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Wild Blue Yonder

Wild Blue Yonder Rulebook

Table of Contents

Table of Contents

    • 1.0 Introduction
      • 1.1 References
      • 1.2 Significant Rule Changes
    • 2.0 Components
      • 2.1 Aircraft Cards
        • 2.1.1 Fighters
      • 2.2 Action Cards
      • 2.3 Altitude and Hit Markers
      • 2.4 Pilot Counters
      • 2.5 Other Counters
    • 3.0 Sequence of Play
      • 3.1 Wingman Step
      • 3.2 Altitude Step
      • 3.3 Leader Step
      • 3.4 Discard Step
      • 3.5 Draw Step
      • 3.6 Final Step
    • 4.0 Set Up, Duration, and Victory
      • 4.1 Summary
      • 4.2 Sides
      • 4.3 Date
      • 4.4 Aircraft
      • 4.5 Initial Altitudes
      • 4.6 Action Cards
        • 4.6.1 Hand Etiquette
        • 4.6.2 Draw Pile
      • 4.7 Play Order
      • 4.8 Game Duration
      • 4.9 Victory
        • 4.9.1 Damage and Destruction
        • 4.9.2 Element Elimination
        • 4.9.3 Determining Victory
    • 5.0 Fighter Aircraft Cards
      • 5.1 Leaders and Wingmen
      • 5.2 Leader Ratings
        • 5.2.1 Damage Capacity
        • 5.2.2 Performance
        • 5.2.3 Horsepower
        • 5.2.4 Bursts
        • 5.2.5 Gunners
        • 5.2.6 Heavy Guns
        • ► 5.2.7 Ceiling
        • 5.2.8 Bomb
        • ► 5.2.9 Strafe
        • 5.2.10 Balance Value
      • 5.3 Jet Ratings
        • 5.3.1 Speed
        • 5.3.2 Thrust
      • 5.4 Wingman Ratings
        • 5.4.1 Damage
        • 5.4.2 Combat Ratings
        • ► 5.4.3 Heavy Guns
        • ► 5.4.4 Ceiling
        • 5.4.5 Bomb and Strafe
        • 5.4.6 Balance Value Modifiers
      • 5.5 Special Ratings
        • 5.5.1 Agile
        • 5.5.2 Carrier Aircraft/Floatplane/Flying Boat
        • ► 5.5.3 Multi- and Single-Engined
        • ► 5.5.4 Power Boost
        • 5.5.5 Turret Fighters
    • 6.0 Playing Action Cards
      • 6.1 Attacking
      • 6.2 Responding
        • 6.2.1 Ace Pilot
        • 6.2.2 Barrel Roll
        • ► 6.2.3 Chop Throttle
        • 6.2.4 Tight Turn
        • ► 6.2.5 Clouds
        • 6.2.6 Full Throttle
        • 6.2.7 Scissors
        • 6.2.8 Vertical Roll
      • 6.3 Full Throttle Counters
    • 7.0 Position
      • 7.1 Relative Position
        • 7.1.1 Tailing
        • 7.1.2 Advantaged
        • 7.1.3 Neutral
        • 7.1.4 Disadvantaged
        • 7.1.5 Tailed
      • 7.2 Indicating Position
        • 7.2.1 Neutral
        • 7.2.2 Advantaged/Disadvantaged
        • 7.2.3 Tailing/Tailed
      • 7.3 Adjusting Position
        • 7.3.1 Maneuver
        • 7.3.2 Half Loop
        • 7.3.3 Full Throttle
        • 7.3.4 Scissors
        • ► 7.3.5 Clouds
        • 7.3.6 Giving Up Position
      • 7.4 Effects of Position
      • 7.5 Engagement
        • 7.5.1 Engagement Restrictions
        • 7.5.2 Attacking a Lone Leader
    • 8.0 Altitude
      • 8.1 Altitude Markers
      • 8.2 Changing Altitude
        • 8.2.1 Altitude Step
        • 8.2.2 Vertical Roll
        • 8.2.3 Stopping a Vertical Roll
        • 8.2.4 Effect on Position
      • 8.3 Altitude Effects on Ratings
        • 8.3.1 Horsepower Ratings
        • 8.3.2 Wingman Combat Ratings
    • 9.0 Firing
      • 9.1 Pilots Firing
        • 9.1.1 Changing Position
        • 9.1.2 Heavy Guns
      • 9.2 Gunner Attacks
        • 9.2.1 Evading Gunner Attacks
        • 9.2.2 Gunner Responses
      • 9.3 Hits
        • 9.3.1 Damaged Aircraft
        • 9.3.2 Destroyed Aircraft
        • ► 9.3.3 In My Sights (Cockpit Hit)
        • 9.3.4 In My Sights (Engine Hit)
        • 9.3.5 In My Sights (Fuel Tank Hit)
        • 9.3.6 Heavy Cannons
    • 10.0 Wingmen
      • 10.1 The Wingman's Mini-Hand
        • 10.1.1 Wingman Attacks
        • 10.1.2 Wingmen Defending
      • 10.2 General Rules for Wingmen
      • 10.3 Eligible Targets for Wingmen
      • 10.4 Wingmen Attacking Leaders
        • 10.4.1 Maneuvering
        • 10.4.2 Firing
      • 10.5 Wingmen Attacking Wingmen
        • 10.5.1 Maneuvering Not Allowed
      • 10.6 Leaders Attacking Wingmen
        • 10.6.1 Declaring the Attack
        • 10.6.2 Bursts
        • 10.6.3 Gunners vs. Wingmen
    • 11.0 Destroyed Aircraft
      • 11.1 Wingman Destroyed
      • 11.2 Leader Destroyed
    • 12.0 Disengagement
      • 12.1 Voluntary Disengagement
      • 12.2 Clouds
    • 13.0 Balancing a Dogfight
      • 13.1 Balance Values
      • 13.2 Quality vs. Numbers
      • 13.3 Lone Leaders
      • 13.4 Pilot Counters
    • 14.0 Extended Example of Play
      • 14.1 Setup
      • 14.2 Initial Altitudes
      • 14.3 Initial Hands
      • 14.4 Play Order
      • 14.5 Turn 1
        • 14.5.1 Axis Player-Turn
        • 14.5.2 Allied Player-Turn
        • 14.5.3 Final Step
      • 14.6 Turn 2
        • 14.6.1 Axis Player-Turn
        • 14.6.2 Allied Player-Turn
        • 14.6.3 Final Step
      • 14.7 Turn 3
        • 14.7.1 Axis Player-Turn
    • Dogfight Sequence of Play (Reference)
      • Action Card Manifest
      • Bombing, Strafing, and Spoiled Attacks
      • Disengagement Table [12.0]
        • Level Modifiers
  • Campaign Rulebook
    • 15.0 Campaign Introduction
      • 15.1 Basic Game Concepts
        • 15.1.1 Leaders and Wingmen
        • 15.1.2 Altitude
        • 15.1.3 Position
    • 16.0 Campaign Sequence of Play
      • 16.1 Search Step * (Night Mission only)
      • 16.2 Jettison Step *
      • 16.3 Wingman Step
      • 16.4 Altitude Step
      • 16.5 Air Strike Step * (Over-Target Turn only)
      • 16.6 Leader Step
      • 16.7 Discard Step
      • 16.8 Draw Step
      • 16.9 Final Step
    • 17.0 Campaign Aircraft
      • 17.1 Fighters
        • 17.1.1 Night Fighters
      • 17.2 Light Bombers
      • 17.3 Formation Aircraft
        • 17.3.1 Characteristics
        • 17.3.2 Altitude
        • 17.3.3 Position
        • 17.3.4 Bombing
        • 17.3.5 Air-to-Air Combat
        • 17.3.6 Damage
        • 17.3.7 Out of Formation
      • 17.4 Transports
        • 17.4.1 Cargo Points
      • 17.5 Special Ratings
        • ► 17.5.1 Dive Brakes
        • ► 17.5.2 Oblique Guns
        • ► 17.5.3 Slow
      • 17.6 Sections
    • 18.0 Loaded Aircraft
      • 18.1 Common Rules

1.0 Introduction

1.1 References

Throughout these rules, references to other sections of the rules where players will find more information about a term or concept appear in [square brackets].

1.2 Significant Rule Changes

The Down in Flames rules have changed very little since 1993, but there have been some clarifications and improvements. Where these rules differ in substance from those last published, they are marked with a ► symbol.

Experienced Down in Flames players should pay particular attention to the following changes:

  • WBY has separate, functionally identical decks for each side [2.2].
  • The Sequence of Play now includes a Final Step when players conduct various end of turn actions [3.6].
  • All Aircraft cards have Ceiling ratings, limiting the altitude at which they may operate [5.2.7].
  • The concept of Power Boost, introduced by Toby Pilling for Bf109G aircraft in C3i magazine, has been normalized and extended to other aircraft types [5.5.4].
  • Four new Action card types are included in the 110-card decks:
    • Chop Throttle [6.2.3]
    • Clouds [6.2.5, 7.3.5]
    • In My Sights (Cockpit Hit) [9.3.3]
    • In My Sights (Engine Hit) [9.3.4]

2.0 Components

Wild Blue Yonder contains the following components:

  • 220 Action Cards
  • 300 Aircraft Cards
  • 264 5/8" Counters
  • 4 Double-sided Target Cards
  • 7 Double-sided Campaign Cards
  • 4 Double-sided Campaign Log Sheets
  • 1 Land Campaign Log Sheet
  • 1 Campaign Display
  • 1 Double-sided 11" x 17" Resource/Player Aid Card
  • 1 Dogfight Rulebook (this one)
  • 1 Campaign Rulebook

If any components are damaged or missing, please contact us, and we'll replace them.

GMT Games, LLC, P.O. Box Hanford CA 93222-1308, www.gmtgames.com, (800) 523-6111

2.1 Aircraft Cards

► The Down in Flames series includes four general classes of aircraft: Fighters, Light Bombers, Medium Bombers, and Heavy Bombers. Only Fighters are used in the basic Dogfight game of Wild Blue Yonder.

2.1.1 Fighters

The primary function of a Fighter is to shoot down enemy aircraft. Fighters operate in pairs of aircraft—a Leader plus his Wingman—called an Element. You, the player, have complete control over the Leader, and keep a hand of cards representing that Leader's "potential energy." You have a lesser degree of control over your Wingman, drawing smaller, temporary "mini-hands" whenever it attacks or is attacked.

2.2 Action Cards

► Each side uses its own (functionally identical) Action card deck. Action cards allow players' aircraft to maneuver relative to each other, fire their guns, and defend against enemy attacks. The name of each Action card is listed in the vertical box on the left side of the card, and is shown in Small Caps when mentioned in the rules. The vertical box also includes an individual Card #, used for randomization results in some campaigns. Every Action card includes Attack and Response sections [explained in Section 6.0] as well as Strafe and Bomb results. Some cards also have Wingman Limitation symbols, Spoiled Attack symbols, and/or Loaded Penalty symbols.

Action cards may be played in one of two ways, as an Attack or as a Response, and are color-coded for easy reference.

  • Cards with a red vertical box along the left side are Attack cards.
  • Cards with a blue box are Response cards.
  • Cards with a white box can be used either way, but not at the same time.

The Response sections of Blue and White cards list the Action card types to which they may respond [6.2].

2.3 Altitude and Hit Markers

These counters show an aircraft's current Altitude and accumulated Hits sustained.

2.4 Pilot Counters

These counters represent the men at the controls of the aircraft. Unless used for play balance [see Section 13.4], they enter play only in the Campaign Game.

2.5 Other Counters

► Wild Blue Yonder also includes a Turn marker and counters for Play Order, Elements in the Clouds, Agile aircraft, Full Throttle energy, and Heavy Guns. Ace and Veteran markers are used when pilots have those Skills.

Campaign games may use additional markers for first and last Mission turns, campaign progress, formation status, Fighters Over Target, Resource reminders, and loads (indicating aircraft carrying drop tanks, bombs, and other encumbrances).

3.0 Sequence of Play

Basic Dogfight games are played in Game-Turns, each of which includes one player-turn (hereafter called simply "turns") for each Element in the game. Each turn is composed of several steps, as described below.

In your turn, you complete each of the following steps in the order listed. If you do not wish to conduct actions in a given step, you may skip it and go on to the next step.

Once you have completed all the steps, your turn is complete, and play moves on to the next player. When all players have finished their turns, one Game-Turn is complete. Begin the next Game-Turn, following the same player order established for the first Game-Turn [4.7].

NOTE: In these rules hereafter, a capitalized "Turn" will always refer to a Game-Turn, while a lower-case "turn" will be a player-turn.

3.1 Wingman Step

If you have a Wingman and are at the same Altitude as an enemy Element, choose and announce a target for your Wingman. Draw a "mini-hand" equal to the Offensive Rating and resolve his attack. You may attack only one enemy aircraft during this step; you cannot play cards against two different aircraft.

EXCEPTION: On the first Game-Turn, the first Element (only) skips this step unless the opposing force consists entirely of Formation aircraft [17.3].

3.2 Altitude Step

► Remove Clouds marker, if any, and adjust your altitude to match that selected. Otherwise, your Element may change altitude up or down to an adjacent level.

3.3 Leader Step

Choose and announce a target and play cards one at a time from your Leader's hand. These may allow you to adjust your altitude, change your position relative to an enemy Element, or fire upon an enemy aircraft. An affected enemy player has the opportunity to respond immediately to each card as it is played against him. You may then respond to his card, and so on, until one of you elects not to respond further. You may then play a card to initiate a new action. You may attack only one enemy aircraft during this step; you cannot play cards against two different aircraft.

Instead of playing cards, you may choose to voluntarily Disengage at this time [12.1].

3.4 Discard Step

► You may discard as many cards from your Leader's hand as you like, placing them face up in the discard pile. Only the top card you discard need be visible. The discard pile is closed—no player may ever examine it at any time.

3.5 Draw Step

You may draw cards to refill your Leader's hand. Your Leader's Horsepower, Performance, Altitude, and being in Clouds limit the number of cards drawn.

Play Note: If you just can't wait to play this game, and aren't overly fond of reading rules, skip ahead to Section 14.0 and read through the Extended Example of Play. That, along with the Sequence of Play you've just read, should get you going. You can refer to the rest of the rules as questions arise.

3.6 Final Step

► The Final Step is unique in occurring only once per Game-Turn, after the completion of all player turns. In a Dogfight, the only activity is to advance the Turn marker one space on the Dogfight Mission Turn Track unless it is the last Turn of the game (Turn 6).

4.0 Set Up, Duration, and Victory

4.1 Summary

a) Select players to be on each side (Axis or Allied). b) Select the date in which the battle takes place. c) Each side selects the aircraft to be used by their side. d) Secretly select an altitude for each Element. e) Deal out initial Action card hands. f) Determine the first player. g) Play a six-Turn Dogfight, using the same player order determined on the first Turn. h) Determine victory.

4.2 Sides

Divide the players into two sides. One side is the Axis, and flies aircraft with red borders on their cards (German, Hungarian, Italian, or Romanian in Wild Blue Yonder). The other side is the Allies, and flies aircraft with blue borders (British, Soviet, or US).

The number of players on each side may be unequal, but the number of aircraft should be the same unless using rules for play balance [13.2-3]. This may mean that one or more players will control two Elements, or one or more players may elect not to have a Wingman (see 13.0 Balancing a Dogfight).

4.3 Date

Select the month in which the battle will occur. The month and year in which an aircraft came into operational service are listed on its Aircraft card. Choose aircraft that came into service during or before the month you select.

4.4 Aircraft

Choose only Fighter aircraft in a basic Dogfight game. Use Bombers only in the Campaign Game.

4.5 Initial Altitudes

Each player secretly selects his Element's starting altitude [see 8.0] by placing an Altitude marker on the table and covering it with his hand. Players on the same side may confer before selecting their altitude(s). Once all players have selected their altitudes, reveal all markers simultaneously. Place the Altitude markers selected on or next to their Elements to so indicate.

EXCEPTION: Very High Altitude can be chosen only for Elements equipped with Turbochargers [5.2.3].

4.6 Action Cards

Deal each Element (or lone Leader) a number of Action cards equal to the Leader's Performance rating. If you are controlling more than one Element, keep a separate hand for each Leader.

4.6.1 Hand Etiquette

► Players should keep their hands hidden from all other players (including their teammates) at all times. Players need not reveal how many cards are currently in their hands except to a player with whom they are Engaged [7.5].

4.6.2 Draw Pile

When a Draw Pile is depleted, shuffle the discards together to create a new Draw Pile and continue play.

4.7 Play Order

Place the Turn marker in the '1' space of the Turn Track (or place a spare '1' Hit marker next to the Draw Pile). Randomly determine which side goes first, e.g., by flipping the Turn Marker (which reads "Allied" on one side and "Axis" on the other). The winning side announces which of its Elements goes first and places the "1" play order marker in front of that Element. After that Element's turn is complete, the opposing side then selects which of its Elements will go next, placing the "2" play order marker in front of that Element and taking its turn. Alternate choosing Elements, placing markers, and executing turns until all Elements have completed their turns. Advance the Turn marker one space on the Turn Track or replace the Hit marker with another that is 1 value more.

This order established during Game-Turn 1 is the play order for the remainder of the game.

4.8 Game Duration

All basic Dogfight games last six Game-Turns. Upon completion of Turn 6, determine victory based upon air losses as detailed below.

Play Note: Players with a little more blood lust may feel free to continue dogfights "to the death," until all aircraft of one side are shot down or Disengaged.

4.9 Victory

4.9.1 Damage and Destruction

An aircraft is Damaged when it has suffered a total number of Hits sufficient to flip it to its back side [see 5.2.1]. An aircraft is shot down and Destroyed when it has suffered a total number of Hits equal to or greater than the Damage Capacity on its back (Damaged) side.

4.9.2 Element Elimination

If both the Leader and his Wingman have been Destroyed or have Disengaged, skip that Element's turn during any remaining Game-Turns.

4.9.3 Determining Victory

At the end of the game, determine victory by counting the number of enemy aircraft that were Damaged or Destroyed by your side at the end of the battle. Assign Victory Points (VPs) as follows:

  • 5 VP for each enemy Fighter (Leader or Wingman) Destroyed
  • 2 VP for each enemy Fighter (Leader or Wingman) Damaged or voluntarily Disengaged.

Compare the total number of VPs scored by the Allied side with those scored by the Axis side. The side with the highest number of points wins. In the event of a tie, the battle is a Draw.

Example: One Element of Bf109Es battles an Element of Spitfire Is. At the end of the dogfight, one Bf109 has been Destroyed and one Damaged. One Spitfire was Damaged, and both voluntarily Disengaged. The Allies score 7 VPs and the Axis 4, so the Allies win.

Play Note: This will produce a result that is not adjusted for the relative quality of the aircraft flown, so is best used for dogfights between closely-matched fighters. If you want to balance a game between unequal types of aircraft, see 13.0.

5.0 Fighter Aircraft Cards

Every Fighter is represented in the game by an Aircraft card. These cards provide details of the aircraft's capabilities. The Aircraft cards also functionally illustrate the relative positions between Elements in a dogfight [see 7.0].

Every Aircraft card bears the national symbol of the country to which it belongs. All Aircraft cards with blue borders are Allied. All those with red borders are Axis.

Each Leader card is printed with its Aircraft Type and Class, Month of Service, Special Ratings, Damage Capacity, Burst, Gunner, Bomb, Horsepower, Ceiling, Performance, and Balance Value.

5.1 Leaders and Wingmen

There are two types of Fighter cards: Leaders and Wingmen. Leader cards have Burst, Horsepower, and Performance ratings as described below. Wingman cards have Offensive and Defensive ratings instead. All ratings (including '0') are subject to modification.

When you select a Leader card, select the Wingman card of the same type of aircraft. The Wingman is also under your control, but only draws smaller "mini-hands" when needed to reflect the less-than-complete control a pilot has over his wingman. How Wingmen play is detailed in the Wingmen section [10.0].

5.2 Leader Ratings

5.2.1 Damage Capacity

An aircraft's Damage Capacity is a measure of how many Hits it can take before being impaired or shot down.

An Undamaged aircraft becomes Damaged when it accumulates Hits that equal or exceed the Damage rating listed on the front (Undamaged) side of the card (but less than the number required to destroy it, listed on the back side).

NOTE: These rules often refer to "Damaged" and "Undamaged" aircraft. In every case, a Damaged aircraft is one that has been flipped to its Damaged side, not one that has simply taken some Hits. In the latter instance, the aircraft is still considered Undamaged.

An aircraft is shot down and Destroyed when it has accumulated Hits equal to or exceeding the Damage rating on the card's Damaged (saw tooth) side.

Example: Immediately flip the LaGG-3 above to its Damaged side when it accumulates at least 3 Hits. It is Destroyed when it accumulates 6 or more Hits.

5.2.2 Performance

► The Performance rating is the normal maximum number of cards the controlling player may hold in his hand. It is based on the aircraft's top speed and overall maneuverability, and can be modified by Cockpit Hit damage and pilot skills.

If drawing cards during the Draw Step, you cannot end the step with more Action cards in your hand than the Leader's modified Performance rating.

NOTE: This limit does not apply when your Leader is newly-Damaged, or when you gain an extra card by changing Altitude to a lower level. In such cases, you are not required to immediately discard down to the (new) Performance number, but you may not draw any cards during the Draw Step of your turn unless the number of cards in your hand is less than the (modified) Performance rating.

5.2.3 Horsepower

The Horsepower rating is the number of cards you may draw during the Draw Step of your turn if your Element is at Medium altitude. It is based on the aircraft's weight, engine power, and drag.

During the Draw Step, you are allowed to draw a number of Action cards equal to your Leader's Horsepower, modified by altitude. Remember, you may not draw more cards into your hand than the Leader's Performance rating allows.

Leaders with a 'T' next to their Horsepower rating are Turbocharged aircraft, which gives them an advantage when flying at higher altitudes. Turbocharged aircraft treat Very High Altitude as if it was High Altitude, and High Altitude as Medium Altitude for purposes of Horsepower.

Altitude [8.0] affects Horsepower as follows:

  • At Low or Very Low Altitude, add one to the Horsepower rating.
  • At Medium Altitude, Horsepower is unchanged.
  • At High Altitude, subtract one from the Horsepower rating (unless Turbocharged).
  • At Very High Altitude, subtract two from the Horsepower rating (subtract only one if Turbocharged).

5.2.4 Bursts

A Leader's Burst rating limits the number of Bursts it can fire against another aircraft during its turn. This rating is based on the number and type of machine guns and cannon carried by that aircraft. The amount of ammunition carried by the aircraft also affects this rating.

► Any Leader that has a "+#" next to its Burst rating is equipped with multiple rapid-firing heavy cannons. Add the indicated number of Hits to the hits caused by each successfully played In My Sights or Out Of The Sun card, and draw the indicated number of additional cards when strafing [21.7.2i].

5.2.5 Gunners

Some Leaders are equipped with Gunners as well as (or instead of) Bursts. Gunners are assumed to be facing towards the sides and/or rear of the aircraft to protect it from being attacked from those directions.

The Gunner rating acts like the Burst rating in limiting the In My Sights and/or Out Of The Sun cards that can be played. The difference is that, while the Burst rating applies when your Leader is Neutral, Advantaged, or Tailing, the Gunner rating applies when your Leader is Disadvantaged or Tailed [9.2].

5.2.6 Heavy Guns

Leaders with Heavy Guns have "HG#" notations on their cards. The "#" indicates the number of Heavy Gun markers with which the aircraft starts the game [see 9.1.2].

Design Note: A few aircraft with single heavy cannon have this rating. It models the low rate of fire and/or limited ammunition supply of these weapons.

► 5.2.7 Ceiling

Not all aircraft may fly at any Altitude level [8.0]. The Ceiling rating is the highest altitude level this aircraft may climb to or occupy, abbreviated thusly:

  • L: Low
  • M: Medium
  • H: High
  • VH: Very High

Most Undamaged Fighters have a Ceiling of VH, and most Undamaged Bombers have a Ceiling of H.

Play Note: When using previously-published aircraft cards without Ceiling notations, assume Fighters have a Ceiling of VH and Bombers H.

NOTE: The Ceilings of some (but not all) aircraft are reduced on their Damaged sides.

5.2.8 Bomb

This rating is used only in Campaign Game Missions and is not used in Dogfights. See 21.1.

► 5.2.9 Strafe

This rating is used only in Campaign Game Missions and is not used in Dogfights. See 21.7.

5.2.10 Balance Value

This value may be used to balance Dogfights between unequal aircraft [see 13.0].

5.3 Jet Ratings

In addition to the normal ratings, Jets have additional Speed and Thrust ratings on their Leader cards. These ratings are roughly analogous to Performance and Horsepower, but give a Jet a number of Full Throttle counters to use in addition to its normal hand of cards [6.3]. All Jets also have Turbochargers.

5.3.1 Speed

At the beginning of a Mission, a player who is controlling a Jet with a Speed rating receives a number of Full Throttle counters equal to that rating.

EXCEPTION: When a jet Leader is Destroyed and the Wingman is "promoted" to become the new Leader [see 11.2], draw a number of Full Throttle counters equal to the Speed rating minus one (–1). This penalty is a one-time event that represents the Wingman's initial shock at seeing his Leader shot down. Use the printed Speed rating for all purposes subsequently.

5.3.2 Thrust

► During the Draw Phase of its turn, the player controlling a Jet with a Thrust rating receives a number of Full Throttle counters equal to that rating. Unlike Horsepower, Thrust is not affected by Altitude. But, similar to Performance, the number of Full Throttle counters held cannot exceed the Speed rating.

5.4 Wingman Ratings

In World War II, most fighter formations were based on two aircraft, a Leader and his Wingman. This pair of aircraft, referred to by various names in different countries' air forces, is termed an Element in Down in Flames series games. Virtually every Leader in this system has a matching Wingman card. When you select a Leader aircraft, also select a Wingman card of the same aircraft type. The only exception in the Basic Game is when one side opts to fly a Leader without a Wingman to help balance the game [see 13.3].

5.4.1 Damage

Wingmen have the same Damage ratings and use the same Damage rules as Leaders.

5.4.2 Combat Ratings

Every Wingman card has an Offensive and a Defensive rating, which dictate the number of cards you may draw for its "mini-hand" when it attacks or is attacked. The specifics of how these ratings are used are covered in Section 10.0.

Like a Leader's Horsepower, a Wingman's combat ratings are affected by its Altitude [8.0] and whether or not it is Turbocharged:

  • At Medium Altitude and below, combat ratings are unchanged.
  • At High Altitude, subtract one from the Defensive rating (unless Turbocharged).
  • At Very High Altitude, subtract one from both the Offensive and Defensive ratings (subtract one from only the Defensive rating if Turbocharged).

Like a Leader's Bursts, any Wingman with a "+#" notation on its Offensive rating is equipped with heavy cannons and adds the indicated number of Hits whenever it successfully plays an In My Sights or Out Of The Sun card.

► 5.4.3 Heavy Guns

Like Leaders, Wingmen with "HG#" notations on their cards start the game with "#" Heavy Gun markers.

► 5.4.4 Ceiling

A Wingman's Ceiling rating is identical to its Leader's. If Damaged, a reduced rating (with a red outline) will limit the altitude at which the Element may operate.

5.4.5 Bomb and Strafe

Wingmen have the same Bomb and Strafe ratings and use the same strike rules as Leaders.

5.4.6 Balance Value Modifiers

When including a Wingman in an Element, add the Wingman's Value Modifier to the Leader's Value to determine the Element's total value.

5.5 Special Ratings

Some aircraft have additional text ratings that give them special abilities or penalties.

5.5.1 Agile

► An aircraft rated as Agile may, once during each of its own turns, treat any card as if it were a Scissors card [see Section 7.3.4 for further explanation]. Unlike other Fighters, an Agile aircraft engaged with a Dive Bomber may follow when it dives during the Over-Target Turn [21.4.1b].

► This rating does not apply with a Green Pilot [19.6.2].

5.5.2 Carrier Aircraft/Floatplane/Flying Boat

This information is included for interest only, and has no impact on game play.

► 5.5.3 Multi- and Single-Engined

All Fighters and Light Bombers in Wild Blue Yonder are single-engined unless rated as Multi-engined. Multi-engined aircraft are not automatically shot down by an In My Sights (Engine Hit) card [see 9.3.4].

All Medium and Heavy Bombers are multi-engined unless rated as Single-engined.

► 5.5.4 Power Boost

Some aircraft are equipped with a methanol (or alcohol)-water or N2O injection system that increases speed for a limited time. Each Leader and Wingman receives one Full Throttle counter at the beginning of the mission [6.3]. It is lost and no longer available when the aircraft is Damaged. Once expended, it may not be replaced.

5.5.5 Turret Fighters

► Turret Fighter Leaders may attack other aircraft using their Gunner rating:

  • vs. Fighters, they may only attack when Disadvantaged or Tailed [9.2];
  • vs. Light Bombers, they may only attack when Advantaged or Tailing, with a Burst rating equal to their Gunner rating but with no bonus Bursts for position;
  • vs. Formation aircraft, they attack with a Burst rating equal to their Gunner rating, but with no bonus Bursts except for successful card play [20.4.1].

Turret Fighter Wingmen play normally.

At Night, a Turret Fighter may attack a Formation Aircraft as if it has an Oblique Guns 1 rating [17.5.2].

6.0 Playing Action Cards

Like all games in the Down in Flames series, Wild Blue Yonder uses two game mechanisms to represent the spatial relationship between aircraft: altitude and position [described in Sections 7.0 and 8.0]. During your turn, you play Action cards in an attempt to maneuver your Element to an altitude and position from which you may fire upon enemy aircraft [described in 9.0].

6.1 Attacking

The term "attack" is used to denote any action that will either damage an enemy Leader or Wingman, or alter your position or altitude.

The only player permitted to initiate an attack is the player taking his turn. For your Leader or Wingman to attack an enemy aircraft, you must play a card that has an effect listed in its Attack section [2.2]. A Leader or Wingman may attack only one enemy aircraft per turn.

► Maneuver, Half Loop, Scissors, Vertical Roll, Full Throttle, and Clouds are the Attack cards you may play in order to change your altitude or position. Once in position (i.e., at the same altitude as an enemy Element and usually Neutral, Advantaged, or Tailing), you may play In My Sights and Out Of The Sun cards (i.e., fire Bursts) to score Hits on an opposing aircraft. Note that maneuvering need not necessarily precede firing Bursts [see the Example in Section 9.1].

Whether or not an Attack card play is successful, you may then play another appropriate Attack card (if you have one) against the same enemy aircraft. There are two restrictions:

a) A Leader may not exceed his Burst/Gunner ratings as modified by his position during the Leader Step. Thus the maximum possible number of Bursts a Leader can use during a single turn is his Gunner Rating (if he starts Disadvantaged or Tailed) + his Burst rating (if he starts or maneuvers to at least a Neutral position) +3 (the total additional Bursts available if he maneuvers to a Tailing position).

b) A Leader (or Wingman) cannot attack more than one enemy aircraft during a single turn.

6.2 Responding

The player who is the target of these maneuvering and firing attempts may play an appropriate Response card each time an Attack card is played. In order to respond to an attack against your Leader or Wingman, you must play a card that lists the name of the Attack card in its own Response section [2.2].

The attacker may then respond to the response, if he holds a card that will successfully respond to the defender's card. Players may continue to respond to the last card played until one player cannot, or chooses not to, respond. If, at any point, the defending player does not respond (i.e., the attacker plays the last card), the original Attack succeeds and its results are applied. If the defender successfully responds and the attacker does not (i.e., the defender plays the last card), then the attempted Attack fails. In either case, discard the Attack card and all Response cards played.

6.2.1 Ace Pilot

An Ace Pilot card responds to any Attack or Response card, including another Ace Pilot.

6.2.2 Barrel Roll

A Barrel Roll card responds to another Barrel Roll or an In My Sights card.

► 6.2.3 Chop Throttle

A Chop Throttle card responds to another Chop Throttle or an In My Sights card. It also responds to a Full Throttle card, but only if you are Neutral, Disadvantaged, or Tailed.

6.2.4 Tight Turn

A Tight Turn card responds to an In My Sights card, a Maneuver card, or another Tight Turn.

► 6.2.5 Clouds

A Clouds card responds to another Clouds or an Out Of The Sun card.

6.2.6 Full Throttle

A Full Throttle card or counter responds to an In My Sights card, a Maneuver card, or another Full Throttle.

6.2.7 Scissors

A Scissors card responds to another Scissors or a Tight Turn card.

6.2.8 Vertical Roll

A Vertical Roll card responds to an In My Sights card, an Out Of The Sun card, or another Vertical Roll.

Example: (1) Your P-47D Leader attacks a Fw190A Leader by playing an In My Sights card. (2) The enemy plays a Tight Turn in response. (3) You then play a Tight Turn in response to the Tight Turn. (4) He then responds to your Tight Turn with a Scissors. (5) You respond to his Scissors with an Ace Pilot, to which he declines to respond. Because you played the last card, your original In My Sights Attack succeeds.

6.3 Full Throttle Counters

Jets and aircraft with the Power Boost Special rating use Full Throttle counters. These counters may be expended at any time exactly as if they are Full Throttle cards in the hand, even when loaded.

7.0 Position

In Wild Blue Yonder, Leaders' Aircraft cards are placed on the table in such a way as to indicate their position with respect to other aircraft.

7.1 Relative Position

Every Leader is always at one of five relative Positions with respect to each enemy Leader. Listed from best to worst, they are: Tailing, Advantaged, Neutral, Disadvantaged, and Tailed. Position affects attacks between aircraft.

7.1.1 Tailing

Your aircraft is flying behind the enemy aircraft and your nose is pointing at its tail. This is the best position for firing, as you may fire up to three extra Bursts against your opponent. In the illustration above, the MC.202 on the far right is Tailing the Hurricane above it.

7.1.2 Advantaged

You are not directly behind your opponent, but are still in a good position for low-deflection shooting. You may fire one additional Burst in this position. In the illustration, the MC.202 in the middle is Advantaged over the Hurricane above it.

7.1.3 Neutral

Neither aircraft has a noticeable advantage. Both are in a position to take quick, high-deflection shots. Your aircraft will be Neutral to all enemy Leaders in the game except possibly one, with which it is Engaged [see Section 7.5]. In the illustration, the aircraft on the left are Neutral with respect to one another.

7.1.4 Disadvantaged

The opposite of Advantaged. Your aircraft is subject to the enemy taking low-deflection shots on you.

7.1.5 Tailed

The opposite of Tailing. The enemy aircraft is right behind you, and will be firing everything it has.

7.2 Indicating Position

Show relative Position by turning and facing the Leader cards with respect to other Leaders with which they are Engaged. Wingmen and Bomber cards do not use positioning.

The top edge of a Leader card is the nose, the two edges by the wing tips are the sides, and the bottom edge by the cockpit display is the tail.

7.2.1 Neutral

If your Leader is Neutral with respect to all enemy Leaders, it should face straight away from you, away from all enemy aircraft.

7.2.2 Advantaged/Disadvantaged

If your Leader is Advantaged, point its nose at the enemy Leader with which it is Engaged. That enemy player must rotate his Disadvantaged Leader's card so that one of its sides is facing your Leader's nose. If the situation is reversed, the Advantaged enemy Leader points its nose at you, and you must rotate your Disadvantaged Leader so that one of its sides faces the enemy Leader's nose.

7.2.3 Tailing/Tailed

If your Leader is Tailing, point its nose at the enemy Leader with which it is Engaged. That enemy player must rotate his Disadvantaged Leader's card so that its tail is facing your Leader's nose. If the situation is reversed, the Tailing enemy Leader points its nose at you, and you must rotate your Tailed Leader so that its tail faces the enemy Leader's nose.

7.3 Adjusting Position

► You play cards to improve your position relative to an enemy Leader. Leaders attempt to change their relative Position by playing one of five cards as an Attack. These five cards (Maneuver, Half Loop, Full Throttle, Scissors, and Clouds) are discussed in this section. Reposition the Leader cards after every successful attempt to change position.

7.3.1 Maneuver

A successful Maneuver card played will improve your Leader's position by one, from Tailed to Disadvantaged, Disadvantaged to Neutral, Neutral to Advantaged, or Advantaged to Tailing.

Example: Your Spitfire and a Bf109 are Neutral with respect to each other. You play a Maneuver card against him. He plays a Tight Turn in response. You then play a Scissors in response to the Tight Turn. He does not respond, so your original Maneuver succeeds. Your Spitfire is now Advantaged over the Bf109 (which is now Disadvantaged by your fighter).

7.3.2 Half Loop

A successful Half Loop card played will improve your Leader's position by two, from Tailed to Neutral, Disadvantaged to Advantaged, or Neutral to Tailing. A Half Loop can never be used to change position by only one, so cannot be played when you are Advantaged.

Example: Your Spitfire is Tailing a Bf109. The opposing player plays a Half Loop card against you. You play an Ace Pilot in response. He responds with an Ace Pilot of his own. You do not respond with anything but dismay, so the Half Loop succeeds. The aircraft are now Neutral with respect to each other.

7.3.3 Full Throttle

A successful Full Throttle card or counter played as an Attack will improve your Leader's Position by one, from Tailed to Disadvantaged or Disadvantaged to Neutral. It cannot be played as an Attack card if your Leader is Neutral, Advantaged, or Tailing.

7.3.4 Scissors

A successful Scissors card played as an Attack will improve your Leader's Position by two, from Disadvantaged to Advantaged. It can be played as an Attack card only if your Leader is Disadvantaged (or is attacking an enemy Lone Leader that is Advantaged [7.5.2]).

Remember, an Agile aircraft may treat any one card played during its turn as if it were a Scissors.

Example: Your Gloster Gladiator is Disadvantaged by a CR.42 at the beginning of your turn. Both players have one Scissors card in their hands. You begin your turn by playing a Scissors card. The Falco responds with its own Scissors card. You then play an Out Of The Sun card and announce it will be treated as a Scissors. Even though the Fiat is also Agile, it cannot play one of its other cards and call it a Scissors since it is not the CR.42's turn. Your Gladiator is now Advantaged over the Italian fighter. Note that if your opponent had a second Scissors card, you would have been unable to respond, because an Agile aircraft can only treat one non-Scissors card as a Scissors per turn.

► 7.3.5 Clouds

A successful Clouds card played as an Attack by your Leader will change its position to Neutral, regardless of the starting position. If played during the last Game-Turn of the game, your Element must immediately and automatically disengage (see 12.0). Otherwise, place a Clouds marker on the Leader's card to show it is "in the clouds" until the Altitude Step of its next turn, when the marker is removed.

While under a Clouds marker, several restrictions apply:

a) You must immediately select the altitude at which you will end your next Altitude Step by secretly placing the appropriate marker face-up under your Leader's card. Normal restrictions apply per Rule 8.2.1, i.e., you may change altitude up or down by one level at most.

b) You cannot play any more cards during your Leader Step.

c) Skip your Discard, Draw, and Wingman Steps.

d) Enemy aircraft cannot attack your Leader or your Wingman.

e) In your next Altitude Step, remove the Clouds marker, lift the Leader's card to reveal the chosen Altitude marker, and adjust altitude if appropriate (discarding or drawing a card normally).

NOTE: A Wingman may not play Clouds as an Attack card; it is so marked [10.2(d)]. A Clouds card played as a Response never causes a position change.

An Advantaged or Tailing enemy Leader (only) may play his own Clouds or Ace Pilot card in response to stop a Clouds card played by the Engaged Leader to change position to Neutral.

7.3.6 Giving Up Position

If your Leader is Advantaged or Tailing at the beginning of your Leader Step, you may freely give up your Position and become Neutral. By doing so, you are free to play cards to attack a different enemy Leader, a Wingman, or a Bomber. This is because a Leader cannot play Attack cards against more than one enemy aircraft during any single Leader Step.

7.4 Effects of Position

When a Leader is Disadvantaged or Tailed, it is not allowed to fire Bursts unless it has a Gunner [5.2.5]. When firing from a Neutral position, a Leader uses its printed Burst rating. An Advantaged Leader increases its Burst rating by one, while a Tailing Leader increases its Burst rating by three. Thus, Leaders with a Burst rating of 0 (e.g., a MC.200) cannot fire while Neutral, but have their Bursts modified to 1 and 3 when Advantaged or Tailing, respectively.

Example: A Spitfire V has a normal Burst limit of one (1). This increases to 2 when Advantaged, and to 4 when Tailing.

The Burst limit increases relative to Neutral and is not cumulative. A Leader's Bursts can never increase by more than +3 due to positioning.

Example: Your Bf109E-3 is Disadvantaged by a Spitfire I at the beginning of your turn, as in the middle illustration above. You currently have 0 Bursts, because you can only fire when Neutral, Advantaged, or Tailing. You play a Maneuver card, to which the Spitfire does not respond. You are now Neutral, so could fire 1 Burst (your printed rating) at the Spitfire, or play an additional Maneuver or a Half Loop card, or both in turn.

You choose to play a 1 Burst In My Sights card. Whether the Spitfire responds successfully or not, this Attack has used all of your allowed Bursts, unless you improve your Position further to increase your Burst capability. You could now play another Maneuver card against the Spitfire and be allowed one more Burst if successful (+1 for Advantaged position), or play two Maneuver cards (or a Half Loop card) to improve your Position to Tailing and be allowed three more Bursts. You could even use 1 Burst while Advantaged, then play a Maneuver again to move to Tailing, where you could use an additional 2 Bursts (having already used two of your 1+3=4 Bursts).

7.5 Engagement

If your Leader is in any Position but Neutral, your Element is Engaged. While Engaged, your Leader cannot attack any aircraft other than the enemy Leader with which it is Engaged until you break the Engagement and return to Neutral position (either through maneuvering, or by voluntarily giving up position at the beginning of your Leader Step).

A Neutral Leader is Unengaged, and may attack any one Unengaged enemy Leader or any one enemy Wingman at the same altitude.

7.5.1 Engagement Restrictions

a) A Leader may only be Engaged with one enemy Leader at a time.

b) When a Leader is Disadvantaged or Tailed, it is not allowed to play Burst cards unless it has a Gunner, in which case it may fire upon the Engaged enemy Leader or his Wingman [9.2].

c) The Wingman of an Engaged Leader may only conduct attacks against either the Engaged enemy Leader or his Wingman.

d) Neither Leaders nor Wingmen of other Elements can attack an Engaged Leader, except in one special circumstance (see 7.5.2). They may attack an Engaged Leader's Wingman.

7.5.2 Attacking a Lone Leader

If an enemy Leader without a Wingman is Advantaged or Tailing, your Unengaged Leader or Wingman at the same altitude may attack as follows.

a) First, your Unengaged Leader or Wingman must play one or more Maneuver, Half Loop, Full Throttle, or Scissors cards (the latter only if the enemy Leader is Advantaged) until the enemy Leader is no longer Advantaged over or Tailing the friendly Leader. The enemy Leader may respond normally [6.2].

b) Once the enemy Leader is no longer Advantaged or Tailing, you may attack him normally [6.1].

c) If, in the course of steps (a) and (b) above, you play cards that adjust the enemy Leader's Position further than Neutral, you immediately gain this (Advantaged or Tailing) position on him.

Example: An enemy Bf109 with no Wingman is Advantaged with respect to an Element of Hurricanes at your altitude. Your Spitfire Leader plays a Scissors*, to which he responds with an Ace Pilot. You respond with an Ace Pilot of your own, to which he does not respond. The enemy Bf109 loses his Advantaged position over the Hurricanes, and is now Disadvantaged by you. You may now continue to attack with In My Sights or Out Of The Sun cards (or a Maneuver card to improve your position to Tailing).

* NOTE: This is the only situation where you can attack with a Scissors when you are not Disadvantaged.

8.0 Altitude

Aircraft are always at one of five Altitude Levels: Very Low, Low, Medium, High, or Very High. Aircraft may never go above Very High Altitude or below Very Low. Only opposing aircraft at the same altitude at the time a card is played may attack each other.

8.1 Altitude Markers

Players designate altitude for each Element in the game using the Altitude markers provided. If all players agree, they may omit the Altitude markers for Medium Altitude.

8.2 Changing Altitude

Changing altitude is a good way to shake an enemy Leader who is Advantaged Over or Tailing your Leader. You may change altitude in one of two ways.

During the Altitude Step of your turn, your element may climb up or dive down one level. You may also change altitude by playing a Vertical Roll during your Leader Step. Only an enemy Element that is Advantaged over or Tailing your Leader may respond or follow you (i.e., change altitude and maintain position on your Leader).

8.2.1 Altitude Step

To change altitude during your Altitude Step, follow this sequence:

a) Adjust your Element's altitude by one level, up or down.

b) If you climb, discard any one card from your Leader's hand (or a Full Throttle counter). If you don't have a card to discard, you cannot climb to a higher level.

c) If you dive, draw one card from the deck into your hand, even if this causes you to temporarily exceed your maximum allowed hand size (your Leader's Performance rating [see 5.2.2]).

d) If you were Advantaged over or Tailing an enemy Element, you lose that position, return to Neutral, and become Unengaged. During the following Leader Step, you may attack a different enemy Element at your new altitude.

e) If you were Disadvantaged or Tailed by an enemy Element, that Element may choose to follow your altitude change and maintain its position:

  1. A Tailing enemy may freely follow by immediately performing steps (a) through (c) above.

  2. An Advantaged enemy may follow by discarding any one card from the Leader's hand (or a Full Throttle counter), then immediately performing steps (a) through (c) above. Note that if you climb, this means the Advantaged aircraft must discard two cards, one to follow you and one to gain altitude.

  3. If the enemy Element chooses not to follow, it stays at its current altitude and reverts to Neutral position.

► If either aircraft in your Element is Damaged such that its altitude exceeds its Ceiling [5.2.7], your Element must Dive during the Altitude Step.

8.2.2 Vertical Roll

To change altitude during your Leader Step, play a Vertical Roll card: Follow steps (a) through (e) above, except that any Advantaged or Tailing enemy aircraft that follows your altitude change must discard an additional card in order to do so—an Element can never "freely" follow an altitude change due to a Vertical Roll. This penalty is cumulative with that described in Rule 8.2.1(e)(2) above, e.g., an Advantaged enemy must discard a total of three cards to follow you if you climb with a Vertical Roll.

NOTE: A Wingman may not play a Vertical Roll as an Attack card; it is so marked [see 10.2(d)].

8.2.3 Stopping a Vertical Roll

An Advantaged or Tailing Leader (only) may play his own Vertical Roll or an Ace Pilot card in response to stop a Vertical Roll played by the Engaged enemy Leader to change altitude.

NOTE: A Vertical Roll card played as a Response never causes an altitude change.

8.2.4 Effect on Position

If the enemy changes altitude to follow your Disadvantaged or Tailed Element, adjust their altitude to conform to yours, maintaining position.

If they choose not to change altitude with you, the enemy Element loses position and reverts to Neutral at its current altitude. You cannot attack other enemy aircraft at your new altitude. If you have another Vertical Roll, however, you could play it to return to your original altitude, then play additional Attack cards against the Leader with which you had been Engaged.

8.3 Altitude Effects on Ratings

As previously described in Rules 5.2.3 and 5.4.2, altitude affects Horsepower and Wingman Combat ratings.

8.3.1 Horsepower Ratings

Altitude affects Horsepower as follows:

  • At Low or Very Low Altitude, add one to the Horsepower rating.
  • At Medium Altitude, Horsepower is unchanged.
  • At High Altitude, subtract one from the Horsepower rating (unless Turbocharged).
  • At Very High Altitude, subtract two from the Horsepower rating (subtract only one if Turbocharged).

8.3.2 Wingman Combat Ratings

Altitude affects Wingman Combat ratings as follows:

  • At Medium Altitude and below, Combat ratings are unchanged.
  • At High Altitude, subtract one from the Defensive rating (unless Turbocharged).
  • At Very High Altitude, subtract one from both the Offensive and Defensive ratings (subtract one from only the Defensive rating if Turbocharged).

9.0 Firing

Play In My Sights and Out Of The Sun cards (i.e., fire Bursts) to score Hits on an opposing aircraft. Every In My Sights and Out Of The Sun card requires the use of from one to three Bursts as specified on the card. A Leader can divide its Bursts into several In My Sights and/or Out Of The Sun cards during his turn, as long as the total Bursts used do not exceed the Leader's Burst (and/or Gunner) rating as modified by its target, their relative Position, and other cards played:

  • Leaders gain extra Bursts and suffer attack restrictions based on their Position relative to the target Leader. These rules are detailed in the Position section [7.1 and 7.4].
  • Leaders may gain extra Bursts when attacking a Wingman or Formation aircraft by playing Maneuver and/or Half Loop cards.
  • Leaders automatically gain extra Bursts when attacking a Formation aircraft [see 20.4.1].

9.1 Pilots Firing

Most firing attacks are made by an aircraft's pilot, who points his aircraft at the enemy and uses his fixed forward guns. The Leader's Burst rating applies while making these attacks.

While Neutral, Advantaged, or Tailing, play an In My Sights or Out Of The Sun card during your Leader Step using the number of Bursts specified on the card. This number may not exceed the modified total of Bursts available minus Bursts already expended this turn.

Example: Your Bf109 Leader (Burst rating of 1) is Tailing a Yak Leader. During your Leader Step, you play a 3 Burst In My Sights card at the Yak. If you have one, you could then play an additional (1 Burst) In My Sights or Out Of The Sun card.

9.1.1 Changing Position

If able, you may fire before and/or after playing other cards to change your position or gain extra Bursts. If your Leader improves his position (even after firing), it immediately gains the additional Bursts granted by the new position or card played.

Example: Your Kittyhawk Leader (Burst rating of 1) is Neutral with respect to a MC.202 Leader. During your Leader Step, you play a 1 Burst In My Sights card at the Folgore, then play a Maneuver card to improve your Position to Advantaged and gain one additional Burst. You then play an additional 1 Burst In My Sights card.

9.1.2 Heavy Guns

Heavy Gun markers are used in conjunction with Burst ratings (never by Gunners). Each Heavy Gun marker can only be used once and is then expended.

► Play one Heavy Gun marker together with any In My Sights (not Out Of The Sun) card to convert that card to a 2 Burst/3 Hit IMS. Wingmen may only use these markers when attacking Formation aircraft.

The Burst requirement to play a "converted" card is the same as if the card had that printed 2 Burst number on it. Discard the used Heavy Gun marker from the game.

Example: Your P-39D Leader (Burst rating of 1) begins the game with two Heavy Gun markers, and you have one 1 Burst/1 Hit In My Sights and one 3 Burst/3 Hits IMS cards in your hand. While Neutral, you could play the IMS 1/1 card, but could not use a Heavy Gun marker because you do not have the needed 2 Bursts. Once you become Advantaged, however, you could play either In My Sights card as an IMS 2/3 card by expending one of your Heavy Gun markers (and your allowed 2 Bursts).

9.2 Gunner Attacks

When unfavorably Engaged by enemy aircraft, a Leader with a Gunner may return fire during his turns. Unlike the Burst rating, the Gunner rating does not change with relative position. It may only be increased by a 'G' rating on a Pilot counter [19.2.6].

While Disadvantaged or Tailed, play an In My Sights or Out Of The Sun card during your Leader Step. The number of Bursts on the card may not exceed the (modified) Gunner rating.

Example: Your Bf110 Leader (Gunner rating of 1) is Disadvantaged by a Hurricane Leader. During your Leader Step, you play a 1 Burst In My Sights card at the Hurricane. Your Gunner could not fire any additional Bursts, but if you are able to maneuver to Neutral position or better, you could continue firing using your Burst rating instead.

9.2.1 Evading Gunner Attacks

Gunner attacks are treated like any other In My Sights or Out Of The Sun cards, and may be responded to as such.

► (OPTIONAL) Decrease position by one when responding to Gunner fire.

Design Note: It's difficult to maintain a good firing solution when dodging fire from a Gunner.

9.2.2 Gunner Responses

Gunners may never respond to a response. Once a Gunner's Attack card is negated, that attack is finished.

9.3 Hits

The Attack section of every In My Sights and Out Of The Sun card specifies the damage it may cause. When played successfully, inflict the indicated number of Hits on the target aircraft by placing the appropriate Hit marker on it. Hits are always cumulative, both within a turn and from one Game-Turn to another.

9.3.1 Damaged Aircraft

When an aircraft accumulates Hits that equal or exceed its Damage rating on the front (undamaged) side of its card, it is now Damaged, and will lose some of its effectiveness. Flip the Aircraft card over to its Damaged (saw tooth-bordered) side to reflect its new status, retaining any accumulated Hits.

9.3.2 Destroyed Aircraft

An aircraft is shot down when it has accumulated Hits equal to or exceeding the Damage rating on its Damaged side [see Section 11.0].

► 9.3.3 In My Sights (Cockpit Hit)

In addition to inflicting 1 Hit, place a Cockpit Hit marker on the target Fighter or Light Bomber card. This has additional effects:

  • Reduce a Leader's Performance rating by 1.
  • Reduce a Wingman's Offensive rating by 1.

Multiple results are cumulative.

A Medium or Heavy Bomber is now Out of Formation [17.3.7].

9.3.4 In My Sights (Engine Hit)

► If the target is a single-engine aircraft, it is Destroyed. If the target is a Multi-engined aircraft [5.5.4], inflict six (6) Hits instead.

9.3.5 In My Sights (Fuel Tank Hit)

The target aircraft is immediately Destroyed.

9.3.6 Heavy Cannons

If the Burst or Offensive rating of the firing aircraft has a "+#" indication, add the indicated number of Hits to the Hits caused by each successfully played In My Sights or Out Of The Sun card.

10.0 Wingmen

Each Fighter Leader normally begins the game with a Wingman flying with him. Night Fighters, Rockets, campaign rules, and play balance are some exceptions.

10.1 The Wingman's Mini-Hand

Wingmen do not retain a hand of cards throughout the game like Leaders. Instead, their Attacks and Responses come from a temporary "mini-hand" drawn during the Wingman Step or when attacked.

10.1.1 Wingman Attacks

If your Wingman will attempt to attack during the Wingman Step of your turn, first designate the target [see Section 10.3]. Then draw a mini-hand equal to your Wingman's Offensive rating, modified by altitude [per 8.3.2].

10.1.2 Wingmen Defending

When an opponent announces he is attacking your Wingman and first plays an Attack card, draw a mini-hand equal to your Wingman's Defensive rating, modified by altitude [per 8.3.2].

► Play Note: To reduce the frequency of reshuffling, do not draw a mini-hand just because an enemy Wingman announces an attack on your Wingman. Quite often, your opponent will not draw any usable Attack cards, so no attack will be made and no Responses are possible.

10.2 General Rules for Wingmen

Wingmen generally attack and respond in the same manner as Leaders, but there are some differences:

a) Wingmen are restricted in whom they may attack [see Section 10.3].

b) A Wingman has no Burst limits when it attacks. You may play all the In My Sights and Out Of The Sun cards you draw during your Wingman Step.

c) When your Wingman successfully attacks an enemy Leader with a Maneuver, Half Loop, Full Throttle, or Scissors card, improve your Leader's position with respect to that enemy Leader.

► d) Wingmen cannot play Clouds and Vertical Roll cards as Attack cards.

10.3 Eligible Targets for Wingmen

a) If your Leader is Engaged, your Wingman may only attack that Engaged enemy Leader or his Wingman.

b) If your Leader is Neutral, your Wingman may attack any Unengaged enemy Leader, any Leader without a Wingman that is Advantaged or Tailing, or any Wingman. The target must, of course, be at your Element's altitude.

10.4 Wingmen Attacking Leaders

Attack an enemy Leader during your Wingman Step using the following procedure.

a) Declare which enemy Leader at the same altitude you are attacking.

b) Draw your Wingman's mini-hand based on his Offensive rating and the altitude.

c) Play an Attack card and respond just as with a Leader, as modified by Section 10.2.

d) Continue playing Attack and Response cards in the same manner as long as desired.

e) Discard any unplayed cards at the end of the Wingman Step.

10.4.1 Maneuvering

If the enemy Leader does not respond to a Maneuver, Half Loop, Full Throttle, or Scissors card, or your Wingman successfully responds to his responses (i.e., is the last one to play a card), adjust your own Leader's position relative to the targeted enemy Leader as indicated on the card.

10.4.2 Firing

If the enemy Leader does not respond to an In My Sights and Out Of The Sun card, or your Wingman successfully responds to his responses, inflict Hits upon the enemy Leader normally.

Example: Your P-38J Leader at High altitude is being Tailed by an Fw190A-6 Leader. You declare your Wingman (Offense rating of 2) will attack the 190 Leader and draw two cards, a 3 Burst In My Sights and a Maneuver. You decide to play the Maneuver first. The German player does not respond, so your Leader is now Disadvantaged. You then play the In My Sights card, to which he responds with a Barrel Roll. Since you have no cards left in your mini-hand with which to respond, your In My Sights card is negated and no Hits are inflicted on the enemy Leader.

During your Leader Step, you are able to maneuver the Fw190 Leader to Neutral. Then, during your next Wingman Step, you declare that enemy Leader as your target and again draw two cards, a Half Loop and a Tight Turn. You play the Half Loop, to which the enemy player does not respond, so you adjust your Leader's position from Neutral to Tailing the 190 Leader. You finish your Wingman Step by discarding the Tight Turn, as it is unplayable.

10.5 Wingmen Attacking Wingmen

Fire at an enemy Wingman during your Wingman Step using the following procedure.

a) Declare which enemy Wingman at the same altitude you are attacking.

b) Draw your Wingman's mini-hand based on his Offensive rating and the altitude.

c) If you have any In My Sights or Out Of The Sun cards, your opponent must draw his Wingman's mini-hand based on his Defensive rating and the altitude. If you do not have any of these cards, discard your mini-hand—your Wingman Step is over.

d) Play an IMS or OOTS Attack card and respond just as with a Leader, as modified by Section 10.2.

e) Continue playing firing Attack and Response cards in the same manner as long as desired.

f) Both players discard any unplayed cards at the end of the Wingman Step.

10.5.1 Maneuvering Not Allowed

Wingmen cannot maneuver against an enemy Wingman, so you cannot play a Maneuver, Half Loop, Clouds, Full Throttle, Scissors, or Vertical Roll Attack card against one. You may, however, play White- as well as Blue-bordered cards when responding to an enemy Wingman's response.

Example: Continuing the previous example, your P-38 Leader is still Tailing the Fw190 Leader at High altitude when your next turn begins. This time, you declare your Wingman will attack the 190 Wingman and draw two cards, a 2 Burst Out Of The Sun and a Maneuver. Your opponent (Defense rating of 3, reduced by one at High altitude) draws two In My Sights cards. You cannot play the Maneuver against a Wingman, so you play the Out Of The Sun card. Since he cannot respond, you inflict 3 Hits on the Focke-Wulf. Both of you then discard your remaining mini-hand cards.

10.6 Leaders Attacking Wingmen

If you are Neutral with respect to an enemy Leader at the same altitude, you may attack that Leader's Wingman with your Leader.

10.6.1 Declaring the Attack

You must have at least one In My Sights or Out Of The Sun card in your Leader's hand to declare an attack on a Wingman. Once you have declared the attack, the opposing player must draw his Wingman's mini-hand based on his Defensive rating and the altitude.

10.6.2 Bursts

Relative position does not change the number of Bursts allowed when attacking a Wingman. Instead, you may play Maneuver and/or Half Loop cards to increase the number of Bursts you may fire during your Leader Step. When played successfully,

  • A Maneuver increases your Bursts by one, and
  • A Half Loop increases your Bursts by two.

Unlike Leader vs. Leader combat, you are not limited to gaining, at most, three additional Bursts. When attacking a Wingman, the number of Bursts your Leader may fire is equal to your Burst rating plus all gains from successfully playing Maneuver and Half Loop cards.

Example: Continuing the previous example, during your Leader Step, you decide to voluntarily give up your Tailing position so you may attack the 190 Wingman in hopes of Damaging him. But you have only a 2 Burst In My Sights fire card, and your P-38's Burst rating is 1. You must successfully play a Maneuver card to gain one additional Burst. Fortunately, you have one, to which the Wingman does not respond. This increases your Burst rating by 1, allowing you to play the 2 Burst card. The enemy player responds with a Full Throttle, to which you cannot respond—rats!

10.6.3 Gunners vs. Wingmen

A Gunner may attack an enemy Wingman only if that Wingman's Leader is currently Advantaged over or Tailing the Gunner's aircraft. Normal rules for a Gunner Attack apply [9.2].

11.0 Destroyed Aircraft

11.1 Wingman Destroyed

When your Wingman is shot down, place its card off to the side for later use in determining victory [4.9.3].

11.2 Leader Destroyed

When your Leader is shot down, assume full control of your Wingman (if any) by "promoting" him to Leader:

a) Discard your current hand of cards.

b) Remove all Hit markers from the Leader card.

c) Retain all Hits and Damage status when your Wingman is converted to Leader by moving any Hit markers currently in effect on your Wingman to the matching side of your Leader card.

d) Move any Aircrew, Full Throttle, and Heavy Gun counters from your Wingman to your Leader card.

d) Place your Wingman card off to the side for later use in determining victory [4.9.3].

e) Draw a new hand of Action cards equal to your new Leader's Performance rating minus one.

Design Note: This Performance reduction reflects the Wingman's "shock" at having seen his Leader shot down, and is a one-time penalty. The new Leader uses the printed Performance rating in future turns.

If your Leader is shot down after the Wingman Step of your turn (e.g., due to Target Flak [22.2] or return fire from a Formation aircraft [20.5.3]), your newly-"promoted" ex-Wingman does not get a Leader Step this turn.

12.0 Disengagement

There may be times when running from a fight is your best course of action. Many fighter pilots living today are alive because they knew when to "get out of Dodge."

12.1 Voluntary Disengagement

You may attempt to remove your Element from combat through Voluntary Disengagement. Perform this action during the Leader Step instead of playing cards.

a) Draw one card from the Draw Pile.

b) Find the card under the "Card Drawn" column of the Disengagement Table on the back of this Rulebook and note the Level.

c) Check the list of Level Modifiers below the table and sum all that apply—these modifiers are cumulative.

d) Adjust the Level determined in step (b) up or down by the total modifier derived from step (c).

e) Apply the result for the modified Level.

If you have a Wingman, repeat this procedure for him.

12.2 Clouds

► If your Leader successfully plays a Clouds card as an Attack during the last Game-Turn of the game, your Element must immediately disengage.

13.0 Balancing a Dogfight

You can balance a dogfight in one of several ways.

13.1 Balance Values

Give the difference in Balance Values as Victory Points to the player with the lower-valued Fighters.

Example: An element of P-38Js (11 points) and an element of P-47Ds (13) oppose an element of Bf109Gs (9) and an element of Fw190As (10). The Germans get a bonus of (24 – 19 =) 5 VPs.

You can also use these values to create "balanced" dogfights. When the number of aircraft and total Balance Values of each side are equal, the game should be very balanced.

13.2 Quality vs. Numbers

Give one side more Elements than the other, with each side's total Balance Values being equal.

13.3 Lone Leaders

Give one or more players a Leader but no Wingman in one or more Elements, with each side's total Balance Values being equal.

13.4 Pilot Counters

Give the side with the lower total Balance Value a pilot with bonus ratings for one or more of its Leader aircraft. Consider each Skill rating on a pilot counter to be worth one point of Balance Value.

NOTE: Don't confuse this with the VPs gained for shooting down an aircraft with a Skilled Pilot in the Campaign Game. This is for game balance only, not VPs.

See the section on Skilled Pilots in the Campaign Book [19.2] for details on how these ratings affect your aircraft's capabilities.

14.0 Extended Example of Play

This example of a small dogfight between Al (the Allied player) and Axel (the Axis player) illustrates the Dogfight Game concepts and sequence of play. You are encouraged to get out the cards and markers, set up this battle, and follow along so that you may better visualize the action.

14.1 Setup

The players choose to pit an Element of MC.202s vs. an Element of P-47C-5 Fighters. NOTE: This is a very unbalanced Dogfight, but these aircraft provide the greatest possible scope to illustrate the rules.

14.2 Initial Altitudes

Both players secretly choose High as their starting altitude. Since the Thunderbolts are Turbocharged, the Allied player (only) could have chosen Very High.

14.3 Initial Hands

Each side draws six cards for its Leader's starting hand:

MC.202: Maneuver, Maneuver, IMS 1B/Cockpit Hit, IMS 1B/1H, Vertical Roll, Tight Turn

P-47C: Maneuver, IMS 1B/2H, IMS 2B/2H, Out Of The Sun 3B/4H, Clouds, Scissors

Note that altitude affects Horsepower but not Performance, so initial hand size is unchanged. In addition, each of the P-47s starts with one Full Throttle (FT) marker, and the MC.202 Leader starts with an Agile marker.

14.4 Play Order

Axel wins the flip of the Turn marker and goes first.

14.5 Turn 1

14.5.1 Axis Player-Turn

a) Wingman Step: Because this is the first player-turn of Turn 1, Axel skips his Wingman Step.

b) Altitude Step: Axel elects to stay at High altitude with his Macchis.

c) Leader Step: With a strong offensive hand, Axel chooses to attack the P-47 Leader to put it at a disadvantage and bring his guns to bear. He begins by playing a Maneuver card, to which Al decides not to respond. The Italian Leader becomes Advantaged over the American.

Adding the +1 Burst for being Advantaged to his Leader's rating of 0, Axel now has one Burst available and plays his In My Sights 1 Burst/Cockpit Hit card. Al again chooses to hold onto his FT marker, and his Leader takes 1 Hit and places the appropriate markers on his Leader's card to track this damage. His Performance is now reduced by 1 to 5, but he may still retain six cards in his hand for now.

Axel plays another Maneuver card, and when Al again declines to respond, the Axis position improves to Tailing. Axel plays his IMS 1B/1H, again Al doesn't respond, and the Hits on the P-47 increase to 2.

d) Discard Step: Because he only has two cards left and his Performance/hand capacity is six, Axel elects not to discard.

e) Draw Step: The Folgore's Horsepower rating is 2, but this is reduced by one at High altitude, so Axel can only draw one card. He draws an IMS 1B/1H.

14.5.2 Allied Player-Turn

a) Wingman Step: Confident in his Leader's ability to extricate himself, Al announces his Wingman is attacking the Italian Wingman. He draws two cards (a Maneuver and an IMS 2B/2H), and because at least one of them is playable in this situation, he advises Axel he must draw his Wingman's Defensive mini-hand. Although the Folgore's Defensive rating is 2, this is reduced by one at High Altitude. Axel draws a Barrel Roll.

Al plays the IMS card, and Axel responds with his Barrel Roll. Al cannot respond to the Barrel Roll, so his attack fails. He discards the Maneuver (of no use in a Wingman-on-Wingman attack) to end the step.

b) Altitude Step: Since his Turbochargers give him an advantage at High altitude, Al elects to stay there.

c) Leader Step: Al announces he is attacking Axel's Leader and finally plays his Full Throttle marker. Axel says he declines to respond (he has no response to a Full Throttle, but there's no need to tell Al this!), so Al improves his position from Tailed to Disadvantaged. Now Al can play his Scissors, and though the MC.202 is Agile, this ability only applies during its own turn. Again there is no response, so positions are reversed and Al's Leader is now Advantaged.

Al could play his IMS 2B card but, hoping to improve his position further and finish off the Italian, he plays the IMS 1B/2H card instead. Fearing worse is to come, Axel declines to play either of his available response cards and accepts the 2 Hits.

Al next plays his Maneuver, planning on improving his position to Tailing so he can play his Out Of The Sun card. But when Axel responds with his Tight Turn, Al is stymied.

d) Discard Step: Wanting to keep all three of his cards, Al declines to discard.

e) Draw Step: Although the Thunderbolt's Turbocharger allows it to still draw equal to its Horsepower of 3 at High altitude, the Cockpit Hit has reduced Performance to 5 and Al draws only two cards (Maneuver and Scissors).

14.5.3 Final Step

Advance the Turn marker into the Turn 2 space.

14.6 Turn 2

The players now have the following cards:

MC.202: IMS 1B/1H, Vertical Roll

P-47C: Maneuver, IMS 2B/2H, Out Of The Sun 3B/4H, Clouds, Scissors

14.6.1 Axis Player-Turn

a) Wingman Step: Hoping to help his Leader, Axel announces his Wingman will attack Al's Leader. He draws and plays an IMS 3B/3H. Unable to respond, Al incurs 3 more Hits, flipping his Leader's card over to its Damaged side.

b) Altitude Step: Needing more cards, Axel elects to dive to Medium altitude and draws one card (an OotS 2B/3H).

Though Damaged, Al wants to remain Advantaged on the Italians, discards a card to do so (the Clouds), and descends to Medium altitude as well. Even though his Performance is now reduced to 3, he can still draw one card for doing so (a Chop Throttle).

c) Leader Step: Hoping he can turn the tables on the P-47s, Axel uses the Folgore's Agile ability to play his OotS card as a Scissors. Al responds by playing his own Scissors. Thwarted, Axel now plays his Vertical Roll to dive to Low altitude. Unable to respond to cancel this card but determined not to let go, Al must discard two cards to follow (one for being Advantaged and one to follow a VR), and does so. Axel draws a Tight Turn, and after discarding both the IMS and the OotS, Al draws an Ace Pilot.

d) Discard Step: Axel elects not to discard.

e) Draw Step: Now at Low altitude, Horsepower is increased by 1 and Axel draws three cards (Maneuver, IMS 1B/2H, Tight Turn).

14.6.2 Allied Player-Turn

a) Wingman Step: Al announces his Wingman will attack the Italian Leader and draws two cards (IMS 2B/Engine Hit, Scissors). Al plays the IMS, Axel responds with one of his Tight Turns, and Al responds in turn with his Scissors. The IMS attack succeeds, and since the MC.202 is not noted as Multi-engined, it is Destroyed and removed from the game.

Axel's Wingman is now "promoted" to become the new Leader and takes over the Leader card, keeping the Agile marker while discarding the 2 Hits marker. Importantly, the "new" Leader is Neutral. Axel discards the downed Leader's hand and immediately draws a new hand of five cards (one less than the Performance of 6): Half Loop, IMS 2B/2H, Clouds, Full Throttle, Barrel Roll.

b) Altitude Step: Al remains at Low altitude.

c) Leader Step: Al leads off by playing a Maneuver, and Axel responds with his Full Throttle. Al responds in turn with his Chop Throttle, and since Axel cannot respond to this, the Thunderbolt Leader improves its position to Advantaged.

d) Discard Step: Obviously wanting to keep his Ace Pilot, Al declines to discard.

e) Draw Step: Al draws two cards (Maneuver, Scissors).

14.6.3 Final Step

Advance the Turn marker into the Turn 3 space.

14.7 Turn 3

The players now have the following cards:

MC.202: Half Loop, IMS 2B/2H, Clouds, Barrel Roll

P-47C: Maneuver, Scissors, Ace Pilot

14.7.1 Axis Player-Turn

a) Wingman Step: Since the Wingman has been shot down, this step is skipped.

b) Altitude Step: Axel remains at Low altitude.

c) Leader Step: Expecting to turn the tables on the P-47 Leader, Axel first plays his IMS card as a Scissors, only to be thwarted when Al responds with his own Scissors. Undismayed, Axel then plays his Half Loop. But Al is able to respond by playing the only card that responds to a Half Loop, an Ace Pilot.

Stymied and in a bad position facing an unscathed enemy Wingman, Axel looks to evade by playing his Clouds, to which Al cannot respond. Successful, the Italian Leader reverts to Neutral and receives a Clouds marker. Axel must secretly choose the altitude at which he will end his next Altitude Phase, and hides a Very Low Altitude marker under his Aircraft card. He skips the last two steps of his turn.

This concludes the example, although this dogfight would continue to the end of Turn 6 (unless one side is completely eliminated or disengages first).

Dogfight Sequence of Play (Reference)

Wingman Step — If you are at the same Altitude as an enemy unit or Formation, choose and announce a target for your Wingman. Draw a "mini-hand" equal to the Offensive Rating and resolve the attack. EXCEPTION: On the first Game-Turn, the first unit (only) skips this step.

Altitude Step — ► Remove Clouds marker, if any, and adjust your altitude to match that selected. Otherwise, your unit may change altitude up or down to an adjacent level.

Leader Step — Target an enemy aircraft at the same altitude and play cards one at a time from your Leader's hand. The enemy player has the opportunity to respond immediately to each card as it is played against him. You may then respond to his card, and so on, until one of you elects not to respond further. You may then play a card to initiate a new action against the same target. Instead of playing cards, you may choose to voluntarily Disengage at this time [12.1].

Discard Step — Discard as many cards from your Leader's hand as you like.

Draw Step — You may draw cards to refill your Leader's hand [5.2.3].

► Final Step — After the completion of all player turns, advance the Turn marker one space.

Action Card Manifest

  • Maneuver: 21
  • In My Sights 1B/1H: 11
  • In My Sights 1B/2H: 5
  • In My Sights 1B/Cockpit Hit: 2
  • In My Sights 2B/2H: 7
  • In My Sights 2B/3H: 2
  • In My Sights 2B/Engine Hit: 1
  • In My Sights 2B/Fuel Tank Hit: 1
  • In My Sights 3B/3H: 4
  • Half Loop: 3
  • Out Of The Sun 1B/2H: 2
  • Out Of The Sun 2B/3H: 2
  • Out Of The Sun 3B/4H: 1
  • Clouds: 2
  • Full Throttle: 5
  • Scissors: 6
  • Vertical Roll: 5
  • Ace Pilot: 4
  • Barrel Roll: 10
  • Chop Throttle: 4
  • Tight Turn: 12

Bombing, Strafing, and Spoiled Attacks

  • Bombing Results: 6 Vital, 23 Direct, 52 Hit, 29 Miss
  • Strafing Results: 63 Hit, 47 Miss
  • Spoiled Attacks: 17 Normal (incl 4 IMS, 1 OotS), 5 Special (incl 1 IMS)

Disengagement Table [12.0]

► Conduct a Disengagement Check for each aircraft that exits before the end of a Mission or Mission Segment.

LevelCard DrawnResult
AIn My Sights (Engine/Fuel Tank)Destroyed
BOut Of The SunDestroyed
CIn My Sights (3B)Damaged¹
DIn My Sights (other 2B)Damaged²
EIn My Sights (1B)Damaged²
FCloudsSafe Escape
GManeuverSafe Escape
HHalf LoopSafe Escape
IAny other cardSafe Escape
JAce PilotSafe Escape

¹ If aircraft is already Damaged, treat as Destroyed. ² If aircraft is already Damaged, treat as Safe Escape.

Level Modifiers

Conditions when Disengaging (Wingman uses its Leader's position):

  • Tailing: Down 2 Levels
  • Advantaged: Down 1 Level
  • Neutral: No adjustment
  • Disadvantaged: Up 1 Level
  • Tailed: Up 2 Levels
  • No enemy Fighters at the same altitude: Down 3 Levels
  • ► Leadership (same aircraft type only): Down 1 Level
  • Damaged: Up 1 Level
  • ► Night (Day Fighter only): Up 1 Level
  • Fuel Disengagement (day): Up 1 Level
  • ► Fuel Disengagement (night): Up 2 Levels

Other than Air Combat Missions (Strike aircraft only), by Game-Turn:

  • Target-Bound and 5+ Turns completed: Up 1 Level
  • Home-Bound and 6+ Turns to go: Up 1 Level
  • Aircraft is a Heavy Bomber: Down 1 Level

Campaign Rulebook

Note for Veteran DiF Players: While the Wild Blue Yonder Campaign rules are based on those published in previous volumes, there have been significant clarifications and revisions. These are marked with ► symbols. Experienced players should be particularly aware of the following changes:

  • The Sequence of Play includes a Final Step which sequences all the activities taking place in a Game-turn after player-turns are complete [16.9].
  • There are no longer Patrol or Transport aircraft classes.
  • Formation aircraft benefit from Special Spoiled Attack responses when they have 0 Turret Support [20.5.5]. They are always In Formation unless they suffer a Cockpit Hit or are Damaged [17.3.1e].
  • Ju88 Medium Bombers have a Dive Brakes Special rating rather than Dive Bombing mode [17.5.1].
  • Loaded aircraft penalties have been expanded [18.1d].
  • Wingmen may now benefit from Skills [19.2].
  • Most Skilled Crews are generic rather than named [19.3.8].
  • The procedures for attacking and defending Bombers (including Light Bombers) are substantially different [20.0].
  • Some targets are no longer subject to strafing attacks [21.7.1].
  • Out Of The Sun Target Flak cards no longer apply to most bombing modes at Very Low altitude [22.2.1].
  • The procedure for calculating Mission duration is somewhat different [23.1.1].
  • Target-Bound Turns now count down [23.2].
  • Fighters not bombing or strafing must Break Off unless allowed to go Over Target by a Resource [23.2.1].
  • The Over-Target Phase is now one Turn vice three, with Area Flak occurring at the end of the last Target-Bound Turn and the Over-Target Turn [23.3].
  • Instead of recalculating the number of Home-Bound Turns, a Straggler Turn is added when aircraft end the Mission Damaged [23.4].
  • Night Mission rules have been expanded [23.5].
  • Some Resources are available only during certain Missions of a campaign [24.6.2].

15.0 Campaign Introduction

In the Down in Flames basic game, fighter vs. fighter dogfights are the order of the day. In a Campaign, players use new types of aircraft and munitions to play a series of games (called "Missions") in the context of actual historical operations. Please do not attempt to tackle a Campaign until you have at least a few Dogfights under your belt and are familiar with the basic game mechanics.

In each Campaign, you will play a number of Missions, each including different aircraft. Some Missions are essentially the Dogfights with which you are already familiar and last a set number of Game-Turns (or until all planes of one side have Disengaged or been Destroyed). Most Missions involve striking a ground or naval target, and consist of a variable number of Game-Turns divided into three Phases:

A. Target-Bound Turns (variable number) B. ► Over-Target Turn (one only) C. Home-Bound Turns (variable number)

► The turn sequence in a Campaign Mission may add up to three steps to the Sequence of Play, but is otherwise identical to the Dogfight Game [see 16.0]. As before, card play proceeds in sequential player-turns (turns) within each Game-Turn.

Often, players in a Campaign will use one or more Bombers to accomplish a particular Mission. Light Bombers fly in Elements just like Fighters, and are played the same in most respects. Medium and Heavy Bombers are Formation aircraft, and players do not keep ongoing hands of cards for these classes. Instead, players draw mini-hands for them when they are attacked, much like Fighter Wingmen.

Wild Blue Yonder includes four types of campaigns.

  • Land Campaigns are those first included in Rise of the Luftwaffe. They have a fixed number of randomly-determined historical Missions in which players select Resources to support assigned Mission aircraft. The outcome of each Mission does not affect later Missions.
  • In Progressive Campaigns, players assign aircraft to missions from a pool and fly Missions until one side or the other wins. Aircraft lost in earlier Missions are not available for later Missions.
  • Operations represent only one or a few days, use unique resourcing mechanisms, and may count as one Mission in a Land Campaign.
  • Solitaire Campaigns use unique mechanics to allow play without an opponent.

In order of increasing complexity, the campaigns are:

  • Rommel Attacks (Land)
  • Malta 1940-41 (Land)
  • Malta 1941-42 (Land)
  • Into Egypt 1942 (Land)
  • Operation BARBAROSSA (Land)
  • Schweinfurt Raids (Operation)
  • Buzz Bomb (Solitaire)
  • Stalingrad Airlift (Progressive)
  • Kursk (Progressive)
  • Operation PEDESTAL (Operation)
  • 8th Air Force 1943 (Land)
  • Battle of Berlin (Land)
  • Battle of Britain (Progressive)

Each campaign has its own Campaign card, which includes details on how to play that campaign. Players will track information and score the campaign on a Campaign Log.

15.1 Basic Game Concepts

Certain Dogfight game concepts affect aircraft and Missions slightly differently in a Campaign Game.

15.1.1 Leaders and Wingmen

► Only Fighters and Light Bombers fly in Elements consisting of a Wingman and a Leader. Fighters fly only as Lone Leaders at Night [13.3] or when called for by other rules. They may also fly as Sections of three [17.6]. When a rule refers to a "unit," it applies to all three groupings.

Medium and Heavy Bombers usually fly as Formations of two or three aircraft [17.3.1c].

15.1.2 Altitude

An aircraft's altitude may affect the accuracy of its bombing and the intensity of enemy anti-aircraft fire (Flak) per 21.0 and 22.0. Aircraft must be at Very Low Altitude to strafe [21.7].

15.1.3 Position

Light Bombers use the same positioning rules as Fighters. There is no positioning with respect to Medium and Heavy Bombers, which are attacked by a different method [20.3].

16.0 Campaign Sequence of Play

► The Campaign Game adds up to three steps to the Sequence of Play. These new steps are noted with an asterisk (*) and are explained in detail below. Player order is determined in the same way as in the basic Dogfight game [4.7].

16.1 Search Step * (Night Mission only)

► Draw cards equal to your Fighter's Night Combat rating. Unless one or more of these cards are Blue-bordered†, skip all remaining steps this turn except the Air Strike and Draw Steps or Voluntary Disengagement. In any case, immediately discard these cards.

† White vice Blue if not a Night Fighter [17.1.1].

16.2 Jettison Step *

► Your Fighter or Light Bomber unit may voluntarily jettison its load by removing the marker [18.0]. At this time, all aircraft of a unit must jettison if any does. Your opponent receives 1 VP per aircraft that jettisons its ordnance. Once it has jettisoned its ordnance, cargo, and drop tanks, an aircraft no longer suffers the Loaded penalties [18.1d].

NOTE: Medium and Heavy Bombers never jettison their ordnance.

16.3 Wingman Step

If you have a Wingman and are at the same Altitude as an enemy unit or Formation, choose and announce a target for your Wingman. Draw a "mini-hand" equal to his Offensive Rating and resolve his attack. You may attack only ONE enemy aircraft during this step; you cannot play cards against two different aircraft.

EXCEPTIONS:

a. On the first Game-Turn, the first unit (only) skips this step unless the opposing force consists entirely of Formation aircraft [17.3].

b. ► During the Over-Target Turn, skip this step if the Wingman will strike a target.

16.4 Altitude Step

► Remove Clouds marker, if any, and adjust your altitude to match that selected. Otherwise, your unit may change altitude up or down to an adjacent level.

16.5 Air Strike Step * (Over-Target Turn only)

► If your Fighters or Light Bombers are carrying bombs, air-to-ground rockets, or torpedoes, they strike the Mission Target with their ordnance [21.0]. Fighters or Light Bombers at Very Low Altitude may also strafe, whether they expend ordnance or not [21.7]. In either case, you must give up your position if Advantaged or Tailing and become Neutral, and skip your Leader Step.

► Whether it struck the Target or not, your unit is now attacked by Target Flak (Wingman first) unless it Broke Off [22.2, 23.2.1].

16.6 Leader Step

If you did not strike the Mission Target this turn, you may choose and announce an enemy aircraft and play cards one at a time from your Leader's hand. These may allow you to adjust your altitude, change your position relative to an enemy unit, or fire upon an enemy aircraft. An affected enemy player has the opportunity to respond immediately to each card as it is played against him. You may then respond to his card, and so on, until one of you elects not to respond further. You may then play a card to initiate a new action. You may attack only one enemy aircraft during this step; you cannot play cards against two different aircraft.

► Instead of playing cards, you may choose to voluntarily Disengage at this time [12.1] unless Over Target.

16.7 Discard Step

► You may discard as many cards from your Leader's hand as you like, placing them face up in the discard pile. Only the top card you discard need be visible. Discard piles are closed—no player may ever examine them at any time.

16.8 Draw Step

You may draw cards to refill your Leader's hand [5.2.3].

16.9 Final Step

► The Final Step is unique in occurring only once per Game-Turn, after the completion of all player turns.

In a Target-Bound Turn, any of your Formation aircraft may voluntarily Disengage [12.1].

► In the last Target-Bound Turn (TB1), Fighters determine whether they will break off or continue Over Target [23.2.1]. Then all aircraft going Over Target suffer Area Flak [22.1].

► In the Over-Target Turn, every surviving Formation aircraft strikes the Mission Target and is subject to Target Flak [21.0, 22.2]. Then attack every aircraft Over Target with Area Flak [22.1]. Remove any Over Target markers [23.3.2]. Determine results for each surviving Reconnaissance Mission aircraft [21.8.7].

If using Aerial Rockets [18.3], remove all No Support markers placed this Turn.

If using the optional Fuel Expenditure Rules, as the last action of every Turn (including Home-Bound Turns), record Fuel Points expended by each Fighter unit remaining with the Mission [24.9.4]. Any units completing their last turn or with 0 or less Fuel Points must simultaneously perform a Fuel Disengagement [24.9.5].

After all other activities, advance the Turn marker one space.

17.0 Campaign Aircraft

In the basic game, you used Fighter aircraft to recreate dogfight combat. The Campaign game introduces three Classes of Bombers, which allow you to perform additional types of air missions. The differences between the Classes are detailed here.

17.1 Fighters

Players use Fighters to perform escort, interception, and air strike functions. Besides air-to-air combat (including with Aerial Rockets), they may strafe, and some may make Level Bombing or Air-to-Ground Rocket strikes on Mission targets.

17.1.1 Night Fighters

Night Fighters are usually present only during Night Missions [23.5]. Night Fighter aircraft cards have a dark blue background (instead of sky blue) and a Night Combat rating. During Night Missions, there are no Night Fighter Wingmen.

17.2 Light Bombers

Light Bombers normally fly in Leader and Wingman Elements, and are treated the same as Fighters in all respects except:

a) Some Light Bombers are capable of Dive Bombing and/or Torpedo strikes instead of or in addition to Level Bombing strikes.

b) Escorting Fighters may attempt to protect accompanying Light Bombers when they are attacked [see 20.3].

c) Light Bombers cannot attack enemy Fighters that are not carrying ordnance unless they begin their turn engaged with those "unloaded" enemy Fighters.

d) ► Light Bomber Wingmen draw cards equal to their Offensive rating plus one (+1) when attacking Formation aircraft without intervention (instead of plus their Defensive rating) [20.1.2].

e) Score more VPs for Damaging or Destroying a Light Bomber (3 and 6, respectively) than for a Fighter.

f) When determining Campaign VPs, the controlling player scores 3 VPs for each Light Bomber that goes Over Target and completes the Mission Undamaged [24.7].

17.3 Formation Aircraft

The primary difference between Bomber Classes is how they operate when under attack by enemy Fighters.

  • Light Bombers may attempt to turn, climb, and dive to maneuver out of perilous situations. They perform much the same as Fighters in the Down in Flames system (though they don't do it nearly as well).
  • Medium and Heavy Bombers instead fly in more rigid formations, relying on mutual supporting fire to repel enemy attacks. These two Classes are referred to collectively as "Formation aircraft."

17.3.1 Characteristics

Formation aircraft share some common characteristics that distinguish them from Fighters and Light Bombers.

a) Instead of Performance and Horsepower ratings, Formation aircraft have Speed ratings. These ratings often determine a Mission's duration [23.1.1].

b) Instead of Burst and/or Gunner ratings, Formation aircraft have Turret Defense and Turret Support ratings.

c) Instead of Leader/Wingman Elements, Medium and Heavy Bombers normally fly in Formations. A Medium Bomber Formation consists of two aircraft, while a Heavy Bomber Formation may consist of up to three aircraft. Aircraft of one Formation may not combine with another Formation during a Mission.

d) Only Bombers of the same type (e.g., B-17s) may fly in the same Formation. Different models of the same Type (e.g., B-26Bs and B-26Cs) may combine in a single Formation.

Example: A Formation may include B-17Fs and B-17Gs, but not B-17s and B-24s.

e) ► Formation aircraft are always considered "In Formation" unless they are Damaged or have suffered a Cockpit Hit.

f) Formation aircraft draw defensive "mini-hands" like Wingmen when attacked by enemy aircraft [see 20.5].

g) Formation aircraft never have player turns. They strike Mission targets (and suffer Target Flak) after all player turns are completed during the Final Step of the Over-Target Turn.

h) Formation aircraft may Disengage only during the Target-Bound Phase. Once the Over-Target Phase begins, they may not Disengage for the rest of the Mission.

17.3.2 Altitude

All Formation aircraft of the same Type in a Mission must fly at the same altitude, as specified by the Mission instructions on the Campaign Card. This will be the altitude from which they intend to bomb, and they will remain at that altitude for the duration of the Mission.

17.3.3 Position

Formation aircraft do not use Position rules, so they are never Engaged. They may be attacked by any Unengaged enemy Leader or Wingman at their altitude.

17.3.4 Bombing

Most Formation aircraft employ Saturation Bombing [21.5]. Some Medium Bombers may instead use Level or Torpedo Bombing [21.3, 21.6].

17.3.5 Air-to-Air Combat

Formation aircraft never initiate combat with other aircraft (fighters are far too fast and nimble to be hunted down by a bomber). Unlike a Fighter, however, a Medium or Heavy Bomber may score Hits on an enemy aircraft while responding to an attack [20.5.3].

17.3.6 Damage

Unlike Fighters, Bombers need not lose their bombs when Damaged. However, the Bomb rating of a Bomber is usually reduced when it is on its Damaged side.

Design Note: This reduction represents the inaccuracies induced when bombing from a damaged plane.

17.3.7 Out of Formation

► Damaged Formation aircraft fall out of formation and may no longer contribute or receive Turret Support [20.5]. A Bomber leaves the Formation at the instant it is flipped to its Damaged side or suffers a Cockpit Hit. To show this, move the stricken Bomber card away from the other aircraft cards; it is now Out of Formation at the same altitude. Multiple Out of Formation Bombers may not combine to form a new multi-plane Formation [17.3.1c].

17.4 Transports

The Air Drop and Air Transport Missions [21.8.4-5] require the striking side to use its Bombers as Transports.

17.4.1 Cargo Points

► Transports carry a number of Cargo Points, used in determining Mission VPs, instead of ordnance. Some Bombers have a Cargo rating, indicating how many Cargo Points they carry in an Air Transport Mission; a superscript number denotes how many they carry in an Air Drop Mission. Others will have this information supplied in the Mission Target Matrix or Campaign Special Rules. Cargo Points are reduced when Damaged.

17.5 Special Ratings

Some Special ratings apply only to Campaign missions.

► 17.5.1 Dive Brakes

Aircraft with Dive Brakes starting the Over-Target Turn at Low Altitude may strike Military or Naval targets (only) as if they are dive bombing at Very Low altitude instead of using Saturation Bombing. If they do so, use the Dive Bombing column of the Strike Chart with their Saturation Bomb rating, and any Target Flak cards with Special Spoiled symbols drawn against them count as Spoiled Attacks.

Design Note: At Ernst Udet's insistence, the Ju88 medium bomber had dive brakes. While not as effective as purpose-designed light dive bombers, it was capable of making 60° diving attacks for increased accuracy against point targets such as ships and bridges.

► 17.5.2 Oblique Guns

At Night, you may choose to attack a Formation aircraft with Oblique Guns instead of with your normal hand. Upon declaring this, set your hand aside and draw a separate mini-hand equal to your Night Fighter's Oblique Guns # and attack as if with a Wingman (i.e., no Burst limit). Reduce the Target's Turret Defense rating by 1 [20.5].

Example: You declare your He219A-2 Leader is attacking a Lancaster III Heavy Bomber with Oblique Guns. You draw 4 cards and play per 20.1.2 and 20.5. The Allied player will draw only 1 card for the Lancaster's defensive mini-hand instead of two.

► 17.5.3 Slow

When determining Mission duration in a campaign [23.1.1], use the Slow # of these Fighters or Light Bombers instead of the default value of 6.

17.6 Sections

► Design Note: Early in WWII, fighters of virtually every nation except Germany operated in Section formations of three aircraft. Under most circumstances, this provided little benefit while exposing the junior member of the Section to increased risk of being shot down.

When indicated in a Campaign, each Element starts with a Section marker on its Wingman, representing a third ("Section") aircraft. While this marker is present:

a) Increase the Wingman Offensive rating by 1 when attacking a Formation aircraft unless the "Section" Wingman is Green [19.6.4b, 20.1.2].

b) Decrease the Wingman Defensive rating by 1 when attacked by a Fighter.

c) If the Wingman is shot down, remove the Section marker, the Pilot marker under it (if any), and all Hit markers from the Wingman instead of removing the Wingman card itself.

d) If the Leader is shot down, remove the Section marker and retain any Hit markers on the Wingman. The newly-promoted Leader is unscathed and inherits all other markers from the Wingman except a Pilot counter that was under the Section marker [19.7].

18.0 Loaded Aircraft

► Aircraft may be equipped with munitions and additional stores, collectively called loads. All types of loads except Cargo [17.4.1], Drop Tanks, and Gun Pods are ordnance. Each type of load has its own rules and restrictions.

18.1 Common Rules

Some rules apply to all load types.

a) Aircraft that are carrying loads are specified on a Campaign card's Mission Target Matrix and in the Campaign rules [24.5.2] or by some Resources [24.6].

b) Unless otherwise specified, an aircraft may carry only one type of load. Place the appropriate marker on the Aircraft card.

c) Both the Leader and all Wingmen of a unit must be equipped with the same type of load. If you choose to voluntarily jettison the load [16.2], both aircraft must do so.

d) Fighters and Light Bombers carrying loads are Loaded and suffer penalties accordingly:

  • ► When drawing the initial hand for a Leader carrying ordnance or cargo, place it face-down under the aircraft card without examining it. Until your Leader is attacked by an enemy aircraft playing an Attack card that is not negated by escort intervention [20.3], you may not look at these cards, must discard a random card if you climb, and skip your Discard Step.
  • ► Loaded aircraft cannot attack "unloaded" enemy Fighters unless they begin their turn engaged with those enemy Fighters or are intervening escorts [20.3.2].
  • ► Loaded Leaders and Wingmen cannot play Half Loop, Scissors, or Full Throttle Action cards, including during the Air Strike Step. These cards are marked with a "Not if Loaded" symbol in their Attack and Response sections as a reminder.
  • Loaded Wingmen have their Offensive ratings halved (Fighters round up, Light Bombers round down). Apply this halving after applying any reduction for Very High Altitude [5.4.2].

Once an aircraft jettisons or expends its entire load [16.2, 21.0], it no longer suffers these Loaded penalties.

18.1.1 Damaged Fighters

A Fighter must immediately jettison its ordnance if it becomes Damaged. It may (but need not) jettison Drop Tanks at this time.

► 18.1.2 Voluntary Ordnance Jettisoning

Award the opposing side 1 VP for each of your Fighters or Light Bombers that jettisons its ordnance during the Jettison Step [16.2].

Design Note: This deters players in Progressive Campaigns from loading their Fighters with bombs merely on the off-chance they will not be opposed.

18.2 Bombs and Torpedoes

Bombs and Torpedoes are used to strike Mission targets. Remove the Bomb/Torpedo marker when the aircraft jettisons or strikes the target.

18.3 Aerial Rockets

Fighters may use Aerial Rockets when attacking Formation aircraft only—they may not be fired at Fighters or Light Bombers. They target every aircraft in the Formation, and the Bombers cannot respond.

18.3.1 Attack Procedures

The procedures for attacking Formation aircraft are set forth in the rules for Attacking Bombers [20.2]. Use the following additional procedure as well:

i) After declaring you are attacking Formation aircraft but before drawing or playing cards, declare that you are firing Aerial Rockets.

ii) Once the target Formation is determined, draw one Action card for each aircraft in the Formation:

  • In My Sights (Fuel Tank): Destroyed
  • Out Of The Sun: 10 Hits*
  • In My Sights (3 Bursts): 7 Hits*
  • In My Sights (2 Bursts): 4 Hits*
  • In My Sights (1 Burst): *
  • Any other card: No Effect

* No Support: May not lend its Turret Support to other aircraft in the Formation for the rest of the current Game-Turn.

Do not apply any Hits shown on the card itself.

iii) Remove the Aerial Rockets marker.

► You cannot attack with both Aerial Rockets and guns in the same turn.

18.4 Air-to-Ground Rockets

Certain aircraft (as noted on their individual aircraft cards) are capable of carrying Air-to-Ground Rockets instead of or in addition to Bombs when allowed by a selected Resource. If carrying both Bombs and Rockets, reduce the Bomb rating of the aircraft by one (–1) to a minimum of 1.

18.4.1 Attack Procedure

Expend Air-to-Ground Rockets during the Air Strike Step as if making a Strafing run. This Rocket strike may be made from Very Low or Low Altitude.

i) Regardless of the aircraft's Burst rating or altitude, draw only one card (two if the aircraft has a Skilled Pilot with the S (Strafe) skill [19.2.12]).

ii) The defending player draws one less Target Flak card than he normally would (reflecting the "standoff" capability of the Rockets).

iii) If the Strafe result is a Hit, inflict two (2) damage points on the target.

iv) Remove the Air-to-Ground Rockets marker.

Example: Your P-47D Leader with Rockets is at Low Altitude during the Over-Target Turn of a strike on an Airfield. Normally the plane would be unable to Strafe from that altitude, but it can make an Air-to-Ground Rocket strike. You draw one card; the Strafe result is a Hit. The defending player then draws two Target Flak cards (Base # of 3 reduced by one). Since neither is a Spoiled Attack, you inflict 2 damage on the Airfield target.

18.5 Drop Tanks

Drop Tanks are expendable fuel tanks carried under the wings or fuselage. They are used in Campaign Missions to extend the range of Fighters. Aircraft automatically expend Fuel Points from their Drop Tanks before using Internal Fuel [see 24.9.4].

18.5.1 Fighter Jettisoning

Fighters need not jettison Drop Tanks when Damaged. Once voluntarily jettisoned, aircraft lose any Fuel Points that remained in the tanks.

18.6 Gun Pods

In addition to causing an aircraft to be Loaded, Gun Pods reduce a Leader's Performance rating by one (–1). They also reduce a Wingman's Defense rating by one (–1), except when attacking a Bomber. Apply these penalties whether an aircraft is Damaged or Undamaged.

18.6.1 20mm Gun Pods

All Gun Pods add one (+1) to a Leader's Burst rating. They add two (+2) to a Wingman's Offense rating only when attacking a Formation aircraft.

18.6.2 30mm Gun Pods

► In addition to the 20mm effects, 30mm Gun Pods add one (+1) Hit point to every In My Sights or Out Of The Sun card successfully played when a Pilot (not a Gunner) attacks in the Wingman or Leader Step.

18.6.3 Fighter Jettisoning

Fighters never jettison Gun Pods, even when Damaged.

18.7 Mines

During a Mine Laying Mission, aircraft carry Mines instead of Bombs. Bombers carry a number of Mines equal to their Saturation Bombing rating or twice their Level Bombing rating.

19.0 Pilots and Crews

While the type and quality of aircraft was certainly an important factor in aerial combat during World War II, the men in the planes often made the critical difference. The Campaign game allows you to add Pilots to your Fighters and Light Bombers and Crews to your Formation aircraft, enhancing or reducing their capabilities.

19.1 Aircrew Counters

You receive Pilot and Crew counters either by chosen Resource or through random selection [19.4]. Place the Pilot or Crew counter on the aircraft card, where it will remain throughout the Mission.

You may also use Pilot counters to help balance a Dogfight game [13.4].

19.1.1 Air Service Symbol

Each counter includes a nationality symbol indicating the nationality and service of the Pilot or Crew. Most belong to their country's air force, but British, Japanese, and U.S. Aircrews may belong to their naval air arms instead (shown by a different symbol). Aircrews may only fly aircraft of their nationality and service.

Nationalities represented include USAAF, RAF, FAA (French), VVS (Soviet), Luftwaffe (German), RA (Italian), MKHL (Hungarian), and ARR (Romanian).

19.2 Pilots

Except for Green Pilots, Pilot counters represent Skilled Pilots, containing letters within the boxes down the right side of the counter. These letters represent that Pilot's Skills in the form of bonus capabilities given to his aircraft.

► Skills apply to either a Leader or a Wingman as appropriate. However, the most a Wingman's Offensive and Defensive ratings may increase is +1 each, regardless of how many Skills that Wingman may have. A Wingman with a Skilled Pilot retains that pilot when "promoted" if his Leader is Destroyed.

19.2.1 Ace Pilot (A)

This Pilot gets to use a free Ace Pilot card once during a Mission. Place an Ace marker on the aircraft at the start of the Mission. At any one time during the game, you may declare that the response card you are playing is an Ace Pilot card (regardless of the card's actual name). Then discard the Ace marker.

Example: Your Bf109F-2 Leader is flown by a Pilot with the 'A' (Ace Pilot) skill. The Messerschmitt is attacked by an enemy Yak-1 Out Of The Sun. You respond with a Vertical Roll, but the enemy plays a Vertical Roll of his own. You have no card that responds to a Vertical Roll, and instead play a Scissors card while declaring, "This is an Ace Pilot card" and discarding your Ace marker. Unless the enemy player has an Ace Pilot card (or has an unused Ace Pilot ability himself), his attack fails.

19.2.2 Bomb (BM)

Draw and apply one extra Bomb card when this aircraft bombs a Mission target.

19.2.3 Burst (BU)

► Increase this aircraft's Burst rating or Offensive rating by one (+1) for the duration of the Mission.

19.2.4 Combat Vision (CV)

► During a Day Mission, if either the Leader or a Wingman of your unit has this skill, upon drawing your initial hand and before determining play order [4.7] you may discard any number of cards from your hand and replace them. This is a "one-time" exchange; you play, discard, and draw normally during your turns.

► During a Night Mission [23.5], increase this aircraft's Night Combat rating by one (+1) for the duration of the Mission.

19.2.5 Damage (D)

Increase this aircraft's Damage ratings (on both sides of the card) by one (+1) for the duration of the Mission.

19.2.6 Gunner (G)

► Increase this aircraft's Gunner rating or Defensive rating by one (+1) for the duration of the Mission.

19.2.7 Horsepower (H)

► Increase this aircraft's Horsepower rating or Defensive rating by one (+1) for the duration of the Mission.

► 19.2.8 Leadership (L)

You may schedule an additional Element to arrive on the same Game-Turn as his Element [24.11.1, 24.12.1].

NOTE: This does not add any additional aircraft to the mission.

Aircraft of the same type (including this pilot's) adjust Down 1 Level on the Disengagement Table when this pilot is present.

► 19.2.9 Nerves of Steel (NS)

Disregard the first Spoiled Attack allocated by Target Flak when this aircraft strikes a Mission target.

19.2.10 Performance (P)

► Increase this aircraft's Performance rating or Offensive rating by one (+1) for the duration of the Mission.

► 19.2.11 Radar Operator (RO)

Increase this aircraft's Night Combat rating by one (+1) for the duration of the Mission.

19.2.12 Strafe (S)

Draw and apply one extra Strafe card when this aircraft strafes a Mission target or strikes with Air-to-Ground Rockets [18.4.1].

► 19.2.13 Veteran (V)

Place a Veteran marker on the aircraft at the start of the Mission. At any one time during the game, you may declare that the card you are playing is either a Barrel Roll or a Tight Turn (regardless of the card's actual name). Then discard the Veteran marker.

19.3 Crews

Except for Green Crews, Crew counters represent Skilled Crews. Just like for Pilots, they contain letters within the boxes down the right side of the counter, representing that Crew's Skills in the form of bonus capabilities they give to their aircraft.

19.3.1 Ace Crew (AC)

Place two (2) Ace markers on the aircraft at the start of the Mission. Twice during the game, at any time, you may declare that the response card you are playing has the Spoiled Attack capability [see 20.5.3]. Discard one Ace marker each time you use this skill.

NOTE: You cannot lend this ability to another aircraft through Turret Support.

19.3.2 Bomb (BM)

Draw and apply one extra Bomb card when this aircraft bombs a Mission target.

19.3.3 Damage (D)

Increase this aircraft's Damage ratings (on both sides of the card) by one (+1) for the duration of the Mission.

19.3.4 Evasive Action (EA)

► If this Bomber is Out of Formation or flying a Night Mission, reduce an attacking enemy Leader's Burst rating or a Wingman's Defensive rating by one (–1) when targeted.

19.3.5 Nerves of Steel (NS)

Disregard the first Spoiled Attack allocated by Target Flak when this aircraft strikes a Mission target.

19.3.6 Turret Defense (TD)

Increase this aircraft's Turret Defense rating by one (+1) for the duration of the Mission.

19.3.7 Turret Support (TS)

Increase this aircraft's Turret Support rating by one (+1) for the duration of the Mission.

► 19.3.8 Generic Bomber Crews

In addition to named Crews, generic Bomber Crews may be used with Bombers from any nation as shown on the Aircrew Selection Tables.

19.4 Selecting Campaign Aircrew

You receive Pilot and Crew counters either by chosen Resource [24.6] or through random selection [19.4.1-2]. Place the Pilot or Crew counter on the aircraft card, where it will remain throughout the Mission.

19.4.1 Skilled Pilot Selection Procedure

After Resources are revealed but before altitudes are chosen in each Campaign Mission, each side determines whether any Skilled pilots will be flying that Mission by using the following procedure:

i) Draw a number of Action cards equal to the number of Fighters and Light Bombers flying the Mission (excluding aircraft already assigned a Pilot through a Resource). Draw for all aircraft of one type before drawing for another. If using only one deck, players draw in any order desired and may reshuffle after the first side has finished.

ii) Cross-index each card drawn with the proper line on the Aircrew Selection Table on the Play Aid Card.

iii) ► If the card drawn is listed on that line, randomly select a Skilled Pilot counter from those listed. Generic Veteran pilots are also always available, whether or not that aircraft type has any pilots listed.

iv) Assign each Skilled Pilot selected to an aircraft. Skilled Pilots must be assigned to Leader aircraft, if possible, then to "normal" Wingmen, then to "Section" aircraft (if any) last.

The number of Skilled Pilots is not limited to those listed for that Campaign.

Example: As the Allied player in a Kursk South campaign, you assign two Yak-1 Fighters and four Pe-2 Light Bombers to a Mission and select Resource #9 (L/W P-39D (Bobrov)). You choose to draw for the Yaks first, and draw a Maneuver and a Clouds. Neither result awards you a Skilled Pilot in this campaign for this type of aircraft.

Since the P-39 Leader is automatically Bobrov, you draw one card for the other P-39: a Barrel Roll (no result). Had you drawn a Scissors, the Wingman would be an unnamed Veteran since there are no other named Skilled Pilots available.

Lastly, you draw four cards for your bombers: Scissors, In My Sights 1B/1H, Tight Turn, and another Scissors. You randomly choose the two Skilled Pilots from the two named (Gulayev and Polbin) and the two "Any Bomber" crews (BM and D) and must assign them to the two Peshka Leaders.

19.4.2 Skilled Crew Selection Procedure

► Select Skilled Crews using the same procedure as for Skilled Pilots [19.4.1]. The Aircrew Selection Table may include generic Bomber crews. However, there may never be more than one Skilled Crew per Formation.

19.5 Skilled Aircrews and Victory Points

Besides earning Victory Points for Destroying enemy aircraft, players earn additional VPs for shooting down Skilled aircrews. When an aircraft with a Skilled Pilot or Crew is Destroyed, score an additional 2 VPs per Skill of the Pilot or Crew.

19.6 Green Aircrews (Optional)

At various periods during the war, several air services faced a severe shortage of trained aircrews and were forced to send untrained personnel into combat. Players desiring to see the consequences may use such "Green" aircrews in their Campaign games.

Play Note: Inclusion of Green aircrews is optional, because using them may make it very frustrating for controlling players. However, they do reflect the handicap these undertrained forces faced.

19.6.1 Green Aircrew Counters

The Green Pilot and Crew counters are generic, and may be used with any nationality, service, and aircraft type where appropriate.

19.6.2 Green Pilot Effects

Aircraft with Green Pilots suffer the following penalties:

a) ► Green Leaders reduce the Burst rating by one (–1) and cannot benefit from an Agile rating [5.5.1]. The –1 Burst applies even when flying a 0-Burst aircraft.

b) Green Wingmen reduce the Offensive rating by one (–1). This reduction is cumulative with the one for being at Very High altitude [8.3.2], and is applied after any halving for being Loaded [18.1d].

c) When striking a Mission target, reduce the result of any Bomb card drawn by one level (e.g., a Direct result becomes a Hit).

d) Green Pilots may play a maximum of one Response card (i.e., a Blue card or a White card used as a Response) per Wingman or Leader Step.

Example: Your Soviet IL-2 Leader with a Green Pilot is Neutral when it is attacked by a Bf109G Leader. Your hand includes a Maneuver and two Tight Turn cards. After gaining an Advantaged position, the enemy player attacks with an In My Sights (2B/2H) card, and you respond with a Tight Turn. The German player responds with a Tight Turn of his own. Because your Pilot is Green, you cannot respond with your remaining Tight Turn (or any other card), and must take the two Hits. In addition, you will be unable to respond to any other Attack cards your opponent plays during this step.

In your next turn, you attack the 109 Leader with your Maneuver card. The German player responds with yet another Tight Turn. Since this is a different Leader Step, you may use your own Tight Turn in response. But if your opponent responds again (with another Tight Turn, a Scissors, or an Ace Pilot), you cannot play any further response cards.

19.6.3 Green Crew Effects

Bombers with Green Crews suffer the following penalties:

a) ► Reduce Turret Support rating by one (–1), to a minimum of zero (0).

b) When striking a Mission target, reduce the result of any Bomb card drawn by one level. This result is cumulative with the reduction for Saturation bombing of a Naval Target (e.g., a He111 would need a Vital result to score a Hit).

19.6.4 Green Aircrew Selection Procedure

The Aircrew Selection Table has listings for Green as well as Skilled aircrews. Use the same procedure to determine if any Green Pilots or Crews participate in the Mission [19.4.1].

a) The same Action card draw determines whether a Skilled or Green Aircrew is chosen.

Example: Continuing the Kursk South Campaign example from 19.4.1, the Pe-2 draws of Scissors, In My Sights 1B/1H, Tight Turn, and another Scissors would result in one Green Wingman as well as the two Skilled Leaders.

b) ► Assign Green aircrews in the same way as Skilled ones, after first assigning any Skilled Pilots/Crews. However, assign Green Pilots to "Section" aircraft first (if any; flip the Section marker to its Green side), then to "normal" Wingmen, then lastly to Leaders. A Formation may have more than one Green Crew.

19.7 Section Pilots

► Signify assignment to the third "Section" aircraft by placing the Pilot counter under the Section marker.

IMPORTANT: These pilots have no effect while under the Section markers (other than to cost VPs if Skilled and shot down). They come into play only if the original Leader is shot down.

19.8 Unknown Crews (Optional)

► Instead of placing crew markers face up only on Formation Aircraft with Skilled or Green Crews, place these markers face down (with just the generic bomber silhouette showing). Similarly place an Average Crew marker (with "Out of Formation" on the flip side) on every other Formation Aircraft in play. Permanently reveal one of these markers only when that bomber is attacked.

Design Note: This prevents opposing players from knowingly targeting or avoiding particular bombers based on their crews.

20.0 Attacking and Defending Bombers

Unengaged interceptors declare their target as either the Leader or Wingman of a specific enemy unit or as a Formation aircraft at the same altitude. Escorts may attempt to intervene to defend bombers.

20.1 Cards Available vs. Formation Aircraft

20.1.1 Leaders

Your Leader attacks Formation aircraft with the cards in your hand, in the same manner as you would attack a Fighter or Light Bomber.

20.1.2 Wingmen

► After declaring your Wingman is attacking Formation aircraft, draw a number of cards for your mini-hand equal to the Offensive rating (+1 if in Section per 17.6a).

► Once the target Bomber is determined [20.2], your Wingman draws additional cards equal to either his Defensive rating (if a Fighter) or one (if a Light Bomber). If using the optional Attack Angle rule [20.2.1], increase the Defensive rating by one (+1) for a Rear Attack and decrease by one (–1) for a Frontal Attack.

Example: A Hurricane I Wingman's mini-hand when attacking a Formation aircraft without Intervention is 3 cards. A Bf109E Wingman's mini-hand would be 4 cards.

20.2 Targeting Bombers

Attack Fighter-Bombers and Light Bombers the same way as a Fighter. But each time you declare an attack against Formation aircraft, you must determine which Bomber is attacked as follows:

i) ► Declare the intended target bomber (or the Formation if you are attacking with Aerial Rockets [18.3]).

Play Note: You may do this even if your hand does not contain any Attack cards, in an attempt to lure an enemy Leader into intervening [20.3.2]. This tactic represents making a feint in an effort to draw the escort fighters away and make it easier for other interceptors to attack the bombers.

ii) If using the optional Attack Angle rule [20.2.1], declare whether your attack will be Frontal, Side, or Rear.

iii) ► You may attempt to gain Bursts and/or ensure an attack on the Bomber of your choice by playing a Maneuver or Half Loop card and asking if the enemy will intervene [20.3.1].

  • Any one Unengaged Leader at the same altitude may reactively intervene [20.3.1].
  • If your attempt succeeds, you attack the designated Bomber.
  • If your attempt fails, you may make additional attempts if you have more Maneuver or Half Loop cards in your hand. If any subsequent attempt succeeds, you attack the targeted bomber as above.
  • If all your attempts fail, the escort player designates as your target any Formation aircraft of his choice at that same altitude.

iv) ► Instead of playing a Maneuver or Half Loop card, just ask if the enemy will intervene [20.3.2]. If there is no intervention or the intervention fails, the escort player may designate as your target any Formation aircraft of his choice at that same altitude.

If you are attacking with Aerial Rockets, the procedure is the same except a Formation is chosen as the target rather than an individual Bomber.

20.2.1 Attack Angle (Optional)

When you attack Formation aircraft, declare your Attack Angle: Frontal, Side, or Rear. Your Wingman and Leader must use the same Angle.

  • Frontal: Subtract one (–1) from the attacker's Burst (Leader) or Offensive (Wingman) rating. Subtract one (–1) from the target Bomber's Turret Defense rating.
  • Side: No changes from normal combat.
  • Rear: Add one (+1) to the attacker's Burst (Leader) or Offensive (Wingman) rating. Add two (+2) to the target Bomber's Turret Defense rating.

20.3 Escort Intervention

► If the declared target is a friendly Fighter carrying ordnance or a Bomber of any kind, one (and only one) Unengaged Fighter Leader escorting the targeted aircraft at the same altitude may attempt to intervene each time such an attack is declared by a Neutral interceptor.

20.3.1 Reactive Intervention

If the attacker plays a Maneuver or Half Loop card in an attempt to gain position or Bursts or to ensure a specific Formation aircraft is the target, he must then query, "Intervention?" Your escorting Fighter Leader may then intervene by playing an appropriate Response card.

a) The attacker may respond to your response, and so on, until:

  • You decline to respond and your intervention fails, or
  • The attacker declines to respond, and either he immediately makes an additional attempt with another Maneuver or Half Loop card in his hand or your intervention succeeds.

b) ► If the attacker's last attempt succeeds, the attack on the chosen Bomber continues normally. If a Wingman is attacking Formation aircraft, he first draws additional cards equal to his Defense rating modified for Attack Angle [20.1.2].

c) If you successfully thwarted the attacker's last attempt:

  • ► And the attacker targeted a Fighter or Light Bomber, he remains Neutral and may play IMS or OotS cards up to his Burst Limit;
  • ► If the attacker targeted a Formation aircraft, you may redirect the attack to a Bomber of your choice at the same altitude. Whether you do so or not, the attacking Leader does not gain the bonus Bursts for playing a Maneuver or Half Loop card and the bonus Bursts for attacking Formation aircraft are reduced to one (+1).

Play Note: There may be times where redirecting the attack to a different Bomber may not be possible because there is only one Bomber left in play at this altitude. The final result will be that the Bomber targeted will still get attacked, but the number of extra Bursts on the Bomber will be reduced.

► 20.3.2 Preemptive Intervention

Instead of playing a Maneuver or Half Loop card first, the attacker may just ask, "Intervention?" Your escorting Fighter Leader may then play a Maneuver, Half Loop, or Full Throttle card to intervene:

a) The attacker may respond to your response, and so on, until:

  • Your intervention succeeds, or
  • You decline to respond, and either you make an additional attempt with another Maneuver, Half Loop, or Full Throttle card from your hand, or your intervention fails.

b) If you successfully intervene, the attack is diverted onto your Leader instead of a Bomber. The attacker may then play cards against your Leader as in a normal attack. Whether he does or not, he cannot attack another aircraft this turn.

c) If your last intervention attempt fails, you choose the target Bomber and the attack on it continues normally. If a Wingman is attacking Formation aircraft, he first draws additional cards equal to his Defense rating modified for Attack Angle [20.1.2].

20.4 Burst Limits vs. Formation Aircraft

Because Medium and Heavy Bombers rely on defensive firepower rather than maneuvering to stymie attacks, Fighters and Light Bombers attacking them gain extra Bursts.

20.4.1 Leader Attacks

► Except for Turret Fighters, increase a Fighter Leader's Burst rating by two (+2) when attacking enemy Formation aircraft and a Light Bomber Leader's by one (+1). You may further increase the Burst rating by one (+1) for each Maneuver card or two (+2) for each Half Loop card played successfully (in the same manner as increasing Bursts against a Wingman).

If using the optional Attack Angle rule [20.2.1], also increase the Burst rating by one (+1) for a Rear Attack and decrease by one (–1) for a Frontal Attack.

20.4.2 Wingman Attacks

► Once the target Bomber is determined, draw additional cards equal to the Wingman's Defense rating modified for Attack Angle [20.1.2]. Just like when attacking Fighters, Wingmen have no Burst limits when attacking Bombers. You may continue to attack with as many Attack cards as you have in your mini-hand.

20.5 Attacking a Formation Aircraft

Once the specific Bomber being attacked is determined, the defending player draws a mini-hand composed of a number of cards equal to:

a) The targeted Bomber's Turret Defense rating, plus

b) The combined Turret Support ratings of all other Bombers in the Formation, and

c) If using the optional Attack Angle rule [20.2.1], plus two (+2) if the attack is from the Rear, or minus one (–1) if the attack is Frontal.

20.5.1 Initiating the Attack

Attack the targeted Bomber by playing a single Attack card, just as you would in a Dogfight. Only Red cards may be played to initiate an attack on a Formation aircraft.

20.5.2 Maneuver and Half Loop Cards

Maneuver and Half Loop cards successfully played by an attacking Leader increase the Burst rating [20.4.1]. They have no effect when played by a Wingman, as Wingmen have no Burst ratings. The targeted Bomber cannot respond to these cards.

20.5.3 In My Sights and Out Of The Sun Cards

In My Sights and Out Of The Sun cards inflict Hits on the targeted Bomber unless negated by a valid Spoiled Attack response.

The targeted aircraft may respond to each of these cards by playing one card from his mini-hand:

  • Any In My Sights or Out Of The Sun card, or
  • Any card with a Spoiled Attack symbol, or
  • An In My Sights or Out Of The Sun card with a Spoiled Attack symbol.

a) ► If the response is an In My Sights or Out Of The Sun* card without a Spoiled Attack, the attack on the Bomber succeeds and it incurs Hits as indicated on the attacker's card. The attacker may then respond to the Bomber's card to negate it, but if he does so, he must randomly discard one remaining card from his hand or mini-hand (if any). The Bomber can never respond to an attacker's response. If the attacker does not respond to the Bomber's card, the attacker suffers the Hits indicated on that card.

► *OPTIONAL: If the Turret Defense is 1, an Out Of The Sun card does not apply.

Design Note: Bombers rated as "1*" have only a few rifle-caliber machine guns, usually manually operated, for defense.

b) If the response is a valid Spoiled Attack card, the attack is negated and the Bomber incurs no Hits. The attacker cannot respond to a Spoiled Attack.

c) ► If the response is an In My Sights or Out Of The Sun card with a valid Spoiled Attack, the attack on the Bomber is negated. The attacker may still respond to the Bomber's card to avoid taking Hits (and must discard per (a) above), but cannot cancel the Spoiled Attack. If the attacker does not respond to the Bomber's card, the attacker suffers the Hits indicated on that card unless using the Optional Rule per (a) above and the card is an Out Of The Sun.

d) If there is no response by the targeted Bomber, it incurs Hits as indicated on the attacker's card.

20.5.4 Continuing the Attack

If the attacker has additional Red cards, he may initiate a new attack on the same Bomber. An attacking Leader may not exceed his Burst limit [20.4.1] by doing so.

20.5.5 Spoiled Attacks

There are two kinds of Spoiled Attack symbols that may appear on Action cards:

  • Standard: These cards are valid whenever an aircraft is attacked by Flak or an enemy aircraft.
  • ► Special: These cards are valid only when a Bomber is attacked by an enemy aircraft while in Formation but is receiving 0 Turret Support, including if it is alone.

Design Note: Many Medium Bombers lack sufficient defensive armament to merit a Turret Support rating of 1. The Special Spoiled Attacks afford these aircraft some benefit for remaining in formation.

Example: Your Unengaged Bf109G Element is at Medium Altitude with a Formation of three B-17Fs (one with 8 Hits) and an Unengaged Element of escorting P-47Cs. During your Wingman Step, you declare you are attacking the Bombers. You draw a mini-hand of two cards (your Offensive rating), consisting of a Maneuver and a Tight Turn.

You first play the Maneuver, declaring you are attempting to attack the stricken B-17. The P-47 Leader responds with a Tight Turn. You respond in turn with your own Tight Turn. The P-47 cannot respond, so your attempt succeeds, and you draw three more cards (your Defensive rating): an In My Sights (1B/2H), an In My Sights (3B/3H), and an Out Of The Sun (2B/3H).

The targeted B-17 draws a defensive mini-hand of four cards (2 Turret Defense + 1 Turret Support for each of the two other B-17Fs in the Formation). They are an In My Sights (1B/1H), an In My Sights (2B/3H), a Clouds, and a Maneuver (Spoiled Attack).

You now attack the B-17 with your In My Sights (1B/2H). Since this would flip the B-17F, the Bomber player chooses to play his Maneuver (Spoiled Attack). You cannot respond to a Spoiled Attack, so your IMS is negated.

But since an attacking Wingman has no Burst limit, you can attack again with your Out Of The Sun card, and do so. Even though a Clouds card normally responds to an OotS, it can't be played by a defending Formation aircraft, so the Bomber player responds with his In My Sights (2B/3H) instead. Your attack succeeds and scores 3 Hits on the B-17, Damaging it (11 Hits total). You now have a tough choice: either respond to the Bomber's IMS with your Full Throttle marker but have to discard your remaining IMS, or accept the 3 Hits to become Damaged but retain the IMS card and hopefully destroy the B-17.

Whatever you decide, the Damaged B-17F must now drop out of formation [17.3.7]. It remains at Medium Altitude, but will neither give nor receive Turret Support to and from the other B-17s.

21.0 Striking Mission Targets

Aircraft strike Mission Targets with their ordnance and/or by strafing during the Over-Target Turn of a Campaign Mission:

  • ► Fighters and Light Bombers strike during their Air Strike Steps (Wingman first).
  • Formation aircraft strike during the Final Step.

21.1 General Bombing Procedure

To determine bombing results for each aircraft in the unit or Formation,

i) Draw a number of Action cards equal to that aircraft's Bomb rating, modified by the Bombing Mode [21.2] and the bomber's altitude as shown on the Strike Chart. The Bomb result section of each card indicates the damage inflicted by that portion of the ordnance load. There are four possible results, which in order of ascending success are: Miss, Hit, Direct, and Vital.

ii) The defending player draws a number of Action cards equal to the Target Flak rating shown on the applicable Mission card [21.8], again modified by the Bombing Mode and the bomber's altitude as shown on the Strike Chart.

iii) Potentially inflict Hits on the strike aircraft [22.2.1] and, for each Spoiled Attack result on a Flak card, immediately discard the best Bomb result drawn by that aircraft in Step (i) above.

iv) Even if the striking aircraft was Damaged or Destroyed by the Target Flak, apply Damage Points to the Target for each remaining Bomb result. The Mission card [21.8] lists the number of Damage Points inflicted by each type of result.

21.2 Bombing Modes

Each aircraft capable of bombing uses one of four modes as indicated by its Bomb rating:

  • Level Bombing: Most Fighters and some Bombers
  • Dive Bombing: Some Fighters and Light Bombers
  • Saturation Bombing: Most Medium and Heavy Bombers
  • Torpedo Bombing: Some Light and Medium Bombers

Though some aircraft (usually torpedo bombers) are capable of more than one strike mode, each unit/Formation can only perform one mode per Mission. Aircraft with "Cannot" or no number in the Bombing section of their cards may not drop bombs or torpedoes.

The bombing mode determines the altitude(s) from which an aircraft may strike as well as the manner in which it delivers its ordnance. It may also modify the number of Target Flak cards drawn [21.1ii].

21.2.1 Strafing

In addition to bombing or torpedo strikes, all Fighters and Light Bombers with a Burst rating and any aircraft with a Strafe rating may make strafing runs [21.7].

21.3 Level Bombing

This mode is primarily used by Fighters at Low or Very Low Altitude, though some Bombers also use this mode.

21.3.1 Level Bombing Resolution

Draw a number of cards equal to the aircraft's Bomb rating. At Very Low Altitude, draw an additional Bomb card, as well as an additional Target Flak card.

21.4 Dive Bombing

This mode is used by designated Light Bombers. Dive Bombing aircraft must begin the Over-Target Turn at Medium or Low Altitude.

21.4.1 Dive Bombing Procedure

a) During the Altitude Step, a Dive Bombing unit must dive to the next lower altitude (from Medium to Low, or from Low to Very Low).

IMPORTANT: The Leader does not draw an Action card for this altitude loss.

b) ► If the bombing Leader is Disadvantaged or Tailed, the engaged enemy Leader may not follow unless Agile, and must give up his position and remain at the starting altitude.

Design Note: The bomber is using its dive brakes to avoid gaining too much speed, which most following interceptors can't do.

c) Draw a number of cards equal to the aircraft's Bomb rating plus:

  • At Low Altitude, draw one additional Bomb card.
  • At Very Low Altitude, draw two additional Bomb cards, as well as an additional Target Flak card.

21.5 Saturation Bombing

This mode is used by most Medium and Heavy Bombers, with specially trained Bombardiers salvoing large bomb loads simultaneously.

21.5.1 Saturation Bombing Resolution

Draw a number of cards equal to the aircraft's Bomb rating, modified by altitude. See the Strike Chart for these modifications, as well as for modifications to the Target Flak draw.

21.5.2 Naval Targets

Because moving ships are harder to hit by Saturation bombing than land targets, decrease the result on each Bomb card by one level (e.g., a Direct becomes a Hit).

Example: An undamaged B-17F at Medium altitude draws six cards to resolve its bombing strike on a Cruiser. It draws a Miss, Miss, Hit, Hit, Direct, and Vital. Since it is bombing a Naval target, adjust the results to Miss, Miss, Miss, Miss, Hit, Direct.

21.5.3 Skip Bombing

Some Campaigns allow Allied Bombers to employ Skip Bombing against Naval targets. When so doing, these Bombers may make Level Bombing instead of Saturation Bombing strikes at Very Low Altitude, avoiding the normal penalty [21.5.2].

Design Note: No WBY campaigns employ skip bombing. It is included here for completeness.

21.6 Torpedo Bombing

This mode is used only against Naval targets by designated Light and Medium Bombers at Very Low Altitude.

21.6.1 Altitude Restrictions

To execute Torpedo Bombing, aircraft must begin the Over-Target Turn at Very Low Altitude.

  • Medium Bombers must fly the entire Mission at Very Low Altitude.
  • ► Light Bombers must end the last Target-Bound Turn at Very Low Altitude, and must remain at that altitude throughout the Over-Target Turn. They are free to climb during the first Home-Bound Turn.

21.6.2 Torpedo Bombing Resolution

Draw one card for each Torpedo carried. A Miss is still a Miss, but other results score twice the normal number of Damage Points.

Example: A Direct Bomb result against a Destroyer target normally scores 4 Damage Points. A Direct result on a Torpedo Bombing strike scores 8 Damage Points, sinking the Destroyer.

21.7 Strafing

During the Over-Target Turn, any aircraft with a Burst or Strafe rating at Very Low Altitude may strafe an eligible Mission target instead of or in addition to conducting a Bombing strike. Leaders and Wingmen may strafe independently—one need not do so if the other does.

► 21.7.1 Target Restrictions

Only targets annotated on their Mission card with their Miss and Hit Damage Points on a red background are subject to Strafing runs. Most Military and Naval targets may be strafed, and most Industrial, Logistical, and Morale targets cannot, but there are a few exceptions.

21.7.2 Strafing Procedure

If the strafing aircraft also bombs, strafing occurs after Bombing and Target Flak are resolved [21.1], with the exception of Attack Bombers [see 21.7.3 below]. In this case, strafing aircraft will undergo additional Target Flak.

i) ► Draw a number of Action cards equal to the aircraft's Burst or Strafe rating (+# if equipped with heavy cannon [5.2.4]), whichever is higher, with a minimum of one (even if the rating is 0). Since Wingmen never have a Burst rating, they use their Leader's rating instead (still with a minimum of one draw). The Strafe result section of each card indicates the level of damage, either "Hit" or "Miss"—there are no "Direct" or "Vital" results.

ii) The defending player draws Action cards for Target Flak as usual [21.1.ii].

iii) Just as when bombing, for each Spoiled Attack result on a Flak card, immediately discard the best Strafe result drawn in Step (i) above.

iv) Even if the striking aircraft was Damaged or Destroyed by the Target Flak, apply 1 Damage Point to the Target for each remaining Hit result.

v) ► Surviving aircraft of a Neutral unit or Formation with a Burst/Strafe rating of 1 or more may elect to strafe one more time, but must face Target Flak again to do so. Repeat Steps (i) through (iv).

Example: Your Ju87B Element dropped their Bombs on a Battleship target this turn, scoring 16 Damage Points. After surviving the flak, they are eligible to strafe since they Dive Bombed from Very Low Altitude. This is very risky, because to strafe they must face the Battleship's daunting Target Flak of five cards (4 + 1) again, and can inflict 2 more Damage Points at best. But since you only need to score 1 more Point to raise the target's damage to the next (Crippled) level [21.8.1], you decide to press ahead.

You draw one Action card each for the Leader and the Wingman to resolve their strafing run (even though the Stuka's Burst rating is 0). The cards' Strafe results are a Hit and a Miss. Unless the Leader's Target Flak cards include one or more Spoiled Attack results, you will inflict 1 more Damage Point on the target.

21.7.3 Attack Bombers

Some Medium Bombers have a Strafe rating, which allows them to conduct strafing as well as bombing. This rating is used only to strike eligible ground targets; it has no effect on air-to-air combat.

► In addition, Medium Bombers with a Strafe rating of 1 or more have the special ability to conduct bombing and strafing runs simultaneously. This means the Bomber does not undergo a second round of Target Flak unless it strafes a second time [21.7.2v].

Bombers with a Strafe rating carrying Air-to-Ground Rockets [18.4] may bomb and strafe and fire their rockets while still facing only a single round of Target Flak. In this case, however, the number of Flak cards drawn is not reduced per 18.4.1ii.

21.8 Mission Cards

► Every type of Mission is represented on a Mission card, with the name, class, and appropriate details for that Mission. In all Missions, score Victory Points (VPs) for enemy aircraft Destroyed or Damaged, just like Dogfight Missions. The other Air Combat Missions (Air Transport, Mine Laying, and Reconnaissance) have special means of scoring VPs as explained on their Mission cards. Other cards are for Mission Targets, and include:

  • Area and Target Flak ratings;
  • A Damage Points section, showing the effects of each Bomb card result; and
  • ► A Success Level section, showing the Damage Points needed and Victory Points for each Success Level.

► 21.8.1 Success Levels

Every Mission Target has four levels of success, numbered 0 to 3 in order of increasing accomplishment. The Mission card shows the number of Damage Points or other requirements to achieve the respective levels of success.

Example: When striking a Ground Forces target (Mission card 3A): 0-1 Damage Points is Success Level 0 (Unaffected); 2-3 is Level 1 (Shaken); 4-5 is Level 2 (Disrupted); 6 or more is Level 3 (Shattered).

21.8.2 Campaign Victory Points

Against Mission Targets, besides scoring Victory Points (VPs) for enemy aircraft Destroyed or Damaged, you also score for each Bomber that goes Over Target and completes the Mission Undamaged [see the Victory Point Awards chart on the Campaign Display]. The Success Level attained also produces an associated number of VPs for the striking side as noted on the Mission card.

Example: A "Shaken" result against the Ground Forces target yields 1 VP, while a "Shattered" result scores 5 VPs.

21.8.3 Fortified Targets

Certain targets are noted on the Mission Target Matrices of the Campaign cards as Fortified Targets. When these targets are struck by:

  • Bombing: Reduce all results by one level (i.e., Vitals become Directs, Directs become Hits, and Hits become Misses).
  • Air-to-Ground Rockets: Each Hit result does one (1) Damage Point instead of two.
  • Strafing: Fortified Targets may not be strafed.

21.8.4 Air Drop Missions

In an Air Drop Mission, strike aircraft drop supplies from Very Low Altitude (only) when they would otherwise bomb during the Over-Target Turn:

i) Draw one Action card for each Cargo Point carried [17.4.1]. Skilled Aircrews with the BM or S skills do not draw an extra card.

ii) Consult the Strafe section and deliver 1 Supply Point for each Hit result.

iii) Apply Target Flak results (including Spoiled Attacks) normally.

The final number of Supply Points delivered (analogous to Damage Points) determines the Success Level for the Mission.

21.8.5 Air Transport Missions

Like Dogfights, Air Transport Missions last a number of Game-Turns specified by the Mission Target Matrix rather than three phases. Score 1 VP for each Cargo Point [17.4.1] carried by an aircraft that survives the Mission, even if Damaged.

21.8.6 Mine Laying Missions

In a Mine Laying Mission, striking aircraft drop mines from Very Low Altitude (only) when they would otherwise bomb during the Over-Target Turn. No Bomb cards are drawn, and there is no Target (or Area) Flak. Instead, score VPs based on the aircraft's Bomb rating:

  • Level Bombers score VPs equal to twice the Bomb rating.
  • Saturation Bombers score VPs equal to the Bomb rating.

► 21.8.7 Reconnaissance Missions

Instead of striking a target or other aircraft or carrying cargo or mines, aircraft on Reconnaissance Missions are trying to locate an enemy target for future strikes. Aircraft listed in the Mission Target Matrix (not any chosen as Resources) are Reconnaissance aircraft and are subject to special rules:

a) Reconnaissance aircraft may change altitude normally during the Mission, except they must end the final Target-Bound Turn at the altitude specified in the Mission Target Matrix and remain there throughout the Over-Target Turn.

b) Treat Reconnaissance Fighters as Light Bombers [17.2b-c] until the end of the Over-Target Turn.

c) During the Final Step of the Over-Target Turn, draw ONE Action card for each surviving Mission aircraft, even if Damaged. The best Bomb result (only) determines the Mission Success Level/VPs scored.

d) ► Reconnaissance aircraft score VPs for surviving the Mission without being Damaged, similar to Bombers going over target [24.7]. See the Campaign Victory Point Table on the Campaign Display.

► 21.8.8 Strafing Missions

Certain Missions are noted on the Mission Target Matrices of the Campaign cards as Strafing Missions. Instead of scoring VPs for the Success Level achieved, score 1 VP per Strafe "Hit" result obtained.

Design Note: Fighters commonly strafed bases and rail facilities to destroy aircraft, trains, and vehicles, but could not significantly damage the facilities themselves. This gives them a chance to score VPs even when they can't reach Success Level 1.

22.0 Flak

► Most Mission targets have two Flak (anti-aircraft gunfire) ratings, one for Area Flak and one for Target Flak. These Flak ratings are the base number of Action cards drawn against each aircraft when Flak is resolved. Draw flak cards from the deck of the side defending the target.

22.1 Area Flak

► Area Flak attacks all aircraft that continue Over Target (i.e., do not Break Off), both enemy and friendly, during the Final Steps of Target-Bound Turn 1 and the Over-Target Turn. The role of the aircraft (i.e., its strike mode or whether it is a Fighter Escort or Interceptor) determines which column to use on the Strike Chart. Attack the Wingmen of a unit first.

► NOTE: Units with a Clouds marker are immune to Area Flak.

22.1.1 Area Flak Resolution

Draw a number of Action cards equal to the Area Flak rating of the target, possibly modified by the altitude [see the Strike Chart]. Immediately apply Hits from each In My Sights or Out Of The Sun card as it is drawn. No other cards have any effect.

22.1.2 Responses to Area Flak

Aircraft cannot respond to Area Flak.

22.2 Target Flak

► Target Flak attacks all aircraft of both sides that continue Over Target during the Over-Target Turn, whether they strike the target or not. Fighters and Light Bombers are attacked during the Air Strike Step (Wingman first), while Formation aircraft are attacked during the Final Step.

22.2.1 Target Flak Resolution

Draw a number of Action cards equal to the Target Flak rating of the target, modified by the altitude and Bombing Mode [see the Strike Chart]. Unless negated by a response [22.2.2], immediately apply Hits from each In My Sights or Out Of The Sun* card as it is drawn. Negate this aircraft's best remaining Bomb or Strafe result for each card drawn with a Spoiled Attack symbol. No other cards have any effect.

► * NOTE: At Very Low altitude, Out Of The Sun cards score Hits on Torpedo Bombing attacks only.

Design Note: Heavy flak guns could seldom be brought to bear against aircraft attacking at high speed "on the deck."

22.2.2 Responses to Target Flak

► Formation aircraft cannot respond to Target Flak. Fighters and Light Bombers striking the target may elect to play one Response card to negate the Hit(s) from one Target Flak card immediately after it is drawn (you cannot negate a Spoiled Attack). If you do so, reduce your best remaining Bomb or Strafe card (after Spoiled Attack effects are applied) by one level (e.g., a Direct result becomes a Hit). Note: this is only one card per aircraft during the bombing or strafing run—not one card per each Flak card—and you cannot decide to respond to a Target Flak card once another is drawn.

► Once an In My Sights or Out Of The Sun Target Flak card is drawn against a striking Wingman, draw its normal defensive mini-hand with which to respond during this step.

22.2.3 Target Flak and Strafing

Attack every aircraft that strafes with Target Flak, even if it was already attacked by Flak when it bombed (Exception: Attack Bombers [21.7.3]). Fighters and Light Bombers may respond again to Target Flak, with just one Response card, per 22.2.2.

Bombing and Flak Example: The Germans are striking a Rail Yard (Mission Target 2B). All aircraft end the last Target-Bound Turn at Medium Altitude: German forces field an L/W Bf109E, an L/W Ju87B, and 2x Ju88A-1; British forces field an L/W Hurricane I and an L/W Spitfire I.

Each of the Ju88s already has two Hits. The British player's Spitfires and Hurricanes normally would not continue Over Target, but he uses his Braving the Flak Resource to follow the Bombers with his Hurricanes. The unengaged escorting 109s cannot go Over Target. During the Over-Target Turn, the Bf109s and Spitfires may fight each other. Neither can attack any of the aircraft Over Target (or vice versa), and they are not subject to Area or Target Flak.

During the Final Step of TB1, Area Flak attacks all four Bombers and the Hurricanes. Since the Area Flak rating of the Railyard is 1, the British player draws one Action card against each aircraft Over Target (including his own). Most of these Flak cards are Maneuver, Half Loop, Blue, and White cards, which have no effect. An Out Of The Sun card causes 2 Hits on one of the Ju88s (so it has a total of 4), and an In My Sights causes 1 Hit on the Hurricane Leader. Even though the unladen Leader has a Tight Turn in his hand, he cannot respond to Area Flak to avoid the Hit. At the end of the turn, all aircraft are still on their Undamaged sides, but a few have taken Hits: the Hurricane Leader has 1 Hit, Ju88 #1 has 2 Hits, and Ju88 #2 has 4 Hits.

Over-Target Turn: In the Wingman Step of his turn, the British player announces the Hurricane Wingman will attack Formation aircraft. He is unable to play a Maneuver or Half Loop card to attack Ju88 #2, so the German player assigns the attack to Ju88 #1. The Wingman's attack inflicts no Hits. During the Air Strike Step, Target Flak attacks both Hurricanes. The British player draws only 2 cards for each Fighter because they are Interceptors at Medium altitude: against the Hurricane Wingman, an IMS (2B/2H) and an OotS (3B/4H); against the Hurricane Leader, a Barrel Roll and an IMS (1B/1H).

Because the Fighters are not striking the Railyard, the Leader still cannot use his Tight Turn to respond to the IMS and suffers the additional Hit. The Wingman suffers 6 Hits, and is Destroyed. During the Leader Step, the Leader also declares the intention of attacking the Ju88s. Without a Maneuver or Half Loop in his hand, the German player again gets to choose the target Bomber, and once again selects Ju88#1. With the additional 2 Bursts, the British player is able to score with two In My Sights cards for a sum of 4 Hits. Ju88#1 now has a total of 6 Hits, is flipped to its Damaged side, and falls Out of Formation.

During the Ju87 turn, the Element must descend to Low Altitude and drop its bombs. The German player draws two Bomb cards for each aircraft (the Bomb rating of 1 plus 1 for Dive Bombing at Low Altitude). Before applying the Bombing results, the aircraft are attacked by Target Flak: the Ju87 Wingman draws Bombs of Miss, Hit and Flak of Barrel Roll, IMS (1B/2H), Scissors; the Ju87 Leader draws Bombs of Direct, Vital and Flak of Tight Turn, Half Loop (SPOIL), IMS (2B/3H).

The Wingman draws his one-card mini-hand when the IMS (1B/2H) Flak card is drawn. His Full Throttle would normally respond to an IMS, but since the Stuka is still considered loaded during the Air Strike Step, he cannot play it and must take the 2 Hits. Since the Leader's Target Flak results included a Spoiled Attack, his Vital Bomb result is negated. The Axis player now faces a tough choice: he can evade the IMS (2B/3H) with the Tight Turn card in his hand to avoid becoming Damaged, but would reduce his Direct result to a Hit by doing so. Since flipping his Light Bomber would cost 6 VPs (instead of gaining 3 VPs for going Over Target Undamaged, the opponent gains 3 VPs for a Damaged LB), he chooses to use his one response to negate the IMS. The 2 Hits on the Railyard target are worth 1 Damage Point apiece for a sum of 2… so far.

Once all Elements have finished their turns, it is the Over Target Step and time for the Ju88s to strike. Damaged Ju88 #1 will draw one Bomb card, Ju88 #2 will draw two, and each will face three Flak cards: Ju88 #1 draws Bombs of Miss and Flak of Barrel Roll, IMS (2B/2H) (Spoil), IMS (1B/2H); Ju88 #2 draws Bombs of Direct, Hit and Flak of IMS (1B/2H), Maneuver, Clouds.

Ju88 #1 misses (its result would have been negated by the Spoiled Attack even if it had been better). Because Formation aircraft can't respond to Flak, the Bomber takes an additional 4 Hits for a total of 10, and Ju88#1 is Destroyed. Ju88#2 scores a Direct and a Hit, and because the Flak did not yield any Spoiled Attacks, both will apply. The 2 Hits from the In My Sights raise the Bomber's total to 6, however, enough to flip it to its Damaged side.

Between the Ju87s and the Ju88s, total damage inflicted on the target is: Ju87 Leader 1 Point, Ju87 Wingman 1 Point, Ju88 #1 None, Ju88 #2 4 Points.

The Germans have scored 6 Damage Points on the Rail Yard. Consulting the Mission card, this yields a Level 2 result (Heavily Damaged) and 6 VPs.

The Ju87s and the surviving Hurricane and Ju88 now again undergo Area Flak.

23.0 Campaign Missions

Virtually all campaigns consist of a variable number of Missions. Two of the Air Combat Missions (Air Transport and Dogfight) last a set number of turns as specified in the Mission Targets Matrix of the Campaign card (or until all aircraft of one side are Destroyed or Disengaged). Keep track of Game-Turns for these Missions on the Dogfight/Transport Turn Track. All other Missions are divided into three Mission Phases.

23.1 Mission Phases

Most Missions involve striking a Target, and are divided into three Phases:

A. Target-Bound Phase (variable number of Turns) B. Over-Target Phase (one Over-Target Turn) C. Home-Bound Phase (variable number of Turns)

23.1.1 Mission Duration

► The duration of the Target-Bound and Home-Bound Phases are determined by the Target and the Speed of the strike aircraft. The Over-Target Phase always lasts just one Game-Turn.

Air Transport and Dogfight Missions have a single number in the Turns column of the Mission Target Matrix. Place the Last Turn marker in the space corresponding to this number on the Dogfight Mission Turn Track.

For all other missions, each Target will have two numbers separated by a slash in the Turns column. The first number is the base number of Target-Bound Turns, and the second number is the base number of Home-Bound Turns. Determine the actual number of Turns at the start of the Mission:

i) ► Subtract the Speed of the slowest strike aircraft from the base numbers. All Fighters and Light Bombers are considered to have a Speed of 6 for this determination unless they have a Slow special rating [17.5.3].

ii) Apply any modifiers from Resources the players have selected [24.6].

iii) If the number of Turns is reduced to 0 or less, skip that Phase entirely.

iv) Otherwise, place the First TB and Last HB markers in the spaces corresponding to the resulting numbers on the Campaign Mission Turn Track.

Example: In the Rommel Attacks Campaign, Target #8 is struck by four Blenheim IVs (Speed 5). Target #8 has 8 base Target-Bound Turns and 7 base Home-Bound Turns. The duration of the Mission will be: 3 Target-Bound Turns, 1 Over-Target Turn, 2 Home-Bound Turns.

► If any strike aircraft are Damaged when they complete the last Home-Bound Turn, there will be one "Straggler" Turn added even if that Phase would otherwise be skipped [23.4]. Conversely, if all Mission aircraft are shot down, the number of Home-Bound Turns is zero.

23.1.2 Aircrew Selection

After choosing resources, determine if any skilled (and/or Green) aircrews are present [19.4].

23.1.3 Mission Altitude

► Sometimes the Mission Target Matrix allows the striking side to choose the altitude of Mission aircraft. Except in a Dogfight Mission, the strike player must select and reveal this altitude before players select the altitudes for remaining aircraft.

23.2 Target-Bound Phase

► Skip the Target-Bound Phase (except for the Final Step of TB1) if there are no defending aircraft. Otherwise, play the number of Target-Bound Turns determined above [23.1.1]. Even if any Bombers are Damaged before the end of the Phase, this number won't change. Note that Target-Bound turns count down to the target, i.e., the first Target-Bound Turn # is equal to the number of Target-Bound turns in the Mission, and the last is TB1.

If all defending aircraft are Destroyed or Disengage before the end of the Phase, play the remaining Target-Bound Turns normally except skip all Discard Steps.

Design Note: This prevents players from padding their hands during unopposed Target-Bound Turns.

23.2.1 Breaking Off

► Except in Air Combat Missions or as allowed by a Resource, all Fighters and Light Bombers not intending to Bomb or Strafe must Break Off during the Final Step of the last Target-Bound Turn. Place an Over Target marker on each Fighter unit that does not Break Off. All remaining Bombers that have not Disengaged must continue Over Target.

Any Fighters that join the Mission during the Over-Target Phase are considered to have Broken Off.

Fighters that Break Off will rejoin the Over-Target aircraft at the start of the Home-Bound Phase. During the Over-Target Phase, they may attack only enemy units that have also Broken Off. If no enemy aircraft did so, they perform only the Altitude, Discard, and Draw Steps of their turns, skipping the rest.

23.3 Over-Target Phase

Striking Fighters that are Over Target may bomb (if loaded), strafe, and attack enemy Fighters that also are Over Target. Only defending aircraft (Interceptors) that continued Over Target may attack the enemy Bombers. They will suffer Flak attacks ("friendly fire") just like the strike aircraft [22.0].

23.3.1 Over-Target Turn

During this Turn, Loaded Fighters and Light Bombers at the correct altitude for their Bombing modes strike the Mission Target with their ordnance during the Air Strike Step. Those at Very Low Altitude may strafe. In either case, they:

  • ► Must give up their position at the beginning of the Wingman Step if Advantaged or Tailing;
  • Cannot play cards during their Wingman and Leader Steps; and
  • May play only one card from their hand or mini-hand in response to each enemy Attack card (i.e., they may not respond to a Response).

Whether they strike the Mission Target or not, all Leaders, Wingmen, and Section aircraft of both sides Over Target must suffer Target Flak attacks during the Air Strike Step.

► Formation aircraft strike the Mission Target and suffer Target Flak attacks during the Final Step after all player-turns are complete. All aircraft Over Target then also suffer Area Flak attacks during this step.

In Air Drop, Mine Laying, and Reconnaissance Missions, the strike aircraft do not actually attack Mission targets during this Turn. They determine success or failure by other means instead, as described in the special rules for these Missions [21.8.4/6-7].

23.3.2 Rejoining

After Area Flak is resolved, Fighters that Broke Off now rejoin the rest of the aircraft:

  • Opposing units that are Engaged retain their relative positions;
  • All other rejoining units are Neutral.

► Remove all Over Target markers.

23.4 Home-Bound Phase

► Skip the Home-Bound Phase if there are no defending aircraft or if all Mission aircraft have disengaged or been shot down. Otherwise, play the calculated number of Home-Bound Turns.

At the conclusion of the last Home-Bound Turn, remove all Undamaged Mission aircraft (they return to base safely) and play one additional "Straggler" Turn if any Damaged strike aircraft remain [23.4.2]. The Mission is then complete.

► 23.4.1 Duration Recalculation (Optional)

If all of the slowest Mission aircraft have disengaged or been shot down, recalculate the number of Home-Bound Turns at the start of this Phase based on the Undamaged Speed of the slowest remaining strike aircraft [23.1.1] and adjust the Last HB marker if necessary.

► 23.4.2 Stragglers

If any strike aircraft (Mission or Escort) are Damaged at the end of the Last Home-Bound Turn (even if the Phase would otherwise be skipped), they must remain in play for one additional "Straggler" Game-Turn. Any Undamaged Escorts or Interceptors may choose to remain with them (Strike player chooses first).

23.5 Night Missions

Flying at night imposes several changes to the normal rules and ratings. During a Night Mission:

a) Do not use Wingmen.

b) Include a Search Step at the beginning of each Player-Turn [16.1].

c) ► Fighters without a Night Combat rating ("Day Fighters")

  • have an intrinsic Night Combat Rating of 1 while Undamaged (0 when Damaged);
  • succeed during Search on a White result rather than Blue;
  • halve their Performance ratings (rounded up); and
  • must Disengage at the end of the mission [12.1].

d) All Formation aircraft are Out of Formation.

e) Reduce all Area and Target Flak values by one (–1).

f) ► Dive Bombing is not allowed. All Dive Bombers use Level Bombing instead.

g) Reduce Direct and Vital Bomb results one level (i.e., Vitals become Directs and Directs become Hits, but Hits remain Hits).

23.5.1 Night Turn Order

When determining the Player Order [4.7], Night Fighters [17.1.1] take their turns before all other Fighters and Light Bombers. This may mean two or more Leaders of one side take their turns before any of their opponents.

24.0 Land Campaigns

Each Land Campaign includes a representative series of Missions that took place in one of the famous battles of World War II. The players are air element commanders, utilizing a variety of aircraft and other resources to successfully execute their assignments.

24.1 Campaign Cards

Each Campaign card provides the information needed to play the campaign. Most cards include:

  • The Campaign Name
  • A brief historical summary
  • A map of the campaign area
  • A Campaign Sequence of Play [SoP]
  • Lists of the Resources for both sides
  • The Mission Table
  • The Mission Target Matrix
  • The Campaign Performance (Victory) Chart

► Space limitations may preclude inclusion of some items. If there is no SoP, the basic Land Campaign Sequence of Play [24.3] applies. Resource lists may be found on the specific Campaign Logs.

24.2 Campaign Logs

On the generic Land Campaign Log, players keep track of the Missions conducted, Resources used, and Victory Points scored during the campaign. Each player will need his own Log. GMT Games, LLC, grants permission for players to copy these sheets for personal use.

24.3 Land Campaign Sequence of Play

Most Land Campaigns in Wild Blue Yonder use an identical Sequence of Play. Any exceptions are described in the Special Rules for that campaign below.

A. Select the Campaign and Stage of that campaign you wish to play [24.4].

B. Choose who will be the Allied and Axis players.

C. Play the Campaign Missions. For each:

  1. Draw one Action card to determine the Mission target and aircraft [24.5].
  2. Each player secretly selects, then they simultaneously reveal, one Resource [24.6].
  3. Determine Mission Duration [23.1.1].
  4. Select (additional) Aircrews [19.4].
  5. Conduct the Mission [23.0]
  6. Calculate Mission Victory Points [24.7]

D. Determine Campaign Performance (Victory) after the last Mission [24.8].

24.4 Starting a Campaign

Select the Campaign you desire to play and consult its Campaign card. Most campaigns give you a choice of two or more Stages, each with different Missions and Resources. Select the Stage you will play.

Example: In the 8th Air Force 1943 Campaign, choose either the Early 43 or POINTBLANK Stage.

24.4.1 Campaign Length

► The Stage chosen will determine the number of Missions to be flown in this campaign, either equal to the number of Resources available or as otherwise indicated in the Campaign specific rules.

Example: In the Rommel Attacks Campaign, Phase I has 3 Missions, Phase II has 4, and Phase III has 6.

24.4.2 Choosing Sides

Players choose which side they will play, either Allied or Axis. Teams may have an unequal number of players.

Many Missions require only one player to participate on each side. In rare instances—where one side has no Fighters present—one team will control only Bombers or Flak.

24.5 Mission Determination

The player listed first on the Performance Chart draws one Action card and cross-indexes the card drawn with the Campaign Stage on the Mission Table of the Campaign card (the "1B", "2B", and "3B" notations following In My Sights refers to the Burst cost of the card). The resulting number is the Target Number to be used on the Mission Target Matrix of the Campaign card. The Mission location is shown in a small, numbered circle on the Campaign card's map (for historical interest only).

Play Note: Players desiring more variety may agree to draw again for a different target when a draw would result in a "repeat" Mission.

24.5.1 Mission Card

The Mission Target Matrix indicates the Mission type and the number of the Mission card to be used. Place this Mission card on the table in full view of all players.

24.5.2 Mission Aircraft

► Each Target lists the number and type of the striking Mission aircraft (except Dogfights; see Rule 24.5.3 below). The actual number of planes is listed for Medium and Heavy Bombers. Fighters and Light Bombers use either the notation "L/W," which stands for Leader and Wingman (i.e., an Element), "Sec" for Section [17.6], or "L," indicating a Leader only. If a number precedes the "L/W" notation, the side receives that number of Elements.

Except for Dogfight and Reconnaissance Missions, if the Mission aircraft are Fighters with a Bomb rating, each Fighter begins the Mission Loaded with a Bomb counter. This does not apply to Fighters added to the Mission by Resource selection.

Example: The players decide to play Stage III of the Rommel Attacks Campaign. The Axis player draws a card to determine the first Mission: an Out Of The Sun (2B/3H). Cross-indexing the Out Of The Sun line with Phase III on the Missions Table yields a result of "14." According to the Mission Target Matrix, Target #14 is the Docks at Tobruk, so the Axis player places the sheet with the Docks Mission card (2A) on the table. The Axis player also places his Mission aircraft in front of him, two Elements of Ju87Bs and an Element of Bf110Es (all with Bomb markers).

24.5.3 Dogfight Aircraft

If the Mission is a Dogfight, the Mission Target Matrix lists the opposing aircraft of both sides. As in other Missions, these forces may be augmented by Resources.

Example: In the Rommel Attacks Campaign, Target #5 pits two Hurricane Is (a Leader and his Wingman) against a L/W Element of Bf110Cs.

24.5.4 Mission Altitude

The Mission Target Matrix prescribes the starting altitude of the Mission aircraft. If they are Formation aircraft, they must remain at that altitude throughout the Mission, while Fighters and Light Bombers may change altitude normally.

► This starting altitude applies only to the Mission aircraft. Aircraft added through Resource selection may start the Mission at any altitude allowed for that type.

24.5.5 Mission Duration

Finally, the Mission Target Matrix gives information for Mission duration in the Turns column. If only a single number is listed, that is the number of Game-Turns the Mission lasts. If two numbers are separated by a slash, those are the base numbers of Target-Bound/Home-Bound Turns for the Mission [23.1.1].

► 24.5.6 Target Complexes

Certain results on a Mission Target Matrix are printed in ALL CAPS. These are Target Complexes, indicating a group of possible targets rather than an individual target. Whenever a Target Complex is selected, immediately draw one Action card and consult the Target Complex Chart on the Land Campaign Log. The Index Number of the card drawn will indicate the actual target of the Mission.

Example: In Stage III of the Malta 1940-41 Campaign, Mission #15 (HARBOR) is selected. Since the Target Type is in all caps, players know it is a Target Complex. The Axis player draws an Action card (Index #11) and looks at the Harbor line of the Target Complex Chart. The target of the Mission is the Docks.

24.5.7 Special Missions

Certain results on a Mission Target Matrix are listed as "Special." When a Special Mission is selected, refer to the Special Missions Chart (located on the Player Aid) and, if indicated, check the Index # of the Mission Determination Action card drawn to determine what Mission is flown. Do not choose Resources; the Chart will list the Resource aircraft each player receives.

Play Note: This means that if one or more Special Missions occur, players may have "leftover" Resources at the end of the Campaign.

24.6 Resources

Resources represent additional aircraft and/or special effects allotted to a Mission. All Resources are listed and explained on the 11"x17" Campaign Resources card.

24.6.1 Resource Selection

After the Mission Target is determined, each player secretly chooses one numbered Resource from the list of those available for the selected Stage. Each Resource may only be used once per Campaign. Once both sides have recorded the numbers of the Resources chosen on their Campaign Logs, simultaneously reveal the choices and place any Aircraft cards added thereby in front of them.

Example: Continuing with Stage III of the Rommel Attacks Campaign, the Axis player chooses Resource #4 (L/W Bf109E-7, Schroer), and the Allied player chooses #5 (L/W Hurricane I, No Retreat). Referring to the Campaign Resources card, the Axis players receive one Element of Bf109E-7 Fighters and the Skilled Pilot Schroer with the Bf109E Leader; the Allies receive one Element of Hurricane I Fighters, and their aircraft may not Voluntarily Disengage, but will earn double Victory Points for Destroying enemy aircraft during this Mission.

► 24.6.2 Mission Restrictions

In some campaigns, certain numbered Resources are only available during earlier or later Missions in the campaign.

  • Resources with a "(≤X)" notation may be chosen only on or before Mission #X.
  • Resources with a "(≥Y)" notation may be chosen only on or after Mission #Y.

These Mission restrictions apply to all the individual resources in that numbered Resource.

Example: In the Early 1943 Stage of the 8th Air Force 1943 Campaign, the Allied player may choose Aircraft Resource #1 (L/W Spitfire V (USAAF) (≤3)) only during Mission 1, 2, or 3. He may choose Aircraft Resource #5 (2 L/W P-47C and the Skilled pilot Zemke (≥4)) only during Mission 4, 5, or 6.

24.7 Mission Victory Points

Players gain Victory Points (VPs) for accomplishments during the Mission as summarized on the Campaign Display. Both players receive VPs for:

  • Damaged and Destroyed enemy aircraft [4.9.3];
  • ► Enemy aircraft voluntarily disengaged during a Dogfight only [12.0]; and
  • Enemy Skilled Aircrews shot down [19.5].

► The defending side also gains VPs for each enemy aircraft that voluntarily jettisons its ordnance [18.1.2].

The striking side also gains VPs for:

  • The Mission Success Level attained [21.8]; and
  • ► Bombers and Fighters that flew Over Target and returned Undamaged [5.2.1 Note]. In order to claim these VPs, an aircraft must either conduct a Reconnaissance draw or strike the target, even if previous strikes already inflicted enough Damage Points to achieve Success Level 3.

Each side totals its VPs for the Mission and records them on its Campaign Log.

Example: By the end of the Rommel Attacks Mission described in 24.5.2, the Axis had scored 8 Damage Points on the Docks, leaving them Heavily Damaged (Level 2). During the battle, both Hurricanes were destroyed, while one Ju87 was Destroyed and one Damaged. The total VPs for this Mission are: Axis 10 (Hurricanes) + 6 (Undamaged Ju87s Over Target) + 6 (Docks) = 22; Allies 9 (Ju87s) x2 (No Retreat) = 18.

24.8 Campaign Victory

After the last Mission of the Campaign is completed, sum up the Victory Points scored by each side in all Missions. Consult the Performance Chart on the Campaign card and subtract one side's total from the other to determine each side's level of Performance for the Campaign (Victory or Defeat).

24.9 Fuel Expenditure (Optional)

Design Note: During the running air battles waged by the 8th and 15th Air Forces when attacking targets in Europe, fuel determined how long fighters of both sides could remain engaged. Since these rules add bookkeeping complications and lengthen the game, use them only if all players agree.

Measure fuel expenditure for Fighters by tracking Fuel Points (FPs). Campaigns where these rules may be used (8th Air Force 1943 and Battle of Berlin in Wild Blue Yonder) include a Fighter Fuel Endurance chart on their Campaign cards. The chart lists the starting FPs for each Fighter type, including both Internal Fuel and in Drop Tanks (if carried [18.5]).

24.9.1 Fighters and Fuel

Use the Campaign Log to maintain Fuel Point data for each Fighter unit assigned to a Mission.

a) After determining Mission duration and selecting Aircrews but before starting the Target-Bound Phase, record the Mission number, the type of Fighter, and the Target- or Home-Bound Turn it will join the Mission (Fighters are not allowed to join the Mission during the Over-Target Phase).

b) Record the number of Fuel Points carried at the start of the Mission in the Internal Fuel and Drop Tank columns as appropriate.

c) ► Once a unit joins the Mission, record its Turn Order # (to help keep track of which unit has how much fuel).

24.9.2 Escort Fuel

Escorts are Fighters protecting the Bombers. Those that do not begin the Mission on the first Target-Bound or the last Home-Bound Turn must expend Fuel Points in order to join the aircraft flying the Mission.

a) If an Escort is to join the Mission before the Over-Target Phase, the unit expends 1 FP for each Turn the Mission aircraft flew before being joined by the Escort.

Example: An Escort Element scheduled to join the Mission on Target-Bound Turn 5 (TB5) when the first turn is TB9 would expend 4 FPs before joining the Bombers (1 FP per Turn for each of the first four Turns of the Mission).

b) If an Escort is to join the Mission after the Over-Target Phase, the unit expends 1 FP for each Turn the Mission aircraft must fly before the originally planned end of the Mission.

NOTE: Although the actual aircraft coming off target may change the number of Home-Bound Turns [23.4.1], do not change this calculation.

Example: An Escort Element scheduled to join the Mission on Home-Bound Turn 2 (HB2) of a Mission scheduled to end after HB9 would expend 8 FPs before joining the Bombers (HB9 – HB1= 8).

c) Once an Escort joins the Mission, the amount of fuel expended each Turn is determined by the presence or absence of enemy aircraft.

  • If any enemy aircraft are present during any part of a Turn, all Escorts are considered to have been in combat during that Turn and expend 5 FPs each.
  • If no enemy aircraft are present during any part of a Turn, all Escorts are considered to have not been in combat during that Turn and expend only 2 FPs each.

24.9.3 Interceptor Fuel

Interceptors are Fighters attacking the Bombers or their Escorts. Unlike Escorts, Interceptors never expend fuel to join the Mission. Once they join, Interceptors always expend 3 Fuel Points per Turn.

24.9.4 Tracking Fuel Expenditure

After all other activities are completed during the Final Step of every Turn (including Home-Bound Turns), record the Fuel Points expended by every Fighter unit still in the Mission. Fighters automatically expend FPs from Drop Tanks (if any) before expending Internal Fuel.

24.9.5 Fuel Disengagement

► All Fighter units reduced to 0 or less Fuel Points must simultaneously perform a Fuel Disengagement at the end of the Final Step. The procedure is the same as for a Voluntary Disengagement [12.1], except there is an additional adverse Level Modifier. There is no automatic VP loss for the act of Fuel Disengagement.

Extended Fuel Example: In the POINTBLANK Stage of the 8th Air Force 1943 Campaign, an In My Sights 2B card is drawn to determine the first Mission: the Port Facilities [2A] at Kiel. This target has a base of 16 Target-Bound and 14 Home-Bound Turns, reduced to 10 and 8 due to the B-17 Mission aircraft's Formation Speed of 6.

The Allied player secretly chooses Resources #5 (an Element of Spitfire IXs and two Elements of P-47Cs). He would like the Spitfires to begin escorting the Bombers on the first Target-Bound Turn (TB10) and the P-47s to meet the bombers on the fifth Target-Bound Turn (TB6) and the first Home-Bound Turn (HB1). He makes the following entries in the Fuel Log:

  • Mission #1, Spit IX, TB10, (Drop Tank Fuel) 10 – 0 = 10, (Internal Fuel) 8
  • Mission #1, P-47C, TB6, (Drop Tank Fuel) 8 – 2 = 6, (Internal Fuel) 20
  • Mission #1, P-47C, HB1, (Drop Tank Fuel) 8 – 8 = 0, (Internal Fuel) 20

The Spitfires' Drop Tanks begin with 10 FPs per the Fighter Fuel Endurance chart on the Campaign card, and since they join on the first Target-Bound Turn, they expend no fuel in doing so.

The first P-47 Element is to join the Mission on the fifth Target-Bound Turn, so they use 1 FP on each of the first four Turns, reducing their Drop Tank Fuel to 4 FPs. They have not used any Internal Fuel, and it remains at 20 FPs.

At the time the second P-47 Element meets the Bombers, the initial planning showed 8 Home-Bound Turns to fly, so the P-47s use 8 FPs getting to the rendezvous (1 FP per Turn for eight Turns), reducing their Drop Tank Fuel to 0 FP.

Meanwhile, the Axis player has selected Resource 4 (two Elements of Bf109G-6 and one of Fw190A-5). He designates them to join the fight on TB10 (the first Target-Bound turn), HB6, and TB4 respectively.

On the first turn, both the Spitfires and the 109s jettison their Drop Tanks, leaving only their Internal Fuel. The Spits expend 5 Fuel Points and the Gustavs 3, leaving them with Spitfire IX at 8 – 5 = 3 and Bf109G #1 at 10 – 3 = 7.

At the end of TB9, the Spitfires have expended all their remaining FPs and must conduct a Fuel Disengagement during the Final Step. They will suffer an "Up 1 Level" penalty on their Disengagement draws for doing so.

The 109s have 4 FPs remaining and continue the fight for another two turns before they, too, must Disengage. To avoid the penalty, they choose to voluntarily Disengage during their Leader Step of TB7.

On TB6 the first P-47 unit joins. With no opposition, they retain their Drop Tanks and so expend: P-47C #1 (Drop Tank Fuel) 6 – 2 = 4. Their Internal Fuel remains at 20.

The Thunderbolts expend another 2 FP from their Drop Tanks on TB5, and jettison them on TB4 when the Fw190s arrive and jettison their tanks as well. At the end of TB4, Internal Fuel status is: P-47C #1 at 20 – 5 = 15, and Fw190A at 12 – 3 = 9.

24.10 Barbarossa Special Rules

Design Note: This Campaign ignores the opening days of the offensive, when Soviet activity consisted mostly of flak and unescorted bombers—neither of which make for a very satisfying game for the Allied player. It also excludes both the Romanian attack and siege of Odessa and Operation TYPHOON, which are best handled as separate campaigns.

The Stages of this campaign depict Luftwaffe support and Soviet opposition over the three German Army Groups North, Center, and South.

24.10.1 Sequence of Play

Design Note: The SoP for this campaign is pretty standard. Because there is no room for it on the Campaign card, we provide it here.

  • Draw one Action card to determine Mission
  • Each Player secretly selects one Resource
  • Players reveal Resources selected and draw for aircrews
  • Conduct Mission
  • Determine Victory Points
  • Determine Campaign Performance at the end of the final Mission

24.10.2 Sections

Soviet Fighters use the Section rules [17.6] for this campaign.

Play Note: Don't overlook Note 1 of the Mission Target Matrix. Airfield anti-aircraft defenses during this campaign were much less robust than later in the war and have been reduced accordingly.

24.11 Battle of Berlin Special Rules

Instead of distinct time intervals, this campaign gives you the choice of Daylight (8th Air Force) or Night (Bomber Command) Stages covering the same span of time. In addition to these 6-Mission campaigns, you may also play an 8-Mission Combined campaign [24.11.6].

24.11.1 Resources

Instead of one Resource list for each Stage, each side has multiple categories. During each Mission, you may select one Resource from each category except for the other Stage's Aircraft list. Note that most categories have fewer than six Resources, and since each Resource may only be selected once [24.6.1], you will not be able to select a Resource from every category for every Mission.

Where a Resource # has two or more Resources separated by a "/" symbol, the Resource(s) listed before the symbol are available in the Day Stage, while the Resource(s) after the symbol are available in the Night Stage.

Do not reveal the Target-Bound and Over-Target Resources selected until the beginning of those Phases.

24.11.2 Planning and Endurance

Players must secretly record the arrival Turns and altitudes for all Fighters on their Logs. Do not plan for more than one of your Fighter units to arrive on the same Game-Turn unless allowed by a Resource or Leadership Skill, and never more than two. If a Resource includes more than one aircraft unit, they need not arrive on the same Game-Turn.

The number of aircraft of the same type in the Mission during any given Game-Turn cannot exceed the number supplied in the game (e.g., no more than one Element of Bf110G-2 Fighters). However, you may have more Fighters of a given type in the Mission by spreading out their arrival turns. You must voluntarily disengage a unit already present the turn an arriving unit would cause the aircraft limit to be exceeded (see Arrivals below).

Unless using the Fuel Expenditure Optional Rules [24.9]:

  • Spitfires must arrive on either the first Target-Bound Turn or Home-Bound Turn (# –2). For example, if there are 6 Home-Bound Turns, a Spitfire Element could arrive on HB4.
  • P-47Cs must arrive either by the fifth Target-Bound Turn or not earlier than HB (# –4).
  • Other Fighters may arrive on any Target- or Home-Bound Turn.
  • Fighters may only be present for the following number of Game-Turns: Bf109 and Spitfire, 3 Turns; P-51B, 6 Turns; all other aircraft, 4 Turns.

If there are no enemy aircraft present when a Fighter unit arrives, count each Game-Turn prior to the arrival of enemy aircraft as only ½, rounded down. Each Fighter unit still in play must conduct a Fuel Disengagement during the Final Step of its last turn.

Example 1: A Bf109G Element arrives on TB5. Regardless of whether any escorts are present, if enemy Bombers are in play on TB5, the Bf109s must conduct a Fuel Disengagement at the end of TB3.

Example 2: A P-47C Element arrives on TB8. No German Fighters are present until an Fw190A-6 Element arrives on TB5. Since there were no interceptors present for its first three turns in play, the P-47s expend (3x ½ rounded down = 1) turn of their allowed 4-turn endurance before any Germans arrive. The P-47s must conduct a Fuel Disengagement at the end of TB3.

Play Note: Players may wish to use a die next to an Element to indicate its turns since enemy presence.

24.11.3 Aircraft Arrivals

At the beginning of each Game-Turn, players must announce if any Fighters are scheduled to arrive this turn. After the first turn (even if all Bombers are eliminated), draw an Action card for each arriving unit to determine when to place it on the table (Blue- or White-bordered immediately, Red-bordered after all other Fighters including those placed immediately have completed their turns). Units whose arrival would cause the aircraft limit to be exceeded [24.11.2] are never placed immediately.

As each unit arrives (alternating between Escorts and Interceptors, Escorts first), add it to the play order. Units arriving at the same time (e.g., both drawing a Red card) may attack one another.

24.11.4 Unopposed Escorts

If no Interceptors are present, skip an Escort Leader's Discard Step (i.e., you can't pad your hand!).

24.11.5 Night Stage

All Missions are Night Missions [23.5].

24.11.6 Combined Campaign

Alternately fly Missions 2-5 of both the Day and Night Stages, Night Mission first, for a total of eight Missions. Except for the Aircraft lists, each numbered Resource is available in both Stages (e.g., the Allied Player could choose #15 Flak Guns for both a Day and a Night Mission).

24.12 8th Air Force 1943 Special Rules

Choose to play either the Early 1943 or POINTBLANK Stages, each 6 Missions.

24.12.1 Resources

Instead of one Resource list for each Stage, each side has multiple categories. During each Mission, you may select one Resource from each category except for the other Stage's Aircraft (i.e., do not select POINTBLANK aircraft during the Early 1943 Stage or vice-versa). Note that some categories have fewer than six Resources, and since each Resource may only be selected once [24.6.1], you will not be able to select a Resource from every category for every Mission.

Where a Resource # has two or more Resources separated by a "/" symbol, the Resource(s) listed before the symbol are available in the Early 1943 Stage, while the Resource(s) after the symbol are available in the POINTBLANK Stage.

Do not reveal the Target-Bound and Over-Target Resources selected until the beginning of those Phases.

24.12.2 Planning and Endurance

Players must secretly record the arrival Turns and altitudes for all Fighters on their 8th Air Force 1943 Campaign Logs. Do not plan for more than one of your Fighter units to arrive on the same Game-Turn unless allowed by a Resource or Leadership Skill, and never more than two. If a Resource includes more than one aircraft unit, they need not arrive on the same Game-Turn.

The number of aircraft of the same type in the Mission during any given Game-Turn cannot exceed the number supplied in the game (e.g., no more than one Element of Spitfire IX Fighters). However, you may have more Fighters of a given type in the Mission by spreading out their arrival Turns. You must voluntarily disengage a unit already present the turn an arriving unit would cause the aircraft limit to be exceeded (see Arrivals below).

Unless using the Fuel Expenditure Optional Rules [24.9]:

  • Spitfires must arrive on either the first Target-Bound Turn or Home-Bound Turn (# –2). For example, if there are 6 Home-Bound Turns, a Spitfire Element could arrive on HB4.
  • P-47Cs must arrive either by the fifth Target-Bound Turn or not earlier than HB (# –4).
  • Other Fighters may arrive on any Target- or Home-Bound Turn.
  • Fighters may only be present for the following number of Game-Turns: Bf109 and Spitfire, 3 Turns; all other aircraft, 4 Turns.

If there are no enemy aircraft present when a Fighter unit arrives, count each Game-Turn prior to the arrival of enemy aircraft as only ½, rounded down. Each Fighter unit still in play must conduct a Fuel Disengagement during the Final Step of its last turn.

Example 1: A Bf109G-4 Element arrives on TB5. Regardless of whether any escorts are present, if enemy Bombers are in play on TB5, the Bf109s must conduct a Fuel Disengagement at the end of TB3.

Example 2: A P-47C Element arrives on TB7. No German Fighters are present until an Fw190A-5 Element arrives on TB4. Since there were no interceptors present for its first three turns in play, the P-47s expend (3x ½ rounded down = 1) turn of their allowed 4-turn endurance before any Germans arrive. The P-47s must conduct a Fuel Disengagement at the end of TB2.

Play Note: Players may wish to use a die or other marker next to a unit to indicate its turns remaining.

24.12.3 Aircraft Arrivals

At the beginning of each Game-Turn, players must announce if any Fighters are scheduled to arrive this turn. After the first turn (even if all Bombers are eliminated), draw an Action card for each arriving unit to determine when to place it on the table (Blue- or White-bordered immediately, Red-bordered after all other Fighters including those placed immediately have completed their turns). Units whose arrival would cause the aircraft limit to be exceeded [24.12.2] are never placed immediately.

As each unit arrives (alternating between Escorts and Interceptors, Escorts first), add it to the play order. Units arriving at the same time (e.g., both drawing a Red-bordered card) may attack one another.

24.12.4 Unopposed Escorts

If no Interceptors are present, skip an Escort Leader's Discard Step (i.e., you can't pad your hand!).

24.13 Into Egypt 1942 Special Rules

Choose to play either the Operation VENIZIA (6 Missions) or Alam Halfa (4 Missions) Stage.

In some cases, the Mission Table gives the location of a numbered Mission for which two locations are listed in the Mission Target Matrix.

24.14 Malta 1940-41 Special Rules

Choose to play one of the three Stages, which are progressively shorter: Stage I, 6 Missions; Stage II, 5 Missions; Stage III, 4 Missions.

Play Note: Don't overlook Note 1 of the Mission Target Matrix. Airfield anti-aircraft defenses during this campaign were much less robust at the beginning of the campaign but grew rapidly.

24.15 Malta 1941-42 Special Rules

Choose to play one of the six-Mission Stages.

If playing Stage VI, be aware that Operation PEDESTAL is a lengthy undertaking.

24.16 Rommel Attacks Special Rules

Choose to play one of the three Stages, which are progressively longer: Stage I, 3 Missions; Stage II, 4 Missions; Stage III, 6 Missions.

Play Note: Don't overlook Note 1 of the Mission Target Matrix. Airfield anti-aircraft defenses during this campaign were much less robust than later in the war and have been reduced accordingly.

25.0 Operations

An Operation is a set of Missions that depict one or a few days of air combat. As such, it is intermediate between a Dogfight and a Campaign. Each Operation will have its own Special Rules (see below).

Some Operations are listed as part of a larger Campaign (e.g., Schweinfurt Raids is shown as a "Mission" in the 8th Air Force 1943 Campaign). When this occurs:

  • The Operation counts as only one Mission for Campaign purposes.
  • Do not allocate Campaign Resources to the Operation.
  • When you finish the Operation, use the Operation's final Campaign Victory Point total as Victory Points for that "Mission."

25.1 Operation Cards

A campaign card for an Operation includes much of the same information as for Land Campaigns [24.1]. Instead of a Mission Table, a Mission Target Matrix, and Resource lists, however, the card will give other information needed for the Missions and Resources of the Operation.

25.2 Operation Logs

While most Operations do not require a Log, some have their own unique Logs (e.g., Operation PEDESTAL). The Special Rules for each Operation will describe Log usage, if any.

25.3 Operation PEDESTAL Special Rules

25.3.1 Outline of Play

The operation consists of 3 game-days:

  • Day 1 (11 August) – In the Western Mediterranean;
  • Day 2 (12 August) – Through the Sardinia-Tunisia channel;
  • Day 3 (13 August) – The Approach to Malta.

Play one or more Missions each day.

25.3.2 Sequence of Play

Execute these steps each Day:

  1. Axis player lists his available aircraft in Raids on his log sheet
  2. Allied player simultaneously lists his available Fighters on his CAP Duty Lineup
  3. Play each Mission: a. Pick and reveal an Action card to determine the number of Raids in the Mission b. Secretly pick Action cards to determine British CAP Status c. Players secretly select and cross off up to 2 Resources each (cannot be the same) d. Reveal Raids, Resources, and British CAP e. Draw for aircrews f. Play the Mission and record losses
  4. Play additional Missions (not on Day 1) until all Raids have occurred
  5. Check the status of damaged aircraft and ships

Determine victory after completing Day 3.

25.3.3 Participating Aircraft

Each box in the roster of the log sheet represents one aircraft for game purposes (historically 4-6 operational aircraft). Aircraft must fly in Elements or Formations of the same type, but if there is an odd number of any aircraft type remaining, one is allowed to fly alone. Damaged aircraft may not fly but may be repaired [25.3.6]; Destroyed aircraft are crossed off and permanently removed from the game. If Resource and Mission aircraft of the same type are present, consider the Resource aircraft to be lost or Damaged first.

a. Axis Raids

At the start of each Day, list some or all of your remaining Undamaged aircraft in a sequential "Raid List" on the log sheet. Each Raid must consist of aircraft of a single type at a single base, exactly the number listed next to that type on the roster if possible and never more. Raids of the same type must be separated by at least five other Raids made of different type aircraft.

Example: If 2 SM.79-II bombers from Sardinia form Raid 1, the next Raid that could be formed from SM.79s is 2 in Raid 7.

He111, SM.79, and SM.84 aircraft (including Resources) may carry torpedoes and should be listed with a circled "T" if they will do so; Ju88s may not. Fighters capable of carrying Bombs should be listed with a circled "B" if they will do so.

Each Day has different restrictions:

  • Day 1: A maximum of three Raids from Sicily (Medium Bombers only) may participate. Due to the range, Ju88s have their Bomb rating reduced to 2.
  • Day 2: All aircraft may participate. Three Raids from Sardinia must be listed before any Fighters or Light Bombers from Sicily.
  • Day 3: Only aircraft from Sicily may participate. No more than 12 Raids are allowed, no more than two aircraft per Raid.

At the beginning of each Mission, draw one Action card to determine the number of Axis Raids in that mission:

  • Blue-bordered: 3 Raids (1 on Day 3)
  • Red-bordered: 2 Raids
  • White-bordered: 1 Raid

Cross off the indicated number of Raids (not aircraft or Elements) remaining at the top of the list; these will be the aircraft for this Mission.

IMPORTANT: If the card shows a Spoiled Attack or Special Spoiled symbol, the Raid(s) participating cannot find their target and return to base—the Mission is over and they may not be used again the same day. If the Mission aircraft include only Fighters without bombs, you must abort the Mission as if you had drawn a Spoiled Attack unless Resource bombers are added. Otherwise, play the Mission per 25.3.4.

NOTE: Any aircraft assigned by Resources are not Roster aircraft and are not checked off if lost. Sardinian Raid resources cannot be chosen unless at least one Raid from Sardinia is in the Mission.

Except on Day 1, repeat this process for each Mission until all Raids have been crossed off, completing the Day's Missions. On Day 2, you must inform the Allied player immediately when the card drawn determines it is the last Mission of the day.

b. British Air Cover

At the start of each Day, list your remaining undamaged Fighters in a sequential CAP Duty Lineup on your log sheet by Elements of the same type. Elements of the same type must be separated by at least two other Elements of different type aircraft, except two Elements of Sea Hurricanes or Spitfires may be listed consecutively.

Each Day has different restrictions:

  • Day 1: Only list three Elements from Force Z.
  • Day 2: Only list aircraft from Force Z. Exception: For the last Mission, instead use only one Element (L/W) of Beaufighter IC Fighters from Malta.
  • Day 3: Only list aircraft from Malta.

After the number of Raids is revealed, draw one Action card for each unit on the list in turn, up to three:

  • Red-bordered: Airborne On Station—participate in this Mission normally
  • White-bordered: On Alert—ready to launch (see below)
  • Blue-bordered: Refueling/Rearming or In Transit—not available for this Mission

As each Red-bordered card is drawn, cross off the corresponding Element on the list. When a Mission is completed, surviving Undamaged Elements/Lone Leaders may be listed in any order desired on the second half of the list, below the arrow.

You may launch any aircraft On Alert on any Game-Turn during the Mission, one Element per Turn. If from Force Z, it begins at Very Low altitude. If Malta-based, delay its entry 1-3 turns as if it is affected by a Late Arrival Resource. Place the arriving Element at the beginning of the arrival Game-Turn, last in the turn order, and cross it off the list.

25.3.4 Mission Execution

a. Duration

All missions have 3 Target-Bound and 1 Home-Bound Turns, regardless of aircraft Speed ratings.

b. Altitude

Players select altitudes normally, including for Bombers [4.5, 23.1.3].

c. Initiative

The Allied player decides whether to play first or second until after the Submarine Attack [25.3.7a].

d. Axis Targets

Unless using the Snooper Resource, the Axis player determines the actual target for each Bomber unit/Formation at the beginning of the Air Strike Step by drawing a card and matching the index # to the numbers listed next to each ship on the Campaign Log. If the matching ship is already sunk or a Straggler from a previous Mission, draw again.

As long as they are not Stragglers, each target has an Area Flak value of 1 and Target Flak of 2, and Special Spoiled Flak results count as regular Spoiled Attacks when resolving Target Flak.

Use the Freighter or Tanker targets to determine Bomb results, checking off one box per Damage Point on a targeted ship as it is scored. When the last box is checked, the ship is sunk.

25.3.5 Stragglers

Ships which are Crippled (at least one box of that section checked off) cannot keep up with the convoy and become Stragglers. The Axis player may only target Stragglers using the Snoopers Resource. If Snoopers applies, designate aircraft attacking Stragglers during the Final Step of Target-Bound Turn 1 during Break-Off determination [23.2.1]. These aircraft are not considered Over Target, but they (and any Fighters that attack them) will face no Area Flak and Target Flak of 1 during the Over-Target Turn.

Surviving Stragglers are assumed to reach Malta at the end of the game and do count for victory determination.

25.3.6 Repairs

Both players check Damaged aircraft, ships, and Stragglers at the end of each day. Draw one Action card for each and consult the Repairs table on the Log sheet.

Damaged aircraft may not fly. Repaired aircraft are available the next day; aircraft Written Off are Destroyed. A Straggler that is no longer Crippled rejoins the convoy.

25.3.7 Axis Naval Attacks

Although an expected attack by Italian cruisers and destroyers never materialized, attacks by Axis submarines and motor torpedo boats had a major impact on the battle.

a. Submarine Attack

Design Note: The evening of 12 August, Italian submarine Axum made one of the most successful single attacks of the war, sinking cruiser Cairo, crippling cruiser Nigeria, and damaging tanker Ohio.

Before playing the last Mission of Day 2:

  • Randomly select one merchant ship in the convoy (not a Straggler) and score 2 Damage Points on it.
  • Special Spoiled Target Flak results no longer count as Spoiled Attacks for ships in the convoy.
  • The Allied player loses the option to decide play order [25.3.4c]. Henceforth, determine the first player in each Mission randomly [4.7].
  • The Allied player may no longer select the Fighter Direction Resource.

b. MTB Attacks

Design Note: During the night of 12-13 August, German and Italian MTBs attacked repeatedly, sinking cruiser Manchester and freighters Almeria Lykes, Glenorchy, and Santa Elisa while crippling Waimarama.

Before checking repair status at the end of Day 2, conduct torpedo attacks on five randomly-selected merchant ships in the convoy (not Stragglers):

  • Draw 1 bomb result card for each ship.
  • Because these represent torpedoes, double the number of Damage Points scored per 21.6.2.

25.3.8 Victory

Normal VP totals are not kept. Victory is determined solely by the number of Merchant Ship boxes unchecked at the end of the game (after the final check for Repairs). Count each of Ohio's remaining boxes as four.

25.3.9 Optional Rules

A. Pre-emptive Strike (Allied Advantage): During Day 1, the Allied player may attack an Airfield with one Element (L/W) of Beaufighter IC aircraft. Draw a card to see what Italian Fighters are defending: Red-bordered gives L/W CR.42, Blue-bordered gives L/W G.50bis, White-bordered gives None.

The Beaufighters are Roster aircraft, the Italian Fighters are not. Resources may not be used.

Play one Target-Bound and one Home-Bound turn. For each Hit scored on the Airfield target, check off one box of Italian Bombers on Sardinia, alternating between SM.79 (first) and SM.84.

B. Knock Out the Carriers (Axis Advantage): During Day 1 or Day 2, when using the Snoopers Resource, the Axis player may designate any Raid(s) as attacking an Aircraft Carrier target. For every 3 Damage Points scored (round down), check off one box of FAA Fighters not currently airborne (Allied player's choice).

C. Distant Intercept (Neutral): When a Special Spoiled result would cancel a Mission [25.3.3], the Allied player may choose to intercept. If so, he may not launch White (On Alert) CAP Status Elements. Play 2 Home-Bound Turns only (plus the extra Straggler Turn if applicable [23.4.2]).

D. 14 August (Axis Advantage): If any ship uses Heroic Damage Control and is Crippled at the end of Day 3, conduct one more Mission before determining victory. All surviving MC.202 and Ju87B aircraft from Sicily attack the target, now a Straggler for Flak purposes and defended by a maximum of 4 surviving Spitfire V Fighters.

25.4 Schweinfurt Raids Special Rules

Rules for this campaign are summarized on the campaign card. Treat each of the five Segments as a separate Mission in terms of setting up and disengaging Fighters. The Bombers carry over any Hits from one Segment to the next.

26.0 Carrier Operations

(Reserved for future use)

27.0 Progressive Campaigns

There are three major differences between Land Campaigns and Progressive Campaigns.

  1. Progressive Campaigns do not specify Mission aircraft, and some do not have Resources. Instead, players begin the Campaign with a pool of available aircraft, and choose which planes participate in each Mission. As these aircraft are lost, they are no longer available for future Missions.

  2. There is no set number of Missions in a Progressive Campaign. Depending upon Mission results, a Progress marker moves left or right along a Campaign Track. The Campaign ends when the marker reaches a specified point on the Track.

  3. Players do not win or lose a Progressive Campaign based on cumulative Victory Points, but on where the Progress marker is on the Track when the Campaign ends.

Progressive Campaigns are played in repeating cycles representing Days or Weeks of historical operations. Each cycle consists of one or more Missions as specified in the Campaign Special Rules.

27.1 Progressive Campaign Cards

A Progressive Campaign card includes much of the same information as for Land Campaigns [24.1]. It will include a unique Campaign Sequence of Play, and may or may not include Resource lists. Instead of a Mission Table, a Mission Target Matrix, and a Performance Chart, the card will include a Campaign Progress Track, instructions for adjusting the Campaign marker, and information needed for the Missions.

27.2 Progressive Campaign Logs

Each Progressive Campaign has a unique Log, and each player will need his own copy. Players use these sheets to track the Missions conducted, Victory Points scored, Weather, Events, Resources available and used, and (most importantly) aircraft available and lost during the campaign. GMT Games, LLC, grants permission for players to copy these sheets for personal use.

27.3 Aircraft Allocation

Players in Progressive Campaigns choose each Mission's aircraft from the rosters on that Campaign's Log. Aircraft availability is restricted in up to three ways:

  • The number of each type remaining;
  • The number of each type that can be used in a given Mission, Day, or Week; and
  • The total number of aircraft that can be used that Mission, Day, or Week, usually determined by Weather.

27.3.1 Aircraft Rosters

The Campaign Log contains rosters of all of the aircraft available to each side. The boxes shown after each type's name represent the total number of that type that the player has for use in the campaign. Some aircraft types have both shaded and unshaded boxes; any shaded boxes represent reinforcement aircraft (see the Campaign Special Rules). Each time an aircraft is Destroyed during a Mission, check off one box of the appropriate type. If all boxes of a type are checked off, aircraft of that type may no longer be used in the campaign.

Each aircraft type's name may have one number (or two numbers separated by a slash) in parentheses after it. This number (the second number if there are two) is the maximum number of aircraft of that type that can be assigned to Missions during that Day or Week. If there are two numbers, the first number is the maximum number of aircraft of that type that can be assigned to any one Mission.

Any aircraft assigned by Resources do not count against the Mission/Daily/Weekly limits and are not checked off if lost. If Resource and roster aircraft of the same type are present, consider the Resource aircraft to be lost or Damaged first.

27.3.2 Weather

At the beginning of each Day or Week, the side listed first on the Performance Chart draws an Action card to determine the Weather for that Day or Week. Consult the Weather Table located on the Campaign card to get the Weather Condition and the total number of aircraft that each side may assign to Missions that Day or Week.

NOTE: Any aircraft assigned by Resources are over and above these limits.

27.3.3 Assigning Aircraft

Within the limits described above, players may assign aircraft to Missions as they wish. Assign aircraft one Mission at a time—you do not have to assign aircraft to all Missions at the beginning of the Day or Week, and do not have to assign any aircraft at all to any given Mission. Aircraft assigned to one Mission may not fly in a subsequent Mission the same Day or Week unless allowed by campaign specific rules.

IMPORTANT: When assigning aircraft of the same class to a Mission, you must use Elements, Sections (when mandated), or Formations of the same type and maximum size [17.3.1c] whenever possible.

Example: In a Kursk North campaign, the Soviet player has 1 La-5, 3 Yak-1s, and 1 P-39D remaining. If he wishes to assign 2 Fighters to a Mission, he would have to assign an Element of Yak-1s. If he chooses to fly only 1 Fighter, he could assign a lone Leader of any of the three types.

Fighters capable of carrying Bombs may do so.

27.4 Campaign Progress Track

Each Progressive Campaign card includes a Campaign Progress Track that is used to determine victory in the campaign, as well as the occurrence of certain special Events [27.4.3].

27.4.1 Campaign Start

Place the Progress marker on the track in the indicated Campaign Start space.

27.4.2 Campaign Marker Movement

Upon completion of each Mission (or Day/Week), consult the Adjustments to Marker section of the Campaign card. Campaign Victory Points (CVPs) determine how many spaces (if any) and which direction the Progress marker moves on the track.

27.4.3 Campaign Track Consequences

Some spaces on the track have Consequences listed. Whenever the Progress marker ends a Day/Week in (or in some cases farther away from the start space than) one of these spaces, one or more Consequences occur during the next Day/Week as described in the Campaign Special Rules.

NOTE: The marker's position only causes a Consequence during the succeeding Day/Week. If the action during that cycle causes the marker to shift out of the space that triggered it, that Consequence will not occur again until the marker ends another Day/Week in the appropriate space.

27.4.4 Campaign Victory

A Progressive Campaign ends when the Progress marker moves into or ends in a specified space as described in the Campaign Special Rules.

27.5 Battle of Britain Special Rules

This campaign is conducted in three Phases, each consisting of one or more Weeks. Consequences determine when one Phase ends and the next begins.

27.5.1 Campaign Phases

I. Kanalkampf: At start until Adlertag is declared. Play one Attack Mission each Week.

II. Adlerangriff: Adlertag is automatically declared as a consequence of Reserves Depleted?. Before that, the Axis player may declare Adlertag on Week 4 if the Weather Forecast is Partly Cloudy or better, or on Week 5 or later regardless of the weather. When Adlertag is declared, Kanalkampf ends and Adlerangriff begins.

Play one Air Superiority Mission as well as one Attack Mission each Week, albeit with the Adlertag Raid in lieu of the first Air Superiority Mission.

As a consequence of "The Last 50 Spitfires", play the Great London Raid in lieu of the next Attack Mission, after which Adlerangriff ends.

III. The Blitz: Begins after the Great London Raid and ends at the end of Week 11 or as a consequence of SEELÖWE Initiated.

Never return to a previous Phase.

27.5.2 Weather Forecast

Draw an action card and apply the modifier from the previous Week's Forecast to the card's index # to determine the Week's Weather Forecast. The starting weather when drawing for Week 1's Forecast is Scattered Clouds (apply a +10 modifier to the Card #).

Example: In Week 1, the Forecast draw is 38, modified by +10 to 48. Week 1's Weather Forecast will be Partly Cloudy. The modifier for the Week 2 Forecast draw will be 0.

The Forecast will apply when determining each Mission's Weather Resource.

27.5.3 Conducting Missions

Follow a slightly different procedure than normal for each Mission.

  1. Axis Planning: The Axis player secretly assigns his Mission aircraft and chooses their starting altitude(s). The maximum number of aircraft that may be assigned is: Kanalkampf 4, Adlerangriff 8, The Blitz 10. If 4 Bf109 Fighters are assigned, slash one box on the log as if Damaged. Assigned German Bombers must start at Low, Medium, or High altitude. Then reveal the number (not types or altitudes) of aircraft assigned.

Design Note: The Damaged Bf109 represents operational losses and wear and tear due to high sortie rate.

  1. Radar Effects: Players bid to determine the effects of radar detection and deception.

a) Each side has 3 to 5 Radar Points to secretly distribute among three categories: Altitude, Initiative, and Warning. The number of Radar Points depends on the size of the Axis Strike: 3 or less gives RAF 3, Luft 4; 4 to 6 gives RAF 4, Luft 4; 7 or 8 gives RAF 5, Luft 4; 9 or more gives RAF 5, Luft 3.

b) Players reveal their bids, subtract Luftwaffe Points from RAF Points in each category, and refer to the Radar Effects Table on the BoB Mission Procedure card to determine the results.

  1. Resources: Each player may secretly choose one Resource.

  2. Allied Planning: The Allied player assigns Fighters (maximum Kanalkampf 3, Adlerangriff 4, and The Blitz 6) and their altitude(s). Allied Fighters must fly in Sections on Day missions [17.6] or as Lone Leaders unless a Resource allows otherwise.

NOTE: Both players' Resource aircraft (if any) do count against the maximum # of each type available (but not the total # assigned) and are checked off the roster if lost.

  1. Mission Weather: Draw an Action card and consult the Mission Weather Table on the BoB Mission Procedure card.

  2. Aircrews: Draw for Skilled and Green aircrews [19.4.1, 19.6.4].

  3. Duration: Base duration is determined by the Mission drawn and calculated normally [23.1.1].

  4. Disengagement: Undamaged Bombers may not Disengage.

  5. Fighter Fuel: At the end of each Mission Phase (Target-Bound even if skipped, Over-Target, and Home-Bound), the Allied player must draw one Action card for each Spitfire or Hurricane unit. If the card is White, those Fighters must immediately perform a Fuel Disengagement [24.9.5].

If the base number of Target-Bound Turns was 9, 10, or L (or at the end of some Dogfights during The Blitz), the Axis player must draw one Action card for each Bf109 unit at the end of each Mission Phase. If the card is Red, those Fighters must immediately perform a Fuel Disengagement with a down 2 modifier if the base number is 9, and a down 1 modifier if the number is 10.

Design Note: Although range was a problem for the Bf109s in the Battle of Britain, the actual distances involved were very short compared to the 8th Air Force missions later in the war.

  1. Losses: Cross off one box of the appropriate type on your Campaign Log when one of your aircraft (including Resources) is Destroyed. If an aircraft ends a Mission Damaged, mark one box with a single slash; it is not available for later Missions until repaired at the beginning of a subsequent Week.

Optional: If a Skilled Pilot is shot down, draw an Action card after the Mission to see if that pilot is removed from the campaign: if German, lost if Red; if Allied, lost if Blue.

27.5.4 Key Missions

Several Missions on the Mission Target Matrix and the Special Missions Table are noted as Key Missions. These Missions have additional effects beyond scoring normal Campaign Victory Points as described on the Mission Procedure card.

27.5.5 Campaign Progress

Score CVPs as described on the Campaign card. After each Mission, subtract Allied from Axis CVPs and move the Progress marker a number of spaces after each Mission or Raid depending upon the CVP result. If the marker is placed in or passes a space with a Consequence, apply that Consequence.

27.5.6 Raids

Play these Raids in lieu of the regular Air Superiority (Adlertag) or Attack (The Great London Raid) Mission, using only the indicated aircraft. If fewer aircraft of a given type are available than indicated, you must accept the shortfall—no substitutions.

Adlertag Raid: Wave A (L/W Bf110C, 2 Do17Z), Wave B (4 Ju88A-1), Wave C (4 Ju87B), Escort D (L/W Bf109E-3), Escort E (L/W Bf109E-3, L/W Bf110C). Missions: 1 Airfield* (3A), 2 (Sector) Airfield* (3A), 3 (Aircraft) Factory Complex* (1B), 4 Radar Station* (1A). Interceptor X: Sec Hurricane I. Interceptor Y: Sec Spitfire I. (* Key Mission [27.5.4].)

The Great London Raid: Wave A (2 Do17Z, 3 He111H-3), Wave B (2 Do17Z, 2 He111H-3, 2 Ju88A-1), Wave C (4 He111H-3), Escort D (2 L/W Bf109E-3), Escort E (L/W Bf109E-3, L/W Bf110C). Missions: 1 Docks (2A), 2 Factory Complex (1B), 3 Rail Yard (2B), 4 Tank Farm (3A). Interceptor X: 2 Sec Hurricane I, L Spitfire I. Interceptor Y: Sec Hurricane I, Sec Spitfire I.

Instead of applying Radar Effects and selecting aircraft and Resources, follow this procedure:

a) The Axis player secretly assigns two of his three Waves (A, B, and C) to two different Missions (1, 2, 3, or 4), and secretly assigns his Escorts (D and E) to each protect one of these two Waves. Record the initial altitude for each Element and Formation (which may be different within a Wave and Escort).

b) Simultaneously, the Allied player secretly assigns each of his two Interceptors to a different Mission and records their initial altitudes (which may be different for each unit).

c) Both players reveal all of their assignments.

d) If the Allied player assigned Interceptors to a Mission that will not take place (because no Wave was assigned), he may reassign those Interceptors to one of the other two Missions without assigned Interceptors.

e) First play the Mission to which Interceptor X is assigned, followed by the Mission to which Interceptor Y is assigned. These Missions each have 3 (Adlertag) or 4 (London) Target-Bound Turns unless an Interceptor was reassigned, in which case it has 1 less Target-Bound Turn. There are 0 Home-Bound Turns, but Stragglers are possible [23.4.2]. For Bf109 Fuel Purposes [27.5.3(9)], Base Durations are (9) for Adlertag and (L) for The Great London Raid. Weather Resources do apply.

f) Record aircraft Damaged and Destroyed normally.

Shift the Progress marker according to the cumulative CVP result of both Missions (not each Mission individually).

27.5.7 Luftflotte 5 Strike (Optional Reserves Depleted? Consequence)

Luftflotte 5 Strike: Mission Airfield (3A); Mission Aircraft: 4 He111H-3, 2 Ju88A-1; Altitude: Medium; Turns: 4/3.

Play this mission with the Weather automatically Clear and without Radar Effects or Fuel rules. The Bombers are escorted by 2 L/W Bf110D and intercepted by Sec Hurricane I and Sec Spitfire I. Set up each Bf110 with 2 Hits, do not choose Resources, and do not cross off aircraft Destroyed by either player on the Campaign Log.

Exception: if Axis CVPs exceed Allied VPs and the Success Level is at least 2, cross off 1 Hurricane and/or 1 Spitfire if they were Destroyed. Do not move the Campaign Progress marker.

Design Note: The historical raid was disastrous for the Germans, who optimistically hoped it would force the RAF to retain more fresh squadrons in the North (represented by the permanent loss of campaign Fighters). The Bf110s were D-0 models with bulky prototype external fuel tanks they could not jettison that made them extremely vulnerable. Axis players who try this mission will find success highly unlikely.

27.5.8 Campaign Victory

The Campaign ends in an Axis Decisive Victory if the Progress marker is in the SEELÖWE Initiated space at the end of a Week. Otherwise, the game ends if either side runs out of aircraft of any one type on the log (e.g., if all 10 Ju88s are crossed off; the Allied side wins an Operational Victory) or at the end of Week 11 (SEELÖWE Canceled – Allied Strategic Victory).

27.6 Kursk Special Rules

Choose to play either the North, South, or KUTUZOV Stage (the latter will be published separately).

After Day 1, each Campaign Day represents two historical days.

27.6.1 Determining Missions

On Day 1, always fly a German strike on a Ground Forces target, followed by a Soviet strike on Ground Forces. In the South, add 2 Axis and 6 Soviet aircraft to the Day's aircraft available and assign at least these aircraft to a Soviet strike on an Airfield target before the two Ground Forces missions. Instead of scoring CVPs for this Mission, permanently check off 0-3 Axis aircraft losses (one Ju87 first, then Axis player's choice) equal to the Success Level achieved [21.8.1]. In the North, deduct 2 Soviet aircraft from the Day's aircraft available.

Every subsequent Day, fly a German and a Soviet Strike Mission as determined by the Mission Draw unless the Event is Axis Interdiction.

27.6.2 Conducting Missions

For each Mission, players may choose one Resource and assign aircraft secretly before revealing them. The number of aircraft of the same type in a Mission (including Resources) cannot exceed the number supplied in the game. Except for Undamaged German Fighters, aircraft may not participate in more than one Mission per Day.

Unless modified by a Resource, each Mission consists of three Target-Bound, one Over Target, and one Home-Bound Turns (add one Target-Bound and one Home-Bound Turn to Airfield and Supply Depot Missions).

Do not check off boxes for Resource, Reconnaissance, or 15 VA Event aircraft destroyed.

27.6.3 Campaign Progress

The Progress marker begins the campaign in the Soviet Main Belt space. Score CVPs according to the Mission Success Levels achieved per the Mission CVP table on the Campaign card. Move the Progress marker one space to the right at the end of a Day if the day's CVPs total 3-5; move two spaces right if the Day's total is 6. Move one space to the left at the end of a Day if the CVPs are less than 0 (Exception: do not move the marker left of the Soviet Main Belt space unless playing the KUTUZOV Stage). Apply any consequences:

a. Forest: Subtract 3 Damage Points from results of a Ground Forces Mission before determining the Success Level.

b. German Defenses: When the Soviets strike a German Ground Forces target, halve the total Damage Points inflicted on the Target (round result down).

c. Second Belt: When the Axis strikes a Soviet Ground Forces target, halve the total Damage Points inflicted on the Target (round result up).

d. Soviet Main Belt: When the Axis strikes a Soviet Ground Forces target, the target cannot be strafed, and halve the total Damage Points inflicted on the Target (round result down in North, up in South).

27.6.4 Campaign Victory

The Campaign ends immediately in Axis Decisive Victory if the Progress marker moves into the Kursk Encircled space, or in Soviet Decisive Victory if the marker moves into the Orel Encircled space. Otherwise, the Campaign ends at the end of any Day in which the Day # is equal to or greater than the number at the bottom of the space, with the Day on which the Campaign ends determining the level of performance per the Campaign Performance Chart.

Example: If the marker is in the Second Belt space at the end of Day 4 in a South campaign, the campaign ends in Dismal Axis and Excellent Soviet performance.

27.7 Stalingrad Airlift Special Rules

Players fly two Missions (Strike and Supply) each Week, plus an extra Ground Forces Mission when an Offensive event occurs.

For each Mission, players may choose one Resource and assign aircraft secretly before revealing them. The number of aircraft of the same type in a Mission cannot exceed the number supplied in the game. Aircraft may not participate in more than one Mission per Week.

27.7.1 Campaign Progress

The Progress marker begins in the Stalingrad Encircled space of the Campaign Track. Move the marker a number of spaces after each Week's Missions equal to the cumulative results for that Week. Apply any Consequences:

a. Corridor Opened: Increase Axis Cargo Points delivered per Week by 6.

b. Near Airfields Overrun: Increase Air Transport Mission base duration to 9 Turns. Fw200C-4 Resource available. Axis single-engine Fighters must conduct a Fuel Disengagement at the end of the fourth Turn of a Supply Mission.

c. Pitomnik Overrun: Same as Near Airfields Overrun. Also, in Snow or Fog, a White draw after an Air Transport Mission equals Destroyed in addition to the regular results.

d. Gumrak Overrun: Same as Pitomnik Overrun. Also, Supply Missions are Air Drop instead of Air Transport.

27.7.2 Campaign Victory

The Campaign ends if the Progress marker is in the Stalingrad Relieved (Axis Decisive Victory) or Stalingrad Surrenders (see Campaign Performance Chart) space at the end of a Week. Otherwise, the game ends in an Axis Minor Victory at the end of Week 14.

28.0 Solitaire Campaign

Buzz Bomb is a solitaire campaign, with only an Allied player. You fly an RAF fighter attempting to intercept a German V-1 flying bomb, playing the game on a special area of the campaign card. Your Fighter may shoot the V-1 down or use a tip-over maneuver to force it to crash. Normal positioning and altitude rules [6.0 & 7.0] do not apply. Instead, new Action card definitions and special rules are in effect. Time is limited – the game length is variable and unknown.

28.1 Set-up

Use the special playing area on the campaign card with 10 spaces for your Aircraft card in 2 columns of 5 each. This shows the relative position of the V-1 and your Fighter as it chases the missile towards its target. Fighters which may be used are: Tempest V, Spitfire XIV, Mosquito XIII, Mustang III*, or Meteor I; no Wingman is used. Set up your Fighter as indicated (in Box I) facing the top of the diagram. Deal yourself a normal Leader hand of cards.

* Use US P-51B/C aircraft card.

28.2 Sequence of Play

The V-1 acts first each turn. Instead of keeping a hand for it, draw and reveal 4 cards each turn, one at a time. Apply the new action card rules as described below [28.4] to each card as it is played.

You play second, using the new Action card rules described below. Skip the Altitude Step but otherwise maintain a hand and play normally, ignoring altitude. At the end of the turn, you may discard and draw cards as usual (but see 28.8).

V-1 Turn

Draw and reveal 4 cards in turn:

  • If a card has a Spoiled Attack symbol, play as described in 28.4.1.
  • If a card is an IMS or OotS, adjust the Target Countdown marker as described in 28.4.3.
  • Otherwise play as described on the campaign card.
  • Whatever the card is, discard it after use.

You may never respond to V-1 cards.

Fighter Turn

Play cards as described in 28.5.2. Then discard and draw normally.

28.3 Mission End & Victory Conditions

The Mission ends when either the V-1 or your Fighter is Destroyed, you break off pursuit, or the V-1 dives on its target.

You win if the V-1 is shot down, explodes, or is knocked off course by a successful "tip-over." But if in the process of destroying the V-1 your Fighter ends the Mission Damaged, the Mission is a Draw instead. You lose if the V-1 reaches its target and goes into its final dive, if it is still flying when your Fighter has broken off the pursuit, or if your Fighter is Destroyed (even if the V-1 is Destroyed also).

28.4 V-1 Actions

All Blue-bordered cards have no effect when played by the V-1. Red- and White-bordered cards have the special meanings shown on the Buzz Bomb campaign card when played as an attack.

28.4.1 Spoiled Attack Cards

Any standard Spoiled Attack (not Special Spoiled) cards turned over by the V-1 have a special effect which supersedes their normal function. You must immediately discard from your hand a card which most closely matches the spoiled attack card in terms of type and color (in that order).

Example: If the card with the Spoiled Attack symbol is a 1 Burst/1 Hit In My Sights, you must discard in order of preference 1) a 1 Burst/1 Hit IMS, 2) a 1 Burst/2 Hit or Cockpit Hit IMS, 3) any other IMS, 4) any other Red card, 5) any Blue or White card.

Where two or more cards in your hand are equal priority according to these rules, you decide which to discard. The spoiled attack card counts as one of the V-1's four cards but loses its normal function (if any, including Target Countdown).

28.4.2 Fighter Fuel Warning

A Half Loop card turned over by the V-1 indicates a low fuel warning for the Fighter. You may voluntarily end the game at the end of the present turn and return safely to base. However, you may instead continue to play after a Fuel Warning. At the end of each subsequent turn, draw a card from the deck and, without looking at it, place it to one side. At the end of the game, add the total Hits from IMS and OotS cards in this pile to any previously accumulated by the Fighter.

If a second Half Loop card is turned over by the V-1 before the Mission ends, the Fighter immediately runs out of fuel, crashes, and is Destroyed.

28.4.3 V-1 Target Range Countdown

OotS and IMS cards (without Spoiled Attack symbols) turned over by the V-1 indicate the distance to its target decreases. Move the Target Countdown marker one Box for each Burst (not Hit) on these cards.

a) AA Defense Zone: Once the marker reaches "3," the V-1 has flown out of the fighter defense zone and into the London AA defense zone. Your Fighter must Voluntarily Disengage [12.1] or risk being shot down by flak or hitting a barrage balloon cable. If you choose to continue, your Fighter is attacked by Strength 4 Target Flak every turn [22.1.2]. You may respond normally.

b) V-1 Terminal Dive: Once the Target Countdown marker reaches "0," the missile's ranging device activates, it dives onto the target, and you have lost the Mission.

28.5 Leader Step

Instead of playing normally, your Fighter's maneuvering relative to the V-1 is shown on the special display of the campaign card.

28.5.1 Position

If the Fighter is in any of the positions in the left-hand column of the board (boxes marked A – E, directly behind the V-1) it is said to be in "Trail" position. If it is in any position in the right-hand column (boxes F – J) it is in "Lead Pursuit" and its Burst rating is reduced by 2. The Fighter may not move off the play area—ignore any card results which would call for this.

28.5.2 Cards played by the Fighter

Action cards played by your Fighter as an attack have the special meanings shown on the campaign card.

28.6 Firing on the V-1

The V-1 is a very small target. For each Hit scored or Engine Hit or Fuel Tank result when you play an IMS or OotS card, you must draw another card and check the Bomb result to confirm success. The result required depends on the range between the V-1 and the Fighter, and must be exactly as shown on the table – ignore the Hit with any other result.

Example: At Range 2 (box C or H), you must draw a Direct Bomb result for a Hit to apply.

If a Hit is confirmed and the confirmation card is White-bordered or the attack is an IMS/Fuel Tank, the V-1 explodes and may cause damage to your Fighter.

a) Discard as many Blue-bordered cards from your hand as you wish to reduce the chance of damage.

b) If your Fighter is in Trail position, draw 8 cards at Range 1, 4 cards at Range 2, and 2 cards at Range 3; if in Lead Pursuit position, halve the number of cards drawn. Reduce the number of cards drawn by one for each blue card you discarded in Step (a).

c) Apply any results on OotS or IMS cards drawn to your Fighter.

The V-1 is Destroyed by 3 Hits or if it explodes.

28.6.1 Meteor Mk. I

The Meteor I's 20mm cannons were prone to jamming. If a confirmation card drawn has a Spoiled Attack, reduce the Meteor's Burst allowance by 1 for the rest of the game. If reduced again (to 0), no further firing is allowed.

28.7 Tip-Over Attack

If the Fighter enters the V-1 box (Box A), no firing is allowed, but you may attempt a "tip-over" by playing a Half Loop card. Draw one card: if the border is Red, the V-1 is tipped over and crashes and you win; if the border is White, the Fighter is also Damaged and the game is a draw. If the card is Blue-bordered, the attempt fails and the game continues; place the Fighter at Range 1 in Lead Pursuit position (Box G).

28.8 Over-Boosting

During the Discard Step of the Fighter Turn, you may decrease range 1 box as if playing a Full Throttle card or move sideways one box as if playing a Scissors or Vertical Roll by discarding three Maneuver or Blue-bordered cards from your hand in any combination. Your Fighter incurs 1 Hit every time you reduce the range in this fashion.

28.9 Buzz Bomb Campaign

Play a series of Missions with the same pilot and aircraft and see how many "kills" you can score and awards you can achieve. Play as many Missions as you like, but the campaign ends and your pilot is retired from operations if the Fighter is Destroyed a second time.

Score Campaign Victory Points (CVPs) for each Mission's outcome: V-1 Destroyed or tipped over, +2; V-1 dives onto its target, –1; Fighter Damaged, –2; Fighter Destroyed, –3.

Consult cumulative CVPs against the Pilot Consequences table: 12+ CVPs earns a DSO (Distinguished Service Order); 8+ earns a DFC (Distinguished Flying Cross); 4+ earns V-1 "Ace" (Mentioned in Dispatches); 0 or more means the pilot continues on duty; –4 brings a CO's Admonishment; –5 or less means Transfer to Training Establishment.

Credits

Original Down in Flames Series Design: Dan Verssen

Down in Flames Series Developers: Gene Billingsley, Mike Lemick, Rodger MacGowan

Wild Blue Yonder Game Design: Chris Janiec

WBY Campaign Design: Jack Beckman, Ian Clarence, Greg Guerrero, Roger Horky, Chris Janiec, and Dan Verssen

Art Director and Package Design: Rodger B. MacGowan

Physical Systems Design ©Rodger B. MacGowan 2017

Action Card and Cover Illustrations: Antonis Karidis

Aircraft Card Art: Charlie Kibler

Rules and Player Aid Cards: Charlie Kibler

Counters and Card Layout: Rodger B. MacGowan and Mark Simonitcht

Original Action and Airplane Card Design: Rodger B. MacGowan

Playtesting: Daniel Cherry, Michael Cherry, Thomas Cherry, Mark Dwerlkotte, Angelika Hartmann, Robert Holzer, Jim Jones, Scott Key, Mike Lam, Richard Lorgus, Norm Malkusak, Jim Manchester, Nick Markevich, Lisa Markus, James Mazzacuola, Michael McCarty, Morgan McCarty, Torsten Meckel-Hartmann, Kris Miller, Jeff Romero, Joe Silva IV, and Joe Silva V. Thanks also to all the players in the DiF tournaments in Hanford and Tempe who provided feedback on the new cards and rules.

Proofreading: Daniel Cherry, Robert Holzer, Mike Lam, Norm Malkusak, Kris Miller, Chris Riches, Joe Silva, and Steve Thorne

Production Coordination: Tony Curtis

Producers: Tony Curtis, Rodger B. MacGowan, Andy Lewis, Gene Billingsley, and Mark Simonitch

Dedication

This game is dedicated to my friend and former shipmate Mike Lam. Besides the credit he richly deserves above, his tireless efforts and ideas for almost twenty years have been an inspiration and have helped keep GMT's Down in Flames alive and growing at conventions, GMT gatherings, and among the hobby at large. Thanks for the T-shirts, Mike—and for all of my aircraft you've cheerfully shot down!

Designer's Notes

Originally envisioned as an update of the out-of-print first two volumes in the Down in Flames Series, Wild Blue Yonder was to incorporate later advances in the system, European campaigns published in C3i magazine, and more modern graphics. Unfortunately, the original team was unable to make much progress, so this long-time DiF player and contributor agreed to take over.

Throughout this project, the one thing I always kept in mind was that it should not render all the previously published aircraft cards, targets, and campaigns obsolete. Where changes have been made, the intent is to improve either realism, play experience, or both. Still, players should be able to apply these rules to any previously-published campaign using its original components, or play a game with any mix of legacy and WBY cards and enjoy the experience with negligible compatibility problems.

Aircraft Cards

From the outset, more modern and better sources allowed me to derive much more accurate orders of battle for the campaigns, and that drove the numbers and types of aircraft cards in the game. Despite GMT generously agreeing to include 300, the desire to include all major types (and some interesting minor ones) in each campaign meant that I had to limit which campaigns would be included. Exit the Poles and the French (hey, my heritage is Polish, so no partisan complaints, please!). The growing numerical disparity in the last year of the war also made it easy to eliminate any campaigns after Spring 1944, so no P-51D Mustangs, Me262s, or Yak-3s. Instead, all the important aircraft of the mid-war period 1941-43 are included, particularly the Soviets and Italians. I encourage anyone who wants to see the absent early and late war aircraft to get busy on campaigns incorporating them for future expansions; I already have one by Mike Nagel on the Polish campaign of 1939 and another by Toby Pilling on the Romanian 1941 Bessarabian offensive.

Having accumulated statistics for over 20 years on more than 750 aircraft models, it was a no-brainer to review and where appropriate revise the ratings on all aircraft included in the game. That included breaking down some types by models and variants. For example, the "Focke-Wulf 190A" originally published in RotL would now be represented by four different cards with slightly different ratings: the A-1, A-2, A-3 to A-7 (the only one included in WBY), and the A-8. I tried to include all models that would be rated identically on the same card, but no doubt missed some—finding reliable data on different models is challenging. Like the refinement of the service dates to month rather than year, this isn't necessary for game play. But if you're designing a dogfight or campaign of your own and want to know, say, which card to use to represent the Bf109G-14 model your source tells you was flown, the card itself now has that information.

In several cases, rather than having a generic type, we differentiate between pure fighter and fighter-bomber aircraft models. This happens where one or more campaigns call for multiple Elements of that type. Rather than include three identical Elements, we split them to show the difference (and make life a little easier for campaign designers who sometimes have to limit when aircraft may or may not carry bombs).

There is only one new rating on the cards, which has appeared in various forms before. The concept of Ceiling first appeared with the Ju52 in the Malta campaign in C3i magazine, and has been applied to other aircraft over the years as a Special Rating. It was a simple exercise to extend this to all aircraft types. Still, all the previously-published cards remain perfectly compatible as explained by the Play Note in the rules.

Toby Pilling introduced the concept of "Methanol Boost" to differentiate the Bf109G from the earlier F models in a C3i article. This is now a standard Special Rating in the form of Power Boost, and has been added to other aircraft with similar systems such as the P-47s.

As a consequence of all that research, players will notice changes (mostly minor) in the ratings on a number of aircraft. Not surprisingly, this generated lots of discussion during development and testing, as players have debated unit ratings as long as there have been wargames. I use mostly objective numbers such as speed and horsepower-to-weight ratio, and hope to publish an article with detailed information on this rating system in a magazine and/or online. But I will address two of the most significant changes here.

The Hurricane IIb Leader has had its Performance reduced from 6 to 5. Statistically this is valid, but that change should also have reduced the Wingman Offense rating to 1. By leaving it at 2, the Hurri IIb Wingman is now unique, as DiF Wingman ratings have been rigidly formulaic: if the Leader ratings are X, the Wingman ratings are Y. But given the granularity of DiF ratings, it's the only good way I could devise of showing this aircraft as better than a Hurricane I but still not as good as a Bf109E.

The most contentious change is reducing the P-47 Burst Rating from 2 to 1. Burst ratings are now based on Williams & Gustin's Gun Effectiveness calculations, and though this is one of those "corner cases," the numbers clearly suggest the lower rating is appropriate. I have always felt subjectively the "Jugs" were too effective in DiF—the generally-acknowledged superiority of the P-51 was nowhere to be seen—and this change rectifies that. Thunderbolt fans should note that the rightful addition of Power Boost somewhat offsets this downgrading.

Action Cards

Way back during the testing of Zero!, I suggested adding several new Action card types to the mix. Dan Verssen nixed that, but you finally get to see a refined version of them here in WBY.

The new Chop Throttle cards have been a bit controversial in that they can respond to a Full Throttle when Neutral. In reality, this tactic can work—once!—because reducing your speed allows you to make a tighter turn for the same g-loading. More prosaically, testing revealed that with the expansion of the Power Boost Special rating to additional aircraft, players needed more opportunities to counter the more frequent play of Full Throttle responses. I had been leaning towards not allowing CT to respond to FT when Neutral, but the testing tipped the balance.

The Clouds card is sort of a defensive equivalent of the Half Loop, but with penalties. When played as an action, it is very hard to counter and immediately restores your Element to Neutral. But it also takes your Element out of play until your next Altitude Step, during which time you can neither attack nor be attacked while "in the clouds." And as in real life, while you're in the clouds you can't see what other aircraft are doing, so you must pre-designate the altitude at which you will emerge. One player (a superb game designer in his own right) asserted this mechanism is "too fiddly" for a card game of this sort. Obviously I don't agree, but if you share his opinion, feel free to ignore this bit when you play.

The new cards are included in an expanded 110-card deck that has been carefully crafted to retain as closely as practical the same color and type proportions as the old 80-card decks. This is important when playing legacy campaigns that call for results to be determined by an Action card draw. If you prefer to use the older decks for whatever reason, cards 1-80 of these new decks are exactly equivalent to those previously published.

Throughout much of the development process, only one 110-card deck was envisioned. But for years at conventions, Mike Lam and I have been using separate, identical decks for each side. Why? Giving each side its own deck eliminates the luck factor of one side getting the preponderance of the best cards, and as anyone who has played much knows, this can skew the results and lead to unseemly whining. Also, giving each side its own, larger deck greatly reduces the need for reshuffling during a mission. So I asked GMT if we could produce two otherwise-identical decks with different backs, allowing players to purchase a second deck if they desired. The different backs are important, as they make for easy sorting when one side's card inadvertently ends up in the other side's discard pile (as sometimes happens in the heat of battle). I was pleasantly surprised when GMT quickly said sure, and why not just include two decks in the box? The reason, of course, is cost, but somehow they found a way to make it happen. An added benefit is we have different art in the two decks, so we get more of Antonis Karidis's beautiful work.

Rules

The Zero! and Corsairs & Hellcats rules with clarifications and errata incorporated provided the basis for the rules in WBY. The Dogfight Rules have scarcely changed, but those playing the campaigns will notice significant differences.

Disengagement – Players have often complained about losing Victory Points for Fighters that go down as a result of running out of fuel in missions where that is possible (no matter how many times you remind them they can avoid this fate by voluntarily disengaging first!). The Disengagement Table is now a little less punitive, and Disengagement VPs are awarded only for Voluntary Disengagement during a Dogfight.

Jettisoning – In previous volumes, players with fighter-bombers were incentivized to jettison their bombs and engage in air-to-air combat with the interceptors rather than trying to strike the target. To remedy this, players are now awarded 1 VP for each enemy aircraft that voluntarily jettisons its ordnance. In combination with the inability to know the contents of your hand before deciding to jettison, this shifts the calculus towards continuing with the mission.

Strikes – Over the years, many players have noted that the Bomber most definitely does not "always get through," and even less frequently gets home. This is particularly true for early war Medium Bombers with their feeble Turret Support ratings. So a number of changes have been made to make bombers at least a little more survivable.

Intercepting Fighters are now limited in when they may follow the bombers Over Target. This is much more realistic, and results in fewer turns when bombers are attacked by fighters.

Escorts now have greater ability to intervene when interceptors attempt to attack bombers, including the ability to play Full Throttle as well as Maneuver and Half Loop cards to divert attacks onto themselves instead of the bombers. And escorts may intervene similarly to protect fighter-bombers and Light Bombers as well as Formation aircraft.

The two-part hand draws for Wingmen reduce their ability to single out a bomber, and also limit their unwarranted extra deadliness when diverted from attacking a bomber to an intervening escort.

Having Formation aircraft always considered In Formation unless they are knocked out by being Damaged or taking a Cockpit Hit, plus the addition of the "Special Spoiled Attack" symbols, improves the survival rate of all those Medium Bombers with Turret Support ratings of 0.

My favorite new mechanic is the random discard penalty for interceptors dodging return fire from bombers. Not only does it help the bombers by sometimes taking a key card from an enemy fighter, but it can make a tough choice for an attacker: should I counter those 2 Hits from the bomber at the risk of losing that IMS card I need to flip it? As a designer, I love forcing players to make decisions, even though some of the testers (particularly those attacking B-17s) were not so enthusiastic!

Taken together, these changes improve the chances of bombers reaching their targets and returning to base afterwards. Even those wretched Blenheims are more likely to get through, though it's still a dicey proposition.

Flak – Area Flak has been reduced against aircraft using Level or Saturation Bombing at Very Low altitude, eliminating the previous disincentive to use Saturation Bombing there. And OotS cards no longer score Hits as Target Flak results at Very Low altitude except against Torpedo Bombers. Both these changes are based on a generalization that Area Flak represents mostly heavy AA guns while Target Flak is mostly light automatic weapons. Heavy guns aren't very useful against aircraft coming in fast "on the deck," while light weapons are less likely to score a single devastating hit.

Bombing VPs – One thing I didn't change, despite justifiable pressure to do so, are the VP awards for bombing targets. In practice, few targets are worth the cost in lost and damaged bombers to attack them. But since I could not alter this without rendering all those previously-published target and campaign cards obsolete, I resisted. I hope this decision meets with most players' approval, and that the new campaigns are still adequately balanced.

Campaign Play Time – Perceived lengthy play times have discouraged players from attempting campaigns in the past. That's why the Over-Target Phase of a strike or reconnaissance mission has been cut from three turns to one, with the Ingress and Egress Turns eliminated. Where an average mission in previous volumes had 2 Target-Bound, 3 Over-Target, and 1 Home-Bound Turns, an average WBY mission has 3, 1, and 1 and thus one less turn in total. So each campaign bombing mission now plays more quickly.

Testing showed the VP results are roughly the same for an otherwise-identical "old style" mission compared to one of these new missions. Those wanting to use this new system to play older campaigns simply have to add one Target-Bound Turn and eliminate the Ingress and Egress Turns from each mission to achieve comparable results—in less time.

Overall, the combination of one less turn per mission, less-frequent addition of an extra Home-Bound turn, virtually no decision-making on Fighters going Over Target, and not having to resolve flak for all the Fighters that no longer do so speeds completion of each mission by about 20%.

Mission Targets

Strafing – Only those targets that are appropriate strafing targets are so marked: no more strafing Cities and Factories. Some have questioned the validity of causing damage to a battleship through strafing. In this case, it represents the improvement in bombing accuracy resulting from flak suppression without adding complex rules. Just ask the crew of Yamato…

Reconnaissance – Previously known as Patrol, the VP awards for this mission are now smaller. Since the result is determined by the draw of a single bomb card, this reduces the extreme luck factor and also brings the results into line with other missions.

Tank Farm – One of two new targets, this is akin to the Oil Refinery target but suited for smaller strikes (just as the Factory Complex is a smaller version of the Industrial Center).

Tanker – This new target is similar to the Freighter, but reflects the ability of oil tankers to sustain more damage and still remain afloat.

Campaign Design

Through careful research, the campaigns in WBY include only missions that actually took place. The frequency of a mission within a given Land campaign is proportional to what actually occurred as far as is known and within the limits of the mission determination mechanism. Forces are scaled to those that participated, and the aircraft are the correct types and models for those missions.

Unlike the Guadalcanal Campaign in Corsairs & Hellcats, WBY Progressive campaigns feature Resources and often include random events as well. These increase replay value and allow the inclusion of aircraft and circumstances that otherwise would not be represented.

Mission Accomplished?

Completing Wild Blue Yonder has taken much longer than anyone anticipated. When I took over, I thought it would be a relatively simple process of homogenizing the rules of all four previous volumes, asking the campaign designers to update their work, and tying the package up with a bow. Ha!

As I started researching the various campaigns and found only one original designer who agreed to help, it soon became clear that this project would require much more work than I had anticipated. That and prolonged testing of the campaigns meant that more than six years—longer than World War II lasted!—passed before the game was complete.

I hope it proves worth the wait, and that both veteran and new players enjoy this latest volume of GMT's Down in Flames series for many years to come.

  • 18.1.1 Damaged Fighters
  • ► 18.1.2 Voluntary Ordnance Jettisoning
  • 18.2 Bombs and Torpedoes
  • 18.3 Aerial Rockets
    • 18.3.1 Attack Procedures
  • 18.4 Air-to-Ground Rockets
    • 18.4.1 Attack Procedure
  • 18.5 Drop Tanks
    • 18.5.1 Fighter Jettisoning
  • 18.6 Gun Pods
    • 18.6.1 20mm Gun Pods
    • 18.6.2 30mm Gun Pods
    • 18.6.3 Fighter Jettisoning
  • 18.7 Mines
  • 19.0 Pilots and Crews
    • 19.1 Aircrew Counters
      • 19.1.1 Air Service Symbol
    • 19.2 Pilots
      • 19.2.1 Ace Pilot (A)
      • 19.2.2 Bomb (BM)
      • 19.2.3 Burst (BU)
      • 19.2.4 Combat Vision (CV)
      • 19.2.5 Damage (D)
      • 19.2.6 Gunner (G)
      • 19.2.7 Horsepower (H)
      • ► 19.2.8 Leadership (L)
      • ► 19.2.9 Nerves of Steel (NS)
      • 19.2.10 Performance (P)
      • ► 19.2.11 Radar Operator (RO)
      • 19.2.12 Strafe (S)
      • ► 19.2.13 Veteran (V)
    • 19.3 Crews
      • 19.3.1 Ace Crew (AC)
      • 19.3.2 Bomb (BM)
      • 19.3.3 Damage (D)
      • 19.3.4 Evasive Action (EA)
      • 19.3.5 Nerves of Steel (NS)
      • 19.3.6 Turret Defense (TD)
      • 19.3.7 Turret Support (TS)
      • ► 19.3.8 Generic Bomber Crews
    • 19.4 Selecting Campaign Aircrew
      • 19.4.1 Skilled Pilot Selection Procedure
      • 19.4.2 Skilled Crew Selection Procedure
    • 19.5 Skilled Aircrews and Victory Points
    • 19.6 Green Aircrews (Optional)
      • 19.6.1 Green Aircrew Counters
      • 19.6.2 Green Pilot Effects
      • 19.6.3 Green Crew Effects
      • 19.6.4 Green Aircrew Selection Procedure
    • 19.7 Section Pilots
    • 19.8 Unknown Crews (Optional)
  • 20.0 Attacking and Defending Bombers
    • 20.1 Cards Available vs. Formation Aircraft
      • 20.1.1 Leaders
      • 20.1.2 Wingmen
    • 20.2 Targeting Bombers
      • 20.2.1 Attack Angle (Optional)
    • 20.3 Escort Intervention
      • 20.3.1 Reactive Intervention
      • ► 20.3.2 Preemptive Intervention
    • 20.4 Burst Limits vs. Formation Aircraft
      • 20.4.1 Leader Attacks
      • 20.4.2 Wingman Attacks
    • 20.5 Attacking a Formation Aircraft
      • 20.5.1 Initiating the Attack
      • 20.5.2 Maneuver and Half Loop Cards
      • 20.5.3 In My Sights and Out Of The Sun Cards
      • 20.5.4 Continuing the Attack
      • 20.5.5 Spoiled Attacks
  • 21.0 Striking Mission Targets
    • 21.1 General Bombing Procedure
    • 21.2 Bombing Modes
      • 21.2.1 Strafing
    • 21.3 Level Bombing
      • 21.3.1 Level Bombing Resolution
    • 21.4 Dive Bombing
      • 21.4.1 Dive Bombing Procedure
    • 21.5 Saturation Bombing
      • 21.5.1 Saturation Bombing Resolution
      • 21.5.2 Naval Targets
      • 21.5.3 Skip Bombing
    • 21.6 Torpedo Bombing
      • 21.6.1 Altitude Restrictions
      • 21.6.2 Torpedo Bombing Resolution
    • 21.7 Strafing
      • ► 21.7.1 Target Restrictions
      • 21.7.2 Strafing Procedure
      • 21.7.3 Attack Bombers
    • 21.8 Mission Cards
      • ► 21.8.1 Success Levels
      • 21.8.2 Campaign Victory Points
      • 21.8.3 Fortified Targets
      • 21.8.4 Air Drop Missions
      • 21.8.5 Air Transport Missions
      • 21.8.6 Mine Laying Missions
      • ► 21.8.7 Reconnaissance Missions
      • ► 21.8.8 Strafing Missions
  • 22.0 Flak
    • 22.1 Area Flak
      • 22.1.1 Area Flak Resolution
      • 22.1.2 Responses to Area Flak
    • 22.2 Target Flak
      • 22.2.1 Target Flak Resolution
      • 22.2.2 Responses to Target Flak
      • 22.2.3 Target Flak and Strafing
  • 23.0 Campaign Missions
    • 23.1 Mission Phases
      • 23.1.1 Mission Duration
      • 23.1.2 Aircrew Selection
      • 23.1.3 Mission Altitude
    • 23.2 Target-Bound Phase
      • 23.2.1 Breaking Off
    • 23.3 Over-Target Phase
      • 23.3.1 Over-Target Turn
      • 23.3.2 Rejoining
    • 23.4 Home-Bound Phase
      • ► 23.4.1 Duration Recalculation (Optional)
      • ► 23.4.2 Stragglers
    • 23.5 Night Missions
      • 23.5.1 Night Turn Order
  • 24.0 Land Campaigns
    • 24.1 Campaign Cards
    • 24.2 Campaign Logs
    • 24.3 Land Campaign Sequence of Play
    • 24.4 Starting a Campaign
      • 24.4.1 Campaign Length
      • 24.4.2 Choosing Sides
    • 24.5 Mission Determination
      • 24.5.1 Mission Card
      • 24.5.2 Mission Aircraft
      • 24.5.3 Dogfight Aircraft
      • 24.5.4 Mission Altitude
      • 24.5.5 Mission Duration
      • ► 24.5.6 Target Complexes
      • 24.5.7 Special Missions
    • 24.6 Resources
      • 24.6.1 Resource Selection
      • ► 24.6.2 Mission Restrictions
    • 24.7 Mission Victory Points
    • 24.8 Campaign Victory
    • 24.9 Fuel Expenditure (Optional)
      • 24.9.1 Fighters and Fuel
      • 24.9.2 Escort Fuel
      • 24.9.3 Interceptor Fuel
      • 24.9.4 Tracking Fuel Expenditure
      • 24.9.5 Fuel Disengagement
    • 24.10 Barbarossa Special Rules
      • 24.10.1 Sequence of Play
      • 24.10.2 Sections
    • 24.11 Battle of Berlin Special Rules
      • 24.11.1 Resources
      • 24.11.2 Planning and Endurance
      • 24.11.3 Aircraft Arrivals
      • 24.11.4 Unopposed Escorts
      • 24.11.5 Night Stage
      • 24.11.6 Combined Campaign
    • 24.12 8th Air Force 1943 Special Rules
      • 24.12.1 Resources
      • 24.12.2 Planning and Endurance
      • 24.12.3 Aircraft Arrivals
      • 24.12.4 Unopposed Escorts
    • 24.13 Into Egypt 1942 Special Rules
    • 24.14 Malta 1940-41 Special Rules
    • 24.15 Malta 1941-42 Special Rules
    • 24.16 Rommel Attacks Special Rules
  • 25.0 Operations
    • 25.1 Operation Cards
    • 25.2 Operation Logs
    • 25.3 Operation PEDESTAL Special Rules
      • 25.3.1 Outline of Play
      • 25.3.2 Sequence of Play
      • 25.3.3 Participating Aircraft
      • 25.3.4 Mission Execution
      • 25.3.5 Stragglers
      • 25.3.6 Repairs
      • 25.3.7 Axis Naval Attacks
      • 25.3.8 Victory
      • 25.3.9 Optional Rules
    • 25.4 Schweinfurt Raids Special Rules
  • 26.0 Carrier Operations
  • 27.0 Progressive Campaigns
    • 27.1 Progressive Campaign Cards
    • 27.2 Progressive Campaign Logs
    • 27.3 Aircraft Allocation
      • 27.3.1 Aircraft Rosters
      • 27.3.2 Weather
      • 27.3.3 Assigning Aircraft
    • 27.4 Campaign Progress Track
      • 27.4.1 Campaign Start
      • 27.4.2 Campaign Marker Movement
      • 27.4.3 Campaign Track Consequences
      • 27.4.4 Campaign Victory
    • 27.5 Battle of Britain Special Rules
      • 27.5.1 Campaign Phases
      • 27.5.2 Weather Forecast
      • 27.5.3 Conducting Missions
      • 27.5.4 Key Missions
      • 27.5.5 Campaign Progress
      • 27.5.6 Raids
      • 27.5.7 Luftflotte 5 Strike (Optional Reserves Depleted? Consequence)
      • 27.5.8 Campaign Victory
    • 27.6 Kursk Special Rules
      • 27.6.1 Determining Missions
      • 27.6.2 Conducting Missions
      • 27.6.3 Campaign Progress
      • 27.6.4 Campaign Victory
    • 27.7 Stalingrad Airlift Special Rules
      • 27.7.1 Campaign Progress
      • 27.7.2 Campaign Victory
  • 28.0 Solitaire Campaign
    • 28.1 Set-up
    • 28.2 Sequence of Play
    • 28.3 Mission End & Victory Conditions
    • 28.4 V-1 Actions
      • 28.4.1 Spoiled Attack Cards
      • 28.4.2 Fighter Fuel Warning
      • 28.4.3 V-1 Target Range Countdown
    • 28.5 Leader Step
      • 28.5.1 Position
      • 28.5.2 Cards played by the Fighter
    • 28.6 Firing on the V-1
      • 28.6.1 Meteor Mk. I
    • 28.7 Tip-Over Attack
    • 28.8 Over-Boosting
    • 28.9 Buzz Bomb Campaign
  • Credits
    • Dedication
  • Designer's Notes
    • Aircraft Cards
    • Action Cards
    • Rules
    • Mission Targets
    • Campaign Design
    • Mission Accomplished?