol Restriction
If the current time is 1800 hours, you may place no more than 13 squadrons on patrol.
6.0 Raid Coast Crossing
6.1
During Step 3 of the Raid Approach Phase, determine two things about the raid represented by each Raid Region Marker on the map: where the raid will cross the coast of England, and whether the raid is a major or minor effort.
6.2 Coast Crossing Determination
For each Raid Region Marker on the map, roll a die and locate that result in the column of the Coast Crossing Table for the scenario you're playing. The result indicates one of three Coast Crossing Tracks (A, B or C) within the region. Place a Raid Marker in the highest numbered space of the indicated Coast Crossing Track, then return the Raid Region Chit for which you just rolled to its cup.
Examples. You're playing the August 13 Scenario. Two Raid Region Chits are on the map, one for Luftflotte 2 South and one for Luftflotte 2 East. First, you roll the die for the LF2 South Region Chit and the result is five. You locate that result in the 8/13 column and the LF2 South row of the Coast Crossing Table, to find a coast crossing result of B. You place a Raid Marker in the B Coast Crossing Track of the LF2 South in the "3" space; then you return the LF 2 South Region marker to its cup. Next you roll a three for the LF2 East Region Chit. You locate the three result in the 8/13 column and the LF2 East row to obtain a result of C. You place a Raid Marker in the C Coast Crossing Track of the LF2 East region, in the "2" space; then return the Raid Region Marker to its cup.
6.3
There are three Raid Markers, numbered 1, 2 and 3. The numbers are simply identifiers; you may use any unused Raid Marker to mark a raid.
6.4
More than one Raid Region Chit may be in the same region, and thus more than one Raid Marker may be placed in Coast Crossing Tracks in that region. However, no more than one Raid Marker may be placed in a given Coast Crossing Track. If you roll a result calling for a second Raid Marker to be placed in the same track, roll again.
6.5 Raid Effort
As you place each Raid Marker on its Coast Crossing Track, roll the die again to determine the effort level of that raid. On a roll of one or two, the raid is minor; on a roll of three through six, the raid is major. Flip the Raid Marker to show the appropriate side. Exception: if playing the September 7 Scenario, the raid is minor on a roll of one and major on a roll of two through six.
7.0 British Detection
7.1
During Step 4 of the Raid Approach Phase, determine British detection separately for every Raid Marker on the map. For each raid, roll a die and refer to the Detection Table on the map, adding modifiers listed with the table to the die result to determine the warning and intelligence levels for that raid. Modifiers to the die roll include additions for your operating radar nets listed with the raid's Coastal Track, for the weather, and for a major raid.
Example. Suppose a Raid Marker for a major raid is in Coast Track B in the LF2 South region; the weather in the region is patchy clouds, and all your radar nets are operational. Refer to the Detection Table, adding together all the applicable die modifiers: the Coast Track lists two radar nets, each adding a modifier of two, and patchy clouds adds a modifier of one. The fact it's a major raid adds a modifier of three, resulting in a total die roll modification of eight. You roll a three, for a modified result of 11: early warning and poor intelligence.
7.2 Warning Levels
Warning determines how far along the Coast Crossing Track a raid advances before the Air Action Phase.
- Very Early Warning: the Raid Marker stays in the highest numbered box of its Coast Track.
- Early Warning: immediately move the Raid Marker one space along the Coast Track toward England.
- Sufficient Warning: move the Raid Marker two spaces along the Coast Track. (If in Coast Track C in LF2 East, see 7.4.)
- Late or No Warning: immediately conduct the raid deployment procedure (see section 8.0) to determine the raid's size, group composition and altitude, then deploy the groups in the Raid Display and draw a Raid Approach Event Chit. Move the Raid Marker onto the English space pointed to by the Coast Track, placing the marker in the Airborne Box corresponding to the raid's altitude (see 8.14). If in Coast Track C in LF2 East, see 7.4.
7.3 Intelligence Levels
Intelligence determines how much is revealed about the raid's composition before the Air Action Phase.
- Accurate Intelligence: immediately conduct the raid deployment procedure to determine the raid's size, group composition and altitude, and deploy the groups in the Raid Display (see section 8.0).
- Limited Intelligence: immediately determine the raid's size (see 8.3).
- Poor Intelligence: no effect.
7.4 Special Raid Actions in 6/11a
Coast Track C in the LF 2 East region is shorter than all other Coast Tracks: it has two spaces instead of three. A Raid Marker on this track may be moved into English air space sooner than raids on other tracks. Because of that, a sufficient warning result against a raid in this track has the same result as a late result in other tracks. That is, the Raid Marker is moved into English space 6/11a, and you conduct the raid deployment procedure.
A late or no warning result against a raid in Coast Track C of LF 2 East requires you to conduct raid actions that usually occur in the Air Action Phase. If a late or no warning result occurs on this track, conduct the raid deployment procedure and place the Raid Marker in the airborne box in 6/11a at its determined altitude, then immediately conduct the targeting procedure for the raid (see 13.2) and place a Target Marker in the raid's target space.
- If the targeting procedure indicates the raid's target is in space 6/11a, immediately conduct the bombing procedure (see section 14.0), and then flip the raid's Target Marker to its recover side (see section 15.0).
- If the target procedure indicates the raid's target isn't in space 6/11a, move the Raid Marker one space toward its target space.
What is happening here is the raid is performing actions over England before the RAF can react, due to the late warning.
8.0 Raid Deployment
8.1
German raid deployment consists of revealing the raid in two steps: 1) raid size determination reveals the number of groups in the raid; and 2) raid composition determines which specific groups in the raid are selected and deployed in the Raid Display, a Raid Approach Event Chit is drawn, and the raid's altitude is revealed.
8.2
The time at which you determine the size and composition for a given raid depends on the intelligence level of your detection for that raid:
- If you obtain an intelligence level of "accurate" against a raid, conduct the raid size procedure and the raid composition procedure immediately.
- If your intelligence level is "limited," conduct the raid size procedure immediately; only conduct the raid composition procedure upon moving the Raid Marker into its first English space.
- If your intelligence level is "poor," conduct the raid size procedure and raid composition procedure upon moving the Raid Marker into its first English space.
8.3 Raid Size Determination
Draw a Raid Size Chit from the Raid Size cup, and refer to the side of the chit for the raid's effort—major or minor—to determine the number of groups in the raiding force. Temporarily place the chit with the Raid Marker, until you determine raid composition. Once raid deployment is completed, return the Raid Size Chit to its cup.
8.4 Raid Composition Determination
Refer to the Raid Force Chart at the end of these rules. Roll a die and cross-reference that result across the top of the chart with the force letter appearing on the Raid's Size Chit, to locate a box with a numbered list of aircraft types. Count down the numbered list, noting each aircraft type until you have counted a number of entries equal to the raid's size.
Example. Suppose the Raid Size Chit indicates there are nine groups in the raid and the force letter on the chit is a B. You roll a four; so you refer to the fourth box in the B row of the Raid Force Table. You read the first nine aircraft listings: three Me109s, three Me110s and three Do17s are selected for the raid.
8.5 Selecting Groups
Select groups for the raid from airbases belonging to the Luftflotte for the raid's region, Luftflotte 2 or 3, via the following procedure. a. Select full groups of the aircraft type called for. Reduced groups may not be selected. b. If no groups of the specific aircraft type called for are available, substitute groups of a similar type: fighters for fighters and bombers for bombers. If not enough of the fighters specified are available, select any fighter. If not enough of the bombers specified are available, substitute a different bomber type in the following priority order: substitute Ju88s first, then Do17s, then He111s. Substitute Ju 87s only if no other bombers are available. Use this same substitution method in the 8/24 and 9/7 scenarios if the Raid Force Table calls for Ju87s. c. If no groups of a similar type are available, don't select any of that type. Never substitute bombers for fighters or vice versa. In such situations, don't select any groups for that entry, and don't select any groups for entries farther down the list. That is, if you can't fulfill a specific entry, stop selecting for the raid altogether; the size of the raid is decreased.
Example. Continuing the above example, assume you're selecting nine groups from list B4 of the Raid Force Table for a raid conducted by Luftflotte 2, and at the moment the required bombers are available but there are just four full Me109 groups and one full Me110 group available in Luftflotte 2. For entry 1 and 2 on the list, you select two Me109s, for entry 3 a Do17, for entry 4 an Me110, for entry 5 a Do17, for entry 6 an Me109, for entry 7 you substitute an Me109 for an Me110. When you come to entry 8, no more fighter groups are available; so you stop selecting altogether. The raid size is reduced from nine to seven.
8.6
When selecting groups for a raid, choose equally between selector letters A, B and C, if possible, after satisfying all other selection conditions.
8.7 Elite Me110 Groups
Two Me110 groups in LF2 are marked as elite units. If available, elite Me110 groups must be selected before any other Me110 in LF2.
8.8 False Raid
In the rare event no groups can be selected for a raid, that raid is a false raid: remove that Raid Marker from the map. If there are then no Raid Markers on the map, proceed to the Airfield Operations Phase.
8.9
If playing the 8/24 or 9/7 Scenarios, all German fighters in Luftflotte 3 are eligible to be assigned to raids in LF2 South and East regions. When selecting fighter groups for a raid against an LF2 target, select from both Luftflotten in the following priority: 1) select LF 2 groups of the matching aircraft type, for example, Me109 2) select LF3 groups of the matching aircraft type; 3) select LF2 groups of similar aircraft type, Me109 or Me110; 4) select LF3 groups of similar aircraft type.
8.10 Deploying Groups
After selecting groups for a raid, place the selected ones in the Raid Display matching the Raid Marker number, as follows:
- Me109s in the Hunt Box (even if substituting for Me110s). Place each Me109 in the section of the box with its selector letter (A, B or C).
- Bomber groups in the Bomber Box, randomly. To randomize the placement of Bomber groups, roll the die once and place each bomber group in the section of the Bomber Box listing the die result and the bomber's selector letter. For example, if you roll a three, you would place C groups in the left section of the Bomber Box, B groups in the center section, and A groups in the right section.
- If any bombers are in the Bomber Box, place all Me110s in the Close Escort Box (even if substituting for Me109s), each in the section of the box with its selector letter. After placing bombers and Me110s, if any Me 110s are in a section without at least one bomber group in the matching section in the Bomber Box, move the Me110 to a Close Escort section matching a bomber section with bomber groups. If two sections have bomber groups, place the Me110 in the Close Escort section with the fewest fighters; if tied, place in the Close Escort section matching the bomber section with the most bombers. It's your choice if two sections have the same number of fighters and bombers.
- If no bombers are in the Bomber Box, place all Me110s in the Bomber Box, using the bomber randomization die roll described above to place them in specific sections.
8.11 Me109 Close Escort
Certain Me109 listings on the Force Chart are appended with an "e" for close escort. For each e result, place one Me109 group in the Close Escort Box instead of the Hunt Box. Me109 groups so placed follow the rules for deploying Me110s in 8.10.
8.12 Channel Patrol
Certain Me 09 listings on the Force Chart are appended with a "cp" for channel patrol. For each cp result obtained, place one Me109 group in the Channel Patrol Box instead of the Hunt Box.
- On a "No Warning" detection result, Me109s assigned to channel patrol are placed in the Close Escort Box instead of the Channel Patrol Box. Me109 groups so placed follow the rules for deploying Me110s in 8.10.
- If no Me109 groups are available for channel patrol, no channel patrollers are assigned. An Me110 substituted for an Me109 assigned to channel patrol is placed in the Close Escort Box.
8.13
Once a raid's groups have been deployed in a Raid Display, return the Size Chit you drew for the raid to its cup.
8.14 Raid Approach Event & Altitude
To complete raid composition determination, draw a Raid Approach Event Chit from the cup, and apply the event to the raid if applicable. All events are fully described in section 17.0. Some events call for the raid to fly at low or high altitude. If the event doesn't specify altitude, the raid is flying at medium altitude. Place the Raid Marker in its assigned Altitude Box within the English space it occupies. If a raid whose marker is still on the Coastal Track is assigned to low or high altitude, place the Event Chit with the Raid Marker as a reminder until the raid reaches an English space. A deployed raid on a Coast Track with no Event Chit is assumed to be flying at medium altitude.
8.15 German Raid Deployment Summary
German bombers always fly bomber missions and are placed in the Bomber Box. A German fighter flies one of four missions, indicated by its placement in the Raid Display: hunting, close escort, strafing or channel patrol.
- Fighters in the Hunt Box intercept and attack squadrons. Only Me109s hunt, and are referred to as hunters when doing so.
- Fighters in the Close Escort Box support groups in the Bomber Box attacked by squadrons. Usually Me110s fly close escort, but Me109s may also fly close escort if called for by the Force Chart or an event.
- Fighters in the Bomber Box strafe the target instead of escorting any bombers that may be in the Bomber Box. Me110s strafe if no bombers are in the raid, or if the bombers aren't intercepted, or if required by an event. Me109s strafe only when on a close escort mission and the bombers aren't intercepted.
- Fighters in the Channel Patrol Box don't have an active role in the raid unless the British detection result is "No Warning," in which case they move to the Close Escort Box. Only Me109s fly channel patrol.
8.16 Simultaneous Raid Deployments
If more than one raid is to be deployed in the same step of the sequence of play, deploy major raids first, then minor raids. If there is more than one major or minor raid, deploy in order from northeast (LF2 East, Track A) to southwest (LF3, Track C).
9.0 Raid Movement
9.1
During Step 3 of the Air Action Phase, move every Raid Marker on the map. The nature of the move and actions triggered by the move depends on the Raid Marker's location at the start of the move.
9.2 Marker on a Coast Track Space 2 or 3
Move the marker one space along the track toward England.
9.3 Marker on a Coast Track Space 1
Move the marker to the English space pointed to by the Coast Track. If the raid hasn't yet deployed, conduct deployment procedures (see section 8.0). Place the Raid Marker in the Airborne Box in the space corresponding the raid's altitude.
9.4 Marker in an English Space Other Than the Raid's Target
If the Raid Marker is in a space adjacent to the raid's target space, move the marker into the target space. If it's in a space not adjacent to the target, move the Raid Marker to the adjacent space pointed to by the movement arrow in the raid's space (>). For example, a raid is in 6/11b and its target is in 7/11b, a space not adjacent to the raid's current space: the movement arrow in 6/11b indicates that raid moves to 7/11a. Space 6/11b has two movement arrows. Move to 6/11c if the target is London; otherwise, move to 7/11a.
9.5 Marker in Its Target Space
Don't move the Raid Marker; instead, flip the raid's Target Marker to its recover side and place it on top of the Raid Marker. The raid has now turned direction and will begin moving back to base with its next move.
9.6 Recovering Raid Marker in a Non-Coastal English Space
Move the Raid Marker and its Recover Marker one space toward the English coast by the most direct route possible, not necessarily toward the coast space from which the raid entered England. The route for a Raid Marker in a space not adjacent to a coastal space is indicated by movement arrows.
9.7 Recovering Raid Marker in a Coastal English Space
Remove the Raid Marker from the map and move all groups in the corresponding Raid Display to the Inflight Box, retaining each counter's strength (full or reduced). If there are then no Raid Markers on the map, the Air Action Phase is over; proceed to the Airfield Operations Phase.
9.8
When moving a Raid Marker from one space to another, place the marker in the Airborne Box for the raid's altitude. A Raid Marker may be placed in a box with squadrons.
9.9 Me109 Range
Me109 groups may not fly beyond the Me109 Range Limit Line on the map. When you move a Raid Marker across that line on its way to its target, immediately move all Me109s from the Hunt Box for that raid to the Inflight Box, and move all Me109s in the Close Escort Box to the Channel Patrol Box. When you move a recovering raid's Raid Marker back across the Me109 Range Limit Line, immediately move all Me109s from the raid's Channel Patrol Box to the Close Escort Box. When deploying Me109s to the Close Escort Box in this situation, place them in sections of the box supporting bombers, in accordance with the rules for Me110s in 8.10.
10.0 Squadron Movement
10.1
During Step 4 of the Air Action Phase, you may move any and all of your squadrons on the map. The moves allowed a given squadron depend on its location at the start of its move.
- A Squadron in a Ready Box may move to the Scramble Box in the same space.
- A Squadron in a Scramble Box may move to the Low Box in the same space.
- A Squadron in a Low Box may move to the Medium Box in the same space, or to a Low Box in any adjacent space.
- A Squadron in a Medium Box may move to the High or Low Box in the same space, or to a Medium or Low Box in any adjacent space.
- A Squadron in a High Box may move to the Medium or Low Box in the same space, or to a High or Medium Box in any adjacent space.
10.2
When moving a squadron, retain its strength (full or reduced). A squadron is not required to move; it may hold its position. Any number of squadrons may be placed in any given box. You may not move squadrons on the Tote Board, the Inflight Box, or Heavy Loss Box.
11.0 Interception
11.1
Interception occurs during Step 1 of the Air Action Phase in each space on the map occupied by airborne squadrons and a Raid Marker, even if the units are at different altitudes. Interception results in squadrons moving from the map to a raid display. Conduct interception separately in each space, in the following sequence.
- Hunters Intercept at Same Altitude. If the Raid marker is in the same Airborne Box (LOW, MED or HIGH) as one or more squadrons, you must move squadrons from that box to the Raid Display for that raid, up to the number of groups in the Hunt Box. The choice of which squadrons to move is yours, but you must select reduced squadrons before moving full squadrons. For example, if a Raid Marker and four squadrons are in the same MED box, and that raid has three hunters deployed in its Raid Display, you would move three squadrons to the Raid Display.
- Hunters Intercept at Different Altitudes. If the number of squadrons intercepted in step one above is less than the number of hunters, check to see if the excess hunters intercept squadrons at other altitudes in the space. Roll a die. On a roll of one through three, all squadrons one altitude level lower are eligible to be intercepted by hunters. On a roll of one, all squadrons one level lower and one level higher are eligible to be intercepted by hunters. Move squadrons lower than the raid to the Raid Display, then move squadrons higher than the raid to the Raid Display, until you run out of eligible squadrons or the number of squadrons in the Raid Display equals the number of hunters (including squadrons intercepted in step one). Interception isn't allowed between units that are at high and low altitude.
- Altitude Advantage & Disadvantage. Place an Altitude Disadvantage Marker on every intercepted squadron from an altitude lower than the raid. Place an Altitude Advantage Marker on every intercepted squadron from an altitude higher than the raid.
-
Squadrons Intercept at Your Option. If any squadrons remain airborne in the space after Hunter Interception, you may have them attempt to intercept the raid. Squadrons at the same altitude intercept automatically at your option; place them in the Raid Display. If you have squadrons in the space at altitudes other than the raid's altitude, roll a die.
- On a roll of one through three, squadrons one level higher than the raid may intercept at your option, and they gain the altitude advantage if they do so. Place an Altitude Advantage Marker on each such squadron.
- On a roll of one or two, squadrons one level higher and one level lower may intercept at your option. In this case, squadrons one level higher gain the altitude advantage while squadrons one level lower incur the altitude disadvantage. Place Altitude Advantage and Altitude Disadvantage Markers on squadrons as appropriate.
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Deploy Squadrons. After all interception is completed, randomly determine the placement of squadrons in the Hunt Box of the Raid Display. Roll the die once and place each squadron in the section of the Hunt Box with the squadron's selector letter, in accordance with the die result. For example, if you roll a two, you would place C squadrons in the left section of the Hunt Box, A squadrons in the center section, and B squadrons in the right section.
Evasion Results. Some die results in the Hunt Box indicate that squadrons evade hunters. If you obtain an evade result in a section, move only one squadron in that section of the Hunt Box to the corresponding section of the Bomber Box. For example, on a result of two, B squadrons placed in the right section of the Hunt Box get an evade result; move one B squadron to the right section of the Bomber Box. Some evasion results apply only if the interception is occurring in a region with clouds. The "Evade Cloud" result occurs only if the region has patchy or broken clouds. The "Evade Broken Cloud" result occurs only if the region has broken clouds.
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Check for Squadron Fly Through. After deploying squadrons, check each section of the Hunt Box for unopposed squadrons. If a squadron occupies a section of the Hunt Box in which there are no hunters, move the squadron to the corresponding section of the Bomber Box. For example, if hunters occupy the left and right sections of the Hunt Box, but not the center, you would move any squadrons in the center section of the Hunt Box to the center section of the Bomber Box.
11.2 Coincident Raids
If two Raid Markers are in the same space during interception, resolve all interceptions for the raid with the most hunters first. If both have the same number of hunters, resolve the raid with the most groups first. If still tied, it's your choice.
11.3
Squadrons that aren't intercepted, or don't choose to intercept, remain in their Airborne Box.
12.0 Combat
12.1
After you conduct the interception procedure for a given raid, immediately conduct combat in the Raid Display for that raid. First resolve all combats in the Hunt Box, one section at a time; then resolve all combats in the Bomber Box, one section at a time, following the order of the combat sequence. Combat is resolved individually between pairs of opposing units, as detailed in the combat resolution procedure. It is possible for squadrons to participate in combat in the Hunt Box and move on the have combat again in the Bomber Box.
12.2 Combat Sequence
- Hunters Attack Squadrons.
Starting with any section of the Hunt Box containing both groups and squadrons, pair up opposing units. Resolve combats between opposing pairs in the section one pair at a time, until all pairs have fought, according to the combat resolution procedure given below in 12.3.
- If one side has more units in the section, move aside the excess units of your choice before resolving combats.
- If the number of groups equals or exceeds the number of squadrons in a given section, the excess groups don't attack.
- Squadrons Attack Hunters at Your Option. If your squadrons in a given section of the Hunt Box outnumber the hunters, you decide whether each excess squadron will move on to the Bomber Box or stay and attack a hunter that survived the combat in step one of this sequence. Implement your choice for each squadron individually. If you choose to move a squadron, place it in the corresponding section of the Bomber Box (for example, left section to left section). If you choose to attack, select a group in the same section of the Hunt Box and resolve that combat. A hunter may be attacked any number of times, but each excess squadron may only attack once in the Hunt Box.
- Squadrons Shift to Engage Bombers.
After resolving all combats in the Hunt Box, one or more squadrons may be in any of the three sections of the Bomber Box. At this time you may shift squadrons from one section to another in the Bomber Box to adjust their deployment relative to any bombers, weather permitting.
- Clear Weather: you may shift two squadrons from any section to any other section.
- Patchy Clouds: you may shift one squadron.
- Broken Clouds: you may not shift any squadrons.
- Squadrons Attack Groups in the Bomber & Close Escort Boxes. After any permissible squadron shifts, squadrons attack bombers and close escort groups. Start with any section of the Bomber Box containing at least one group and squadron; groups in the corresponding section of the Close Escort Box are also included. Compare the number of close escort fighters to the number of squadrons. If squadrons outnumber close escort fighters, excess squadrons each attack one German group of your choice in the Bomber or Close Escort Box. Resolve combat for each attack.
12.3 Combat Resolution Procedure
Resolve combat between a pair of opposing units as follows.
- Add the combat ratings of the two units into one combat value.
- Roll a die and add the combat value to that number. Locate that total on the Combat Results Table and read the result in the column for the German group.
- Roll a die again and add the same combat value to that number. Locate that total on the Combat Results Table and read the result in the column for the British squadron.
- Refer to the Combat Damage Chart to determine how each unit's combat result affects the unit. Cross reference the combat result for the unit with the unit's nationality (squadron or group), its strength (full or reduced) and location in the raid display. Results range from the unit being unaffected, becoming reduced, moving to a different box of the Raid Display, or moving from the Raid Display to the Inflight Box, Light Loss Box or Heavy Loss Box. A given result may have different effects on a unit depending on its strength and location. A unit not directed to leave the Raid Display by a combat result remains in the Raid Display.
12.4 Altitude Advantage & Disadvantage
The combat rating of a squadron with an Altitude Advantage Marker is increased by two for the first combat in which that squadron participates, whether in the Hunt Box or Bomber Box. Remove the marker after the squadron's first combat or when the squadron moves to the Inflight box. Similarly, the combat rating of a squadron with an Altitude Disadvantage marker is reduced by two for its first combat.
12.5 Me109 High Altitude Advantage
If a raid is flying at high altitude, the combat rating of all squadrons in the Hunt Box is reduced by one for all combats resolved there.
12.6 Luftwaffe Depletion
If playing the September 7 Scenario, the combat ratings of all German groups are increased by one. That represents the fact most groups were flying under-strength by that time in the campaign.
13.0 Target Determination
13.1
Every raid has a target in England, revealed when the raid is in English airspace. During Step 2 of the Air Action Phase, determine the target for each Raid Marker in an English space, if that raid doesn't yet have a Target Marker on the map. Determine a target even for raids that don't include bomber groups. Once a raid has a target, that target doesn't change.
13.2 Procedure
- Refer to the Raid Target Chart in section 18.0. Cross-reference the scenario you're playing with the Coastal Track by which the raid entered England in order to locate a box with possible targets for the raid.
- Roll a die to obtain a target result.
- Place the Target Marker matching the Raid Marker's number on the target on the map.
- If the raid's target is in the same space as the Raid Marker, immediately conduct bombing.
Example. You're playing the 13 August Scenario; Raid Marker 2 is in space a6/11, which it entered from Coast Track C in the LF2 East region. Step 2 of the Air Action Phase is underway, and the raid's Target Marker isn't yet on the map. Referring to the Target Chart, you cross reference 8/13 with LF2 East C to find four possible targets for the raid: Rochford Airfield, Rochester Industry, Dover Port and Canterbury Industry. You roll a two, indicating the target is Rochford Airfield. You place Target Marker 2 on the Rochford Airfield symbol in space 11/6b.
14.0 Bombing
14.1
During Step 2 of the Air Action Phase, after determining raid targets, resolve bombing for every Raid Marker occupying the same English space as its Target Marker. Bombing resolution begins with the draw of a Raid Target Event. Then, if the raid has at least one group in the Bomber Box of its Raid Display, resolve that bombing. If a raid has no groups in the Bomber Box, skip the bombing procedure, but still draw a Target Event for the raid.
14.2 Bombing Procedure
- Draw a Raid Target Event for the raid and implement its results. All events are fully described in section 17.0. If the raid has no groups in the Bomber Box, stop the bombing procedure here.
- Total the bombing strength of all groups in the Bomber Box. Don't include groups in the Close Escort Box. If strafing fighters are in the Bomber Box, their bombing strength may be reduced. If the raid is at low altitude, double the bombing strength of the bomber groups (but not strafers).
- Locate the column of the Bomb Damage Point Chart with the total bombing strength and cross-reference with the weather in the target space to find the number of Bomb Damage Points scored. If the raid is at low altitude, consider the weather to be clear. See 14.4.
- Move the Bomb Damage Point Marker up the Bomb Damage Point Track the number of spaces equal to the points scored.
- If the target is an airfield, radar net or headquarters, apply the effects of the damage incurred.
14.3 Strafers
German fighters in the Bomber Box strafe the target, contributing their bombing strength to the total bombing strength.
14.4 Strafing Penalty
When strafing radar, city or headquarters, Me110s halve their bombing strength (round up). Me109s don't contribute any strength when strafing such targets.
14.5 Bomb Damage Point Modifiers
- Raid Not Yet Intercepted. If no squadron has entered the Raid Display at any time prior to the raid's bombing, increase the bomb damage points scored by one (but not if the target is non-essential).
- Non-Essential Target. If the raid target is non-essential (due to an event), bomb damage scores greater than one are treated as one.
- Dive Bombing Bonus. If all bomber groups in the raid are Ju87s and the target isn't a radar net, use the Clear row of the Bombing Table, regardless of the weather.
- Low Altitude. If the raid is flying at low altitude (due to an event draw), use the Clear row of the Bombing Table, regardless of the weather. If the weather is already clear, use the damage result two columns to the right of the obtained result.
14.6 Effects of Bomb Damage on Targets
In addition to bomb damage points scored, damage points may have further effects on radar, airfield, and headquarters targets. Damage points have no additional effects on ports, cities and industry.
14.7 Radar Nets
If a radar net incurs any damage points, place a Damage Marker on the radar symbol on the map. The radar net is damaged for the remainder of the scenario. A damaged radar net does not add its +2 modifier to the detection die-roll.
14.8 Airfields
An airfield may incur one to four damage points from a bombardment. A number of squadrons at the airfield equal to the damage point total may become dispersed. Squadrons ready or scrambling at the airfield on the map or in that airfield's Rearm Box on the Tote Board are liable to bombing dispersal, which delays a squadron's availability to respond to raids. Move squadrons of your choice from the airfield's Ready Box and Scramble Box on the map to the sector's Landing Box on the Tote Board, retaining their strength, until you've moved a number of squadrons equal to the damage point total. If insufficient squadrons are on the map, move squadrons from the airfield's Rearm Box to the Landing Box. If you have a choice of squadrons to move, the choice is up to you. Squadrons that are airborne or in the Inflight Box aren't liable to bombing dispersal.
14.9 Airfield Aircraft & Communications Damage
If three or four damage points are scored against an airfield in a single bombardment, roll the die again after implementing squadron dispersal at the airfield.
- 1-3: no additional effect.
- 4, 5: aircraft destroyed. Move a squadron of your choice from the airfield's Landing Box to the Light Loss box. If no squadrons are in the Landing Box, no effect.
- 6: airfield communications have been hit. Place a Damage Marker on the airfield symbol on the map. No squadron based at that airfield may be placed on patrol for the remainder of the day. Squadrons currently airborne remain so.
14.10 RAF Headquarters
If a headquarters incurs any damage points, place a Damage Marker on its symbol on the map. That HQ is damaged for the remainder of the scenario. A damaged headquarters impairs British Fighter Command operations. If one HQ is damaged, the total modifier added to the detection die roll for all raids is halved, rounding up.
14.11 Cumulative Bomb Damage
A target with a damage marker is not further affected by additional damage, though bomb damage points are still scored and squadrons may still be dispersed.
15.0 German Recovery & Turnaround
15.1
Once a raid reaches its target space and completes its bombing (if any), the raid is said to be recovering. A raid marker in its target space receives a Recover Marker during the Raid Movement Step of the Air Action Phase instead of moving (see section 9.0). A raid with a Recovery Marker is considered to be flying back to base. A recovering raid participates in interception and attack, just like an incoming raid. A recovering raid that starts its move in an English coastal space is removed from the map. When that occurs, move all groups in the raid's Raid Display to the Inflight Box.
15.2 Group Turnaround
German bomber groups may participate in just one raid per raid day, while German fighter groups may participate in as many as three raids per day. To track availability, all groups that participated in a raid, other than those suffering light or heavy loss, are moved from the Inflight Box as follows during Step 1 of the Airfield Operations Phase.
- Move Bomber groups to their airbases, all flipped to their reduced side if not already reduced. A reduced group in an airbase may not be assigned to a raid for the remainder of the day.
- Move full fighter groups to the clock space three spaces ahead of the current time. Those groups will next be available for raid assignment when that time arrives. For example, if the current clock time is 0800 hours, place a full fighter group in the 1400 space.
- Flip reduced fighter groups to their full side and move them to the clock space four spaces ahead of the current time.
- If insufficient clock time remains to place a fighter group on the clock, place the group at its airbase and flip it to its reduced side to indicate it may not participate in a raid for the remainder of the day.
16.0 End of Day & Victory
16.1
The day and the scenario end when you advance the Clock Marker into the End of Day space on the clock. At that time, total up your victory points (VP) to determine if you win or lose the scenario.
- Each group in the Heavy Loss Box: +2 VP
- Each group in the Light Loss Box: +1 VP
- Each squadron in the Light Loss Box: -1 VP
- Each squadron in the Heavy Loss Box: -2 VP
- Each bomb damage point: -1 VP
16.2
The total number of VP determines your level of defeat or victory
- -7 VP or less: disastrous defeat for the British
- -6 to -2 VP: tactical defeat for the British, but not crippling
- -1 or 0 VP: draw
- +1 to +6 VP: British tactical victory
- +7 or more VP: major British victory and campaign turning point
17.0 Event Descriptions
17.1
Raid events appear on Raid Event Chits. Each event chit is two sided. During the raid deployment procedure you draw a chit and read its Approach Event side. During the bombing procedure, you draw a chit and read its Target Event side. Events are fully described in this section and may affect units participating in the current raid, or units on the map, or other game functions. Return each drawn chit to the cup after implementing its result. Exception: some event chits are kept with the raid for which they're drawn as a reminder of a special condition. In such cases, return the chit to the cup when the condition has been satisfied.
Approach Events
17.2 Bombers Break Formation (A, B or C)
Flip all bomber groups with the indicated selector letter to their reduced side.
17.3 Form-Up Failure (A, B or C)
If eight or more groups are in the raiding force, administrative errors cause some to miss their rendezvous point. All groups with the indicated selector letter in the Bomber and Close Escort Boxes immediately leave the raid; place them in the Inflight Box. If that results in a section of the Bomber Box becoming empty, move all groups remaining in the Close Escort Box for that section to the Bomber Box. Groups in the Hunt and Channel Patrol Boxes aren't affected. If the raid has seven or fewer groups, no event occurs.
17.4 High Altitude Raid
If the raid consists only of Me109 groups, it's flying at high altitude throughout its flight. Place this marker with the Raid Marker as a reminder. For every combat resolved during this raid, subtract one from the total combat value. That's in addition to any adjustments for altitude advantage or disadvantage. If the raid has any bombers or Me110s, no event occurs.
17.5 Hunter Tactics
Place this event chit on one hunter group in the Raid Display. Subtract two from the combat value for the first combat involving the group, then return the event chit to the cup. If no groups are in the Hunt Box, no event occurs.
17.6 Hunter Tactics < 8/24
Place this chit on one hunter group in the Raid Display. Subtract two from the combat value for the first combat involving the group, then return the chit to the cup. If no groups are in the Hunt Box, or if this event is drawn on 8/24 or 9/7, no event occurs.
17.7 Low Altitude Raid
If the raid has only one bomber group, along with any number of close escort fighters and hunters, the raid is flying at low altitude throughout its flight. Place this marker with the Raid Marker as a reminder until the raid reaches an English space.
17.8 Raid in Clouds (A, B or C)
If the raid's region has patchy or broken clouds, the raid becomes scattered. All groups in the raid with the indicated selector letter become reduced; flip them over. If the weather is clear, no event occurs.
17.9 Squadron Tactics > 8/16
Place this chit on one hunter group in the Raid Display. Add two to the combat value for the first combat involving the group, then return the chit to the cup. If no groups are in the Hunt Box, or if this event is drawn before 8/16, no event occurs.
17.10 Squadron Tactics
Place this chit on one hunter group in the Raid Display. Add two to the combat value for the first combat involving the group, then return the chit to the cup. If no groups are in the Hunt Box, no event occurs.
17.11 Undetected Raid
If there are currently fewer than three raids on the map, draw chits from the Raid Region cup until you draw a Raid Region chit. Place the chit in its region on the map and immediately conduct coast crossing and British detection for the raid. If there are three raids on the map, no event occurs.
17.12 Vectored away (A, B or C)
Move one full airborne squadron with the indicated selector letter from the map to the Inflight Box. If more than one squadron is eligible, select the full squadron closest in spaces to the raid. If equidistant, you choose.
Target Events
17.13 Channel Patrollers Escort
If the raid target is in a coast space, move all channel patrolling fighters to the Close Escort Box. If the raid target isn't in a coastal space, keep this chit with the raid. When the raid is recovering and enters a coastal space, move all channel patrolling fighters to the Close Escort Box. Follow the rules for deploying close escort fighters.
17.14 Channel Patrollers Hunt
If the raid target is in a coastal space, move all channel patrolling fighters to the Hunt Box. If the raid target isn't in a coastal space, keep this chit with the raid. When the raid is recovering and enters a coastal space, move all channel patrolling fighters to the Hunt Box.
17.15 Close Escort Fighters Strafe (A, B or C)
Move all fighters in the Close Escort Box with the indicated selector letter to the Bomber Box, keeping them in the same section (left, center or right).
17.16 Decoy Raid
If one or more raid markers (other than this raid) occupy a coastal track, remove one raid marker of your choice. That raid was a decoy and doesn't occur.
17.17 Flak (A, B or C)
Flip all bomber groups with the indicated selector letter in the Bomber Box to their reduced side. If already reduced, they immediately abort; move them to the Inflight Box. If the raid is low level, all bomber groups with the indicated selector letter move to the Light Loss Box.
17.18 Navigational Error
If the raid target isn't in a coastal space, reduce bomb damage inflicted by this raid by one point. Keep this chit with the raid during the bombing procedure as a reminder. If the target is in a coastal space, no event occurs.
17.19 Non-Essential Target
German intelligence failures result in the raiders bombing a non-operational location or a facility not related to Fighter Commend operations. Treat a bomb damage score greater than one as a one. If the raid target is an airfield, radar net or headquarters, don't implement effects of bomb damage. Keep this chit with the raid until bombing, as a reminder.
17.20 Pathfinders
German reconnaissance aircraft are flying with the raid; increase the bomb damage inflicted by this raid by one point, but not beyond four points. Keep this chit with the raid during the bombing procedure as a reminder.
17.21 RAF Radio Confusion
If any space currently has more than four airborne squadrons, you must move one full airborne squadron of your choice from that space to the Inflight Box.
17.22 Undetected Raid
If there are currently fewer than three raids on the map, draw chits from the Raid Region cup until you draw a Raid Region chit. Place the drawn chit in its region on the map and immediately conduct coast crossing and British detection for the raid.
17.23 Weather Shift
The weather in the raid's target region changes. If the region has a cloud marker, flip it over. If the weather is currently clear, place a patchy cloud marker.
18.0 Raid Force & Target Tables
18.1 Raid Force Table
See page R.
18.2 Raid Target Table
See page R14.