RulesPal
Chat
Rulebook
Zeppelin thumbnail

Zeppelin

Zeppelin Rulebook

Table of Contents

Table of Contents

  • 1.1 Setting Up the Game
  • 1.2 Playing the Game
  • 1.3 Game Components
  • 1.4 Playing Pieces
  • 1.5 Unit Colors
  • 1.6 Game Scale
  • 1.7 Game Terms
  • 2.0 Game Preparation
  • 2.1 Choosing a Scenario
  • 2.2 Setting Up the Map and Tracks
  • 2.3 Deploying Zeppelins
  • 2.4 Forming Squadrons
  • 2.5 Assigning Reserve Missions
  • 2.6 Assigning Aeroplanes to Bases
  • 2.7 Squadron Basing Restrictions
  • 2.8 Placing Units on the Map
  • 2.9 Deploying Target Markers
  • 2.10 Determining Cloud Ceiling
  • 3.0 Weather
  • 3.1 North Sea
  • 3.2 Weather over England
  • 3.3 Weather Effects
  • 3.4 Example
  • 3.5 Special Adjustments (Optional)
  • 4.0 Sequence of Play
  • 4.1 Day Turns
  • 4.2 Night Turns
  • 4.3 Ending a Game Turn
  • 5.0 Aeroplane Mission Assignment
  • 5.1 General Restrictions
  • 5.2 Mission Markers
  • 5.3 British Reserve Missions
    • Home Defense
    • Seaplane Base Defense
    • Scout Pursuit (SP)
  • 5.4 German Reserve Missions
    • Tandem Base Defense
    • Seaplane Base Defense
    • Airship Escort
  • 5.5 British Active Missions
    • Convoy Escort (CE)
    • Anti-Submarine Patrol (ASP)
    • Airship Base Attack (ABA)
    • Seaplane Base Attack (SBA)
  • 5.6 German Active Missions
    • Coastal Bombing (CB)
    • Offensive Patrol (OP)
    • Seaplane Base Attack (SBA)
  • 5.7 Special Missions
    • British Air Sea Rescue
  • German Air Sea Rescue
  • 6.0 Zeppelin Missions
    • 6.1 Raid
    • 6.2 Scout
  • 7.0 Movement
  • 7.1 Airship Movement
  • 7.2 Aeroplane Movement
  • 7.3 Landed Aircraft
  • 7.4 Aeroplane Mishap
  • 7.5 Airship Malfunction
  • 7.6 Holland
  • 7.7 Map Edges
  • 8.0 Airship Damage & Repair
  • 8.1 Malfunction Checks
  • 8.2 Combat Damage
  • 8.3 Engine (E) Hits
  • 8.4 Gas-Cell (G) Hits
  • 9.0 Airship Mission Abort
    • 9.1 Abort Check
  • 9.2 Effects of Abort
  • 10.0 Combat
    • 10.1 Procedure
    • 10.2 Anti-Aircraft (AA) Fire
    • 10.3 Rounds
    • 10.4 Escape
  • 11.0 Leaders
    • 11.1 Historical Setup
    • 11.2 Optional Setup
  • 12.0 Solitaire Rules
    • 12.1 Squadron Assignment & Placement
    • 12.2 British Flight Doctrine
  • 13.0 Victory
    • 13.1 Scoring VPs
    • 13.2 Recording Victory Points
    • 13.3 VP Scoring Limits
    • 13.4 Victory Levels
    • 13.5 Handicapping
    • 13.6 Campaign Games
  • Changes to Charts

1.1 Setting Up the Game

Players prepare for play by laying out the map, choosing the scenario, and simultaneously assigning their zeppelins and/or aeroplanes to their base display sheets, plus certain bases on the map.

1.2 Playing the Game

Each match of Zeppelin is composed of up to 12 "game turns." Each game turn contains a mission assignment and mission execution segments. Victory points scored or lost are kept track of on each player's victory point track. When all game turns are completed (or earlier if both players agree), compare victory point totals to decide the winner.

1.3 Game Components

Zeppelin includes a variety of playing pieces and materials.

  • The Game Map shows an area of the North Sea and surrounding land areas, including towns, cities, and major rivers in England used by aircraft for navigational purposes. A Terrain Key printed on the map illustrates relevant geography. The hexagonal grid divides the map into spaces of equal size that regulate air movement. Additionally, groups of hexes are collected into larger areas called "Zones." These zones regulate mission selection and set special limits on movement.
  • Charts and Tables essential to game play appear on the map and on the Player Aid Sheet.
  • The playing pieces are printed on a single die-cut sheet of 240 cardboard counters. This counter-mix features air combat units, squadron markers, and informational markers. Carefully punch out and organize these pieces before beginning play.

Counter errata: One of the two Type-V airships labeled "L56" should read "L57."

  • The rules book provides instructions and examples of play.
  • At least one 6-sided die is needed to play. Two differently colored dice is optimal. Players need to provide their own dice.

1.4 Playing Pieces

  • Aircraft represent aeroplanes (airplanes) or Zeppelin airships. Each aeroplane or airship has a model name or designation, plus an identification number. The number in the lower left corner is the aircraft's fire-strength used in combat. The middle number is its maximum range value, the number of hexes it may move per turn. The number in the lower right corner is the aircraft's maximum altitude value, the highest altitude level it can realistically assume under operational conditions. A black band across the bottom of an aeroplane counter indicates it is a Flying Boat.

Aeroplanes with pontoons protruding from under the wings are Seaplanes; those lacking pontoons are land planes. When in doubt, check the Aeroplane Characteristics chart.

  • Squadrons organize aeroplane units on the map. British Squadrons are numbered 1 to 11; German Squadrons are labeled A through F.
  • Targets describe the type of location that can be bombed by a Zeppelin, and whether it has anti-aircraft guns (indicated by the letters "AA" and a gun symbol).
  • Markers indicate Wind Direction, Weather conditions, Victory Points, aircraft damage, radio distress calls, types of missions, and mission target zone. Players may create additional markers whenever they are needed.

The counter mix contains a few "W" Scout Zone chits. If you run out, use upside-down "M" chits, as shown in the unit summary.

1.5 Unit Colors

  • White on black: Zeppelins
  • Black on red: German aeroplanes
  • Black on blue: British aeroplanes
  • Yellow background: Targets

1.6 Game Scale

Each hexagon ("hex") is 18 miles (30 kilometers) across. Each air unit represents one aeroplane or airship. Each AA gun symbol represents one AA battery. Each day turn is 3 hours; each night turn is 1 hour. Each altitude level is 2,000 feet (670 meters).

1.7 Game Terms

Active Mission can be assigned each turn to any Squadron that does not have a Reserve Mission assignment. Each Squadron's Active Mission can change from turn to turn.

Aeroplane: a single airplane.

Aircraft: either an aeroplane or a Zeppelin.

Airship: a Zeppelin.

Assignment chit is part of a Mission marker set for Active Missions, and the "Scout Pursuit" Reserve Mission. It identifies the type of mission to be flown.

Base is the airfield or port where one or more Squadrons are located for the duration of a scenario. Each land base has a Base box on the friendly Base Display card or on the map, with a corresponding hex map location. The British "seagoing" Squadron is based on the naval marker (either Harwich or Furious), which begins a scenario in a Port but is then free to move about the map.

Bearing check is made by Zeppelins to establish their relative position and set course toward a target. Until an airship gains its bearings, it must move randomly.

England includes all terrain shown for the British Isles, including Scotland and Wales.

Europe includes all terrain shown for France, Belgium, Holland, Germany, and Denmark.

Mission markers indicate which Active or Reserve Mission a Squadron is performing. Only the Scout Pursuit Reserve Mission receives markers. Each Active Mission marker set includes an Assignment chit identifying the mission type, and a Zone chit indicating the Sea Zone in which the mission must be performed.

Raid: Zeppelin bombing mission.

Region chit is similar to a Zone chit, but is only issued to raiding Zeppelins. Airships that have "found their bearings" and are capable of proceeding to a target have the chit removed. Zeppelins over England without a Region chit must move randomly until they make a successful Bearing Check.

Reserve Mission is assigned to a Squadron at the beginning of a scenario, and cannot be changed. The mission may occur whenever activated by certain game events or enemy actions.

Scenario is a 12-turn game session covering one day's worth of activities in a particular part of a year during WWI. Players may play individual scenarios, or string them together to form a campaign game of any length, covering whatever period of the war players desire.

Seagoing squadron is the group of British seaplanes operating aboard the Harwich naval taskforce earlier in the war, or the sea-plane carrier Furious later on.

Squadron is a group of aeroplanes assigned to a particular home Base at the beginning of a scenario.

Zeppelin: a single German airship counter.

Zone chit: part of a Mission marker set for Active Missions. Identifies the Sea Zone in which the mission can be flown.

2.0 Game Preparation

Choose a scenario to play. Select the individual aircraft units for the scenario. Each side secretly deploys aeroplanes with Squadron markers and Zeppelins without markers in a Base box located either on the friendly Base Display sheet or on the map. Both sides then transfer some of their markers and units to the hex map.

Solitaire Play: The player follows the setup rules in (12.0).

2.1 Choosing a Scenario

ZEPPELIN contains scenarios which cover different periods of the Great War in the air. All scenarios run 12 game turns. Each scenario differs in complexity due to the number of units involved. Scenario descriptions at the end of these rules provide a listing of the units involved. The "Spring 1916" scenario is a good choice for your first game. It is simpler because it omits German Sea planes and British Convoy Escort and Scout Pursuit Missions. It is intended for solitaire play, using the solitaire rules (12.0). The "Gotterdamerung" mini-game also provides a good introduction to the rules, with a relatively small number of units involved.

2.2 Setting Up the Map and Tracks

Orient the map on a flat surface so that the British player sits on the west side of the map near England and Scotland, and the German player sits on the east side near Holland and Norway. Place Victory Point markers containing the British rounded or German iron cross in the "0" box on the appropriate Victory Point track. The Game Turn marker starts in the turn 1 (0900-1200) box on the Game Turn track.

2.3 Deploying Zeppelins

  • The German player may only place airships in Zeppelin bases (solid black lines). The number of airship counters that may be placed in a single base is printed in the Air Base hex and corresponding Air Base box.
  • Within each Zeppelin Base, set to one side all airships that will not fly at all during the scenario for whatever reason.
  • Gather together all airships that will perform Scout missions. Separate them into one or more stacks, each containing up to FOUR airships, and place a Zone chit on top of each stack that will perform a Scout mission (6.2) in that Sea Zone. Place a second "N" chit or a blank marker on a North Scout Zone mission to distinguish it from a raid mission against the North England (N) region.
  • The remaining airships in the Air Base are gathered in a single stack beneath a Region chit. The stack will attempt a Raid (6.1) against the indicated section of England: North (N), Middle (M), or South (S).
  • Once chosen, a Region or Zone chit cannot be voluntarily changed.
  • No Squadron markers or Mission assignment chits are used for Zeppelins.

Q: Where exactly should airships "on the ground" at airbases be placed? A: Always keep them in the corresponding Airbase Box on the Airbase display sheet. Transfer them to the Airbase hex on the map the instant they "take off" and begin to move across the map. Airships are placed back in the Airbase Box if they survive the landing.

2.4 Forming Squadrons

Each player divides up his available aeroplanes into Squadrons. Each Squadron may contain up to FOUR (4) aeroplanes of the same general category:

  • British—naval, seagoing, or London (per scenario)
  • German—seaplanes or Tondern

Different aeroplane models within the same category may be freely mixed in the same Squadron (there are certain advantages to such a tactic), but the entire Squadron will normally be restricted to the aeroplane in the appropriate "Mission Ready" section or a Base box with the lowest values printed on its counter.

EXCEPTION: In the 1918 scenarios, a Squadron containing any W-19 models uses the W-19's range.

The German had by then developed the tactic of planes putting down at sea to conserve fuel while the W-19's scouted and radioed for support as needed.

The number of Squadrons allowed is restricted by the counter mix—

  • 7 German (6 Squadrons marked A to F, plus the unmarked Tondern land-based planes)
  • 12 British (11 Squadrons marked 1 to 11, plus the British Harwich/Furious naval marker for the "seagoing" Squadron).

2.5 Assigning Reserve Missions

All Squadrons that will be assigned in Reserve Missions are placed under Reserve Mission markers, if any are needed. British units without Mission markers are able to perform Home Defence or Seaplane Base Defense. German units without Mission markers have the option to perform either Seaplane Base Defense or Airship Escort. The actual choice depends on current conditions.

IMPORTANT: Once made, Reserve Mission assignments may not be changed for the rest of the scenario.

2.6 Assigning Aeroplanes to Bases

Place each Squadron in a Base box on the friendly Base Display or on the map in the case of the British Seagoing squadron and the two Landing Defense squadrons. All Squadrons may be distributed freely among a player's Bases marked on the Base Display and Bases may be left vacant, but only after deployment restrictions (2.7) are met.

The two identical markers for each Squadron will help players keep track of Squadron basing. Always place the marker with the word "Landed" on the back face-up in the "Landed" section at the top of the selected Base box. Place the marker with "Ditched" on the back in play on the map.

EXCEPTIONS: There is only a single naval marker (either Harwich or Furious) plus two "Sea Sqd" markers for the British "seagoing" Squadron. Place the naval marker and the Sea Sqd marker with "ditched" on the back on the map. Place the aeroplanes and the marker with "landed" on the back in the Seagoing display on the map. The German Tondern aeroplanes do not require a Squadron marker, since they never leave the Tondern base hex. Place the aeroplanes in the special column of the Tondern Base box containing the word "LAND.".

IMPORTANT: Once aeroplane Squadrons are assigned to a Base, they MUST return to that Base throughout a particular scenario. This restriction does NOT apply to Zeppelins.

2.7 Squadron Basing Restrictions

The British player must deploy all Squadrons labeled "naval" in the scenario setup instructions in Base boxes corresponding to Naval Air Bases (outlined in red on the map). Sunderland, Great Yarmouth, Killinghome, and Felixstowe are all Naval Air Bases. The "seagoing" Squadron must deploy in a Port with an anchor symbol on the map. The "London" Squadrons must deploy in North London or South London. Each London base must contain one "London" Squadron.

The German player must deploy each "seaplane" Squadron in a Seaplane Base (outlined in broken black lines). Borkum and Zeebrugge are the two Seaplane Bases available. Each Seaplane Base must contain at least one seaplane Squadron. All "Tondern" aeroplanes deploy in the Tondern Zeppelin base.

2.8 Placing Units on the Map

Once both sides have secretly made all basing choices, each Squadron marker with "Ditched" printed on the back is deployed on the Base hex corresponding to the Squadron's Base box on the Base Display. Place the Harwich or Furious marker in the selected Port hex. Leave all Zeppelins in their Base box.

2.9 Deploying Target Markers

The last counters placed on the map before starting the game are the English Target markers. The British player separates the "Dummy" markers from the rest. Turn the actual targets over to their hidden side bearing the "Union Jack" flag. Randomly select TWO of these targets and place one in each London hex. Next, turn the Dummy markers to their Union Jack side and mix them in with the other target markers. Randomly place one marker in each English City hex. After all 14 cities receive a target marker, place each remaining target in any Town hex in England. No hex may contain more than 1 Target marker. Target markers may be placed in a city or town that also contains an Air Base or Port. After all targets are placed, the British player may examine the contents of markers, but should not reveal them to the German player.

Solitaire Play: targets may not be examined by the "active" German player.

2.10 Determining Cloud Ceiling

The altitude of the "cloud deck" is determined by the German player rolling one die and consulting the Cloud Ceiling Table. The result applies for the entire 12-turn scenario. Cloud Ceiling affects the maximum altitude of certain aircraft missions.

The "partly cloudy" result for weather over England (3.2) does not represent a cloud ceiling but rather scattered local clouds.

(Addition) Make the Cloud Ceiling die roll AFTER making the 2nd die roll for North Sea weather on Turn 1 (3.1). Cloud Ceiling over England is always the same as the North Sea, unless it changes when Weather over England (3.2) is calculated. Once set, Cloud Ceilings for the North Sea and England remain the same for the rest of the game, regardless of weather changes. Use the "Cloud Ceiling" and "England Cloud Ceiling" markers to record the levels.

3.0 Weather

Every all-sea hex on the map plus any hex located in a European country (Denmark, Germany, Holland, Belgium, France) are subject to North Sea weather conditions. All land and coast hexes in England are subject to the effects of "Weather over England."

3.1 North Sea

  • At the beginning of game turns 1 and 4, a "Weather Report" for the North Sea MUST be determined. At the beginning of each game turn containing the word "weather" followed by numbers on the Turn Track, the British player rolls one die. If the result is the same as or greater than the "Weather" number for that turn, then the German player recalculates North Sea weather.
  • Roll one die and check the result under the "Day" column of the North Sea Weather Table if the current game turn is marked as a day turn, or the "Night" column if it is a night turn. Read across to determine visibility (Clear, Fair, Overcast, Dark) and the die roll range for Storm.
  • Roll a second die; if it falls within the indicated die roll range, then a STORM occurs. Flip the Weather Conditions markers in the North Sea AND England to their "Storm" sides.
  • Refer to the Wind Direction & Force Table. Roll the die to determine wind direction, and then roll again to establish its force (speed). Place one "Wind Force" in the appropriate box of the Wind Force section of the North Sea Display. Place one "Wind Force" on the Wind Direction section with its arrowhead pointing directly toward the result received. Example: If the result is S-SW, point the arrow toward the "S-SW" hexside on the Wind Direction Display located on the map.

3.2 Weather over England

Weather conditions over every hex containing any amount of land terrain located in England is determined the instant the first German Zeppelin enters a coastal hex in England. Interrupt all movement until this is done. Use exactly the same procedure as with North Sea Weather (3.1), but use the Weather Over England Table instead of the North Sea Weather Table, and record the results on the England Weather Display. Thereafter, weather over England remains the same for the rest of the game.

3.3 Weather Effects

  • Once Storm occurs on either Weather table, it lasts for the remainder of the scenario in BOTH the North Sea and England. It need not be checked for again. Place both Weather Condition markers on their "Storm" sides. Storm conditions cause all Zeppelins everywhere to "drop ballast," which reduces the chances for a safe landing. Also, Storm reduces a Zeppelin's maximum altitude to ONE LESS (-1) than its printed value.
  • Dark makes aeroplane landings riskier (7.4) and forces German Offensive patrols (5.6) and Zeppelin Scouts on station (6.2) to return to base.
  • Fog prevents Zeppelins from attempting to obtain ground bearings and makes bombing less accurate. (6.1)
  • Wind Force affects Zeppelin Mission Abort (9.0) in the North Sea, and Zeppelin navigation over England (6.1).
  • Wind Direction affects Zeppelin landfall and navigation over England (6.1).

3.4 Example

The German player rolls "3" on the first die roll for North Sea Weather during a Night turn. This produces a "Fair" result for North Sea flying. Night time visibility roll is "Dark" (a moonless and starless night without enough ambient light even in clear weather). The German player now rolls for Storm on the line corresponding to the daytime visibility "Fair". Rolling 1-4 means there is no rain or snow. A 5-6 roll results in a Storm that affects the entire map for the rest of the game.

3.5 Special Adjustments (Optional)

  • The German player may declare all Night Turns will be Dark. This represents planning for an attack on a moonless night.
  • ADD ONE (+1) to ALL weather-related die rolls (including the one to determine whether recalculation of weather occurs in a turn) if players agree that the "early" or "late" scenario being played is occurring in late fall, winter, or early spring. "Mid-year" scenarios never add one to weather die rolls, due to the extended hours of daylight.

4.0 Sequence of Play

After players have completely set up a scenario, the game begins. Each game turn is either 1 or 3 hours in length, depending on the time of day. Day Turns and Night Turns follow a different sequence.

4.1 Day Turns

  • Weather Report— (1) North Sea: Turn 1, plus any other turn as required by a die roll (3.1). (2) England: The instant a German Zeppelin enters a coastal hex anywhere in England, plus any other turn as requested by a die roll (3.2).

  • Mission Assignment— Both sides secretly and simultaneously assign one set of Active Mission markers to any and all eligible aeroplane Squadrons they wish (5.5 & 5.6). To be eligible, a Squadron must have one or more aeroplanes in the "Active Mission Ready" section of the Base box column containing its Squadron marker. (1) An active Squadron performing a Reserve Mission assigned at the start of a scenario may never have any aeroplanes in the "Active Mission Ready" section. (2) Any aeroplanes that voluntarily choose not to fly in their Squadron's Active or Reserve Mission this turn are placed in the "Grounded" section. (3) A Squadron not assigned an Active Mission can do nothing during the current turn. Reserve Mission Squadrons may act in response to certain events and enemy actions, if the owning player wishes.

  • Zeppelin Activity— (1) Check for possible Engine repairs (8.3). (2) Zeppelins in a Base may begin or continue flight. Move directly toward the Sea Zone or land Region indicated by the chit on top of each stack, obeying all Zeppelin Movement rules (6.0 & 7.1). Check for malfunction as needed (7.5). (3) Airships performing a Scout mission that enter any hex of their designated Sea Zone immediately deploy to the scout stations marked on the map in that Zone. (4) Airships performing a Raid that enter an English coastal hex corresponding to their Region chit either gain their bearings and begin deliberate movement over land toward a Target in that Region, or must perform random movement and make bearing checks. Zeppelins in daylight are technically more accurate with bomb delivery, but they are likely to end up as fireballs long before they can put the proposition to a test! Movement over England during the day is not recommended. (5) Any and all eligible British Reserve Squadrons may interrupt to perform Home Defense and Scout Pursuit. German Reserve Squadrons may also interrupt friendly activity to perform Airship Escort. Return Home Defense aeroplanes to Base immediately afterward and check for crash and damage. Flip Squadron to LANDED side. (6) Anti-aircraft interrupts Zeppelin bombing activity to fire on all airships in a hex containing a city, town, or target marker with "AA" capability (10.2).

4.2 Night Turns

  • Weather Report— (1) North Sea: Turn 4, plus any other turn as required by a die roll (3.0). (2) England: The instant a German Zeppelin enters a coastal hex anywhere in England.
  • German Zeppelin Activity— (1) Check for possible engine repairs (8.3). (2) Zeppelins in a Base may begin or continue flight. Move directly toward the Sea Zone or land Region indicated by the chit on top of each stack, obeying all Zeppelin Movement rules (6.0 & 7.1). Check for malfunction (7.5) as needed. (3) Zeppelins performing a Raid that enter an English coastal hex corresponding to their Region chit either gain their bearings and begin deliberate movement over land toward a Target in that Region, or must perform random movement and make bearing checks. (4) Any and all eligible British Home Defense Reserve Squadrons may interrupt Zeppelin activity at any time to attempt interception and combat. NO AEROPLANES ON EITHER SIDE MAY FLY ANY OTHER TYPE OF MISSION. Return British Home Defense aeroplanes to Base immediately afterward and check for crash and damage. Flip Squadron marker to LANDED side. (5) Anti-aircraft interrupts Zeppelin bombing activity to fire on all airships in a hex containing a city, town, or Target marker with "AA" capabilities (10.2).
  • Landing— (1) Any airships currently located in a German Air Base hex have the option to land. (2) All landing aeroplanes (see 7.4) and airships check for crash and damage. Place surviving airships back in their Base box. Place surviving aeroplanes belonging to a Squadron in the "Grounded" section. Flip the Squadron marker over to its "Landed" side and place it in the "Reserve Mission Ready" section if the Squadron was assigned a Reserve Mission at the start of the scenario, or the "Active Mission Ready" section if the Squadron currently possesses an Active Mission assignment chit. Place any permanently assigned Reserve Mission markers in the adjacent "Mission Ready" section either above or below the squadron marker, for convenience. Remove all Active Mission markers. A "Landed" Squadron may not fly in the upcoming turn.

4.3 Ending a Game Turn

After the last segment of a particular Day or Night Turn is completed, the game turn marker is advanced to the next box on the Turn Track. The game always ends at the conclusion of turn 12.

All airships still in flight at the end of the game perform Malfunction Checks and Landing exactly like a Scout (6.2).

5.0 Aeroplane Mission Assignment

See "Aircraft Mission Summary" on Player Aid Sheet.

Each aeroplane counter in a Squadron that will fly during a game turn must be placed in a Base box, inside the "Active Mission Ready" or "Reserve Mission Ready" section of the column containing the Squadron's marker. The Squadron marker with the word "Landed" printed on the back is then placed in the "Grounded" section at the bottom of the column. The other identical Squadron marker with the word "Ditched" on the back should always be in the corresponding Base hex on the map and moves through the hexgrid as needed. EXCEPTION: Seagoing and Tondern Squadrons (see below).

5.1 General Restrictions

  • No Squadron can have aeroplanes in both "Mission Ready" sections of a Base box.
  • No Squadron can have more than one Active Mission assigned to it during a single game turn, but the mission assignment and zone chits can be changed or removed every turn the Squadron is capable of flying a mission. Aeroplanes flying an Active Mission may perform the mission once during the friendly Mission Execution segment, and then return to Base.
  • A Squadron flying a Reserve Mission may NEVER change missions during the course of a scenario, and can never be assigned an Active Mission. Only the "Scout Pursuit" mission requires any mission markers (an "SP" Assignment chit, and no Zone chit). Other Reserve Mission are identified by the absence of any mission markers. Reserve aeroplanes may only move and fight when triggered by certain events during the course of play.
  • When a Squadron completes a mission, place all aeroplanes in the "Grounded" section of the Base box during the Mission Assignment segment of a turn. Flip the Base box Squadron marker over to its "Landed" side the instant the Squadron marker on the map returns to its Base hex. Landed Squadrons may not perform any actions until their marker is flipped back over to its normal flight-ready side. EXCEPTIONS: Flying Boats (5.7) and Airship Escorts (5.4).
  • All "Landed" British Home Defense Reserve Squadrons are capable of Home Defense flipped back to their normal flight-ready sides the instant any Zeppelin attempts to take a Radio Bearing (6.2) anywhere over England, regardless of the outcome. The change of Squadron status due to Radio Bearings may occur any number of times during a game turn.
  • A Squadron may assign any or all eligible aeroplanes to the special Air Sea Rescue mission. Place the selected units in the Squadron's "Air Rescue" section in the Base box.
  • Aeroplanes that will not participate in their Squadron's mission during a particular turn are placed in the "Grounded" section of the Base box during the Mission Assignment segment of a turn.

5.2 Mission Markers

Each Active Mission is kept track of using an ASSIGNMENT CHIT and a ZONE CHIT. The Assignment chit defines the type of mission. The Zone chit determines the Sea Zone on the map where the assigned mission must be performed. Place chits together in the unused "Reserve Mission Ready" section next to the aeroplanes in the "Active Mission Ready" section of a Base box. Any number of Squadrons can be given the same type of chit.

The "Scout Pursuit" Reserve Mission is kept track of using an "SP" Assignment chit, but no Zone chit. The chit is placed in the unused "Active Mission Ready" section next to the aeroplanes in the "Reserve Mission Ready" section of a Base box. Any number of Squadrons can be given an "SP" chit.

5.3 British Reserve Missions

Home Defense

  • (1) Any Reserve Squadron, including the "seagoing" Harwich/Furious squadron, not given an Assignment chit can perform Home Defense. Any and all flight-ready Squadrons capable of performing Home Defense may choose to undertake the Seaplane Base Defense mission the instant the Seaplane Base at which they are located undergoes Seaplane Base Attack (see below).
  • (2) A Home Defense squadron may attempt interception against German airships (NEVER aeroplanes) in any hex within range of the "Reserve Mission Ready" aeroplane with the LOWEST Interception Value printed on the Aeroplane Characteristics Chart. Count the hex containing the airship(s) but not the intercepting Squadron's hex when determining the range. Move the Squadron marker on the map to the selected interception hex. Interception is never required, but all aeroplanes in the Squadron's "Reserve Mission Ready" section must participate. EXCEPTION: The Interception Radius of Squadrons based in either London hex is always ONE; ignore printed values.

Home Defense cannot intercept German seaplanes performing offensive patrols and coastal bombing because the planes flew at high altitude to evade "scrambling" British craft that did not benefit from early-warning radar. Interception was a 1-in-100 chance not worth simulating, in a game on this scale.

  • (3) Each aeroplane rolls once on the Sighting Table for each airship in the target hex. An aeroplane immediately must attack the FIRST enemy airship successfully sighted. Interrupt sighting procedure, perform combat (10.0), and then resume sighting. If none are sighted, the interception is a failure and the Squadron immediately lands at its Base. The British player decides the order in which enemy airships are checked on the Sighting Table.
  • (4) Each intercepting aeroplane is assumed to be flying at its printed maximum altitude level OR one less than the Cloud Ceiling, whichever is LOWER. Zeppelins fly at their current maximum altitude OR at the altitude they have declared for a bombing run (6.1), and are not affected by Cloud Ceiling. An interceptor may only attack targets on the same or lower level. It is possible for some planes to be able to attack, while others cannot.

Example: British Squadron 7 contains 3 Be2c's [max. altitude = 3] and 1 Camel [7]. It intercepts an "R-type" Zeppelin [4]. Cloud ceiling is at Level 6, which means that maximum flying limit is 5. The Camel can intercept the Zeppelin because it is assumed to be at level 5, which is higher than the airship. The Be2c's cannot intercept, because their maximum altitude of 3 places them beneath the airship's altitude of 4. If the cloud ceiling was 4, then all aeroplanes would be limited to level 3 and none of them could attack the Zeppelin.

  • (5) Resolve interception by rolling one die and consulting the Sighting Table.
  • (6) When an interception attempt occurs in a Night Turn, roll for each individual aeroplane on the Aeroplane Mishap Table before resolving combat. Any aeroplanes that crash are eliminated, and score Victory Points for the German side. Then perform normal Combat (10.0).
  • (7) After resolving all combat, return each Home Defense Squadron marker to its original Base hex. Flip the Squadron marker in the corresponding Base box over to its "Landed" side.

Seaplane Base Defense

  • (1) Any Squadron, including the "seagoing" Harwich/Furious squadron, not given an Assignment chit can perform this mission when located in a British Naval (seaplane) Base. Only an aeroplane that successfully sights an attacking enemy aeroplane or Flying Boat using the Sighting Table may activate when a German Squadron attacks. Roll once on the table for each mission-ready aeroplane in the Squadron.
  • (2) Perform one round of Combat (10.0). Surviving defenders return to base and check for landing Mishap.
  • (3) Any and all flight-ready Squadrons capable of performing Seaplane Defense may choose to undertake the Home Defense mission the instant any Zeppelin comes within range (see above).

Scout Pursuit (SP)

  • (1) Only Squadrons composed entirely of Flying Boats may be assigned this mission.
  • (2) To assign this mission, place the "SP" assignment chit and any Sea Zone chit on top of the selected aeroplanes and set the stack adjacent to the Squadron marker in the Base box. The Zone selected must contain at least one hex within range of the "Reserve Mission Ready" Flying Boat with the LOWEST printed range value.
  • (3) Scout Pursuit may occur the instant Zeppelins performing Scouting (6.2) take up station in a Sea Zone corresponding to the mission's Zone chit. If the British player decides to permit Scout Pursuit, move every eligible SP Squadron directly to any hex containing a Zeppelin on station. Only the single airship "on station" in the hex can be attacked, regardless of what other German aircraft happen to be in the same hex.
  • (4) SP is carried out at the altitude level of the "Reserve Mission Ready" Flying Boat with the LOWEST printed altitude value or one level less than the Cloud Ceiling, whichever is lower. If the sighted Zeppelin is flying at a higher altitude, the SP mission automatically fails and no further action is taken.
  • (5) The German player gets one chance to evade SP prior to combat. He rolls one die for each SP Squadron in its hex and consults the Sighting Table to see if the Flying Boats are sighted. If sighting occurs, the Zeppelin evades combat; otherwise, Combat (10.0) occurs. Airships had the ability to ascend rapidly and take cover in the clouds to avoid flying boats, if they spotted them in time.
  • (6) Combat is limited to a maximum of TWO rounds. The British Squadron or the airship may attempt Escape (10.4) at the end of the first round. Regardless of the outcome, leave the British Squadron markers in the hex they occupy. They are subject to interception by German Squadrons flying Offensive Patrols (5.6).

5.4 German Reserve Missions

Tandem Base Defense

  • (1) All German aeroplanes based at Tondern are automatically assigned this mission at the beginning of a scenario.
  • (2) Perform this mission exactly like Seaplane Base Defense, described below.

Seaplane Base Defense

  • (1) A flight-ready Squadron with aeroplanes in the "Reserve Mission Ready" section of a Base box may fly this mission whenever British aeroplanes attack the Squadron's Base hex. Only an aeroplane that successfully sights an attacking enemy aeroplane or Flying Boat using the Sighting Table may activate when a British Squadron attacks. Roll once on the table for each mission-ready aeroplane in the Squadron.
  • (2) Perform one round of Combat (10.0). Surviving defenders return to base and check for landing Mishap.
  • (3) Any and all flight-ready Squadrons capable of performing Seaplane Defense may choose to undertake the Airship Escort mission the instant any Zeppelin in distress comes within range (see below).

Airship Escort

  • (1) During a Day turn, a Squadron with aeroplanes in the "Reserve Mission Ready" section of a Base box may activate any time a Zeppelin with a RADIO marker moves within range of the "Reserve Mission Ready" aeroplane with the LOWEST printed maximum range. (Zeppelins receive a Radio marker when the "Radio Distress" result occurs on the Zeppelin Malfunction Table.) Interrupt the airship's movement and place one or more escort Squadron markers beneath each eligible Zeppelin in distress. Zeppelins without a Radio marker may not be escorted, even when located in the same hex as an airship in distress.

  • (2) The escort Squadron(s) and Zeppelin in distress remain together until—

    • the Zeppelin reaches a Zeppelin Base
    • the instant the Zeppelin/Escort pair moves to a hex that places the "Reserve Mission Ready" aeroplane with the lowest printed maximum range beyond the range of its home Base hex (count the escort Squadron marker's hex, but not the home Base hex when calculating range).
    • the escort Squadron must land because the next turn is Night.

    When any of these events occurs, land each affected Squadron marker back in its Base.

  • (3) Use the lowest single altitude or range value for the airship or a "Reserve Mission Ready" aeroplane to maneuver the Zeppelin and its Escorts together on the map. The Zeppelin and aeroplanes use their own values when on the optional Tactical Display.

  • (4) Any and all flight-ready Squadrons capable of performing Airship Escort may choose to undertake the Seaplane Base Defense mission the instant the British attack the Base (see above).

If none of these events occurs, the escort Squadron(s) remain with the Zeppelin in distress. This is an exception to the rule requiring Squadrons and aeroplanes to return to base at the end of each game turn.

5.5 British Active Missions

Convoy Escort (CE)

  • (1) This mission may only be performed by naval Squadrons during Day turns, beginning with the "Late 1917" scenario.
  • (2) The Zone chit selected for the mission must be the North Convoy (NC) or South Convoy (SC).
  • (3) Aeroplanes flying CE have their Squadron marker moved to any hex within the designated Zone. CE missions fly at the altitude level equal to "Active Mission Ready" aeroplane with the LOWEST printed maximum altitude, or one level below the Cloud Ceiling, whichever is less.
  • (4) Victory points for "escorting convoys" (and thus discouraging U-Boat attacks) can only be earned once per Zone per turn. Victory points are limited to the number of aeroplanes in a single Squadron of the owner's choice, regardless of how many Squadrons carry out the CE mission in the same Zone.
  • (5) After completing the mission, leave CE squadrons in the hex they occupy. German Offensive Patrols (5.6) may intercept CE Squadrons.

Anti-Submarine Patrol (ASP)

  • (1) A Squadron can perform ASP in a Zone containing at least one hex within range of the "Active Mission Ready" aeroplane with the LOWEST maximum range value. Place the appropriate Zone chit with the ASP assignment chit.
  • (2) Move the Squadron marker to any hex in the Zone and consult the Antisubmarine Table. Perform the first die roll once for each aeroplane involved. Then make additional die rolls as directed by the table.
  • (3) Aeroplanes fly ASP at altitude level one. Leave the Squadron marker in the Zone hex after the mission is completed. German Offensive Patrols (5.6) may intercept ASP Squadrons.

Airship Base Attack (ABA)

  • (1) Only the British seagoing squadron aboard the Harwich/Furious naval marker may perform this mission, and only against the Tondern base. All the other airship bases were heavily defended by seaplane squadrons and antiaircraft batteries not included in the game to avoid clutter. The Germans counted on Tondern's relative isolation and a few landplanes (when available) for protection.
  • (2) The naval marker (with the seagoing squadron aboard) may move one Sea Zone per game turn. Place the marker in any hex within the Zone.
  • (3) To launch an attack, the naval marker must be in a hex that places the "Active Mission Ready" aeroplane with the LOWEST printed maximum range value within range of Tondern during a Day turn. Count the Tondern hex but not the naval marker's hex when determining range. Before attacking, each aeroplane rolls on the Aeroplane Mishap Table. If an aeroplane aborts, it is moved to the "grounded" section of the Seagoing Base box and may not participate in the attack that turn. Move the remaining aeroplanes from their Base box to the Tondern base hex, and declare the altitude level at which the attack will take place.
  • (4) Any German aeroplanes present in the Tondern Base box may attempt Airbase Defense when the British aeroplanes arrive in the Tondern hex. Each aeroplane rolls once on the Sighting Table for each enemy aircraft. All Tondern aeroplanes that successfully sight the enemy join the mission. Combat occurs for one round, using the "Tactical Air Combat (aeroplane)" results on the Combat Results Table (CRT). Record victory points gained by both sides. No Anti-Aircraft fire occurs at Tondern.
  • (5) Surviving British aeroplanes roll individually on the CRT, apply the results listed under "Base Attack," and record victory points for the British. A Squadron can gain victory points only once per mission, no matter how many aeroplanes score "success" on the CRT.

Seaplane Base Attack (SBA)

  • (1) The "seagoing" Squadron aboard the naval marker may always be assigned SBA. In addition, any Squadron with all aeroplanes in the "Active Mission Ready" possessing sufficient range values to reach a German Seaplane Base can be assigned the mission.
  • (2) The seagoing Squadron maneuvers exactly the same way as in Air Base Attack above, but may attack either of the two German Seaplane Bases. Any other Squadron simply has its marker moved to the German Seaplane Base hex within range. SBA Squadrons never attack together; each must complete a mission before the next begins. An enemy Base may receive as many SBA attacks in a single turn as there are SBA Squadrons within range.
  • (3) Any flight-ready German Squadron capable of attempting Seaplane Base Defense (5.4) may do so, if the German player desires. Resolve one round of air combat. Prior to this, the British player declares the altitude level at which ALL aeroplanes will attack the base.
  • (4) British aeroplanes must undergo German AA fire. The German player rolls once for each attacking aeroplane on the Anti-Aircraft Table.
  • (5) Surviving British aeroplanes resolve the attack on the CRT, modifying the die roll for all applicable conditions, including the altitude level selected for the attack. Use the "Sea Base Attack" results key to determine whether any victory points are gained. No German seaplanes can be destroyed by an SBA mission, except during dogfighting in step (2). A Squadron can gain victory points only once per mission, no matter how many aeroplanes score "success" on the CRT.

5.6 German Active Missions

Coastal Bombing (CB)

  • (1) During a Day turn, a Squadron assigned this mission may receive a Zone chit for either the North Convoy or South Convoy Zone. (If Zone chits are in short supply, they can be left off since the British cannot intercept CB missions.)
  • (2) Place the Squadron marker in any coastline hex in the target Zone, consult the CRT, and apply the results under "Coastal Bombing." Victory points are scored by the entire Squadron, not individual aeroplanes.
  • (3) Only one Squadron per Day turn can gain victory points from a CB mission in a single Convoy Zone, regardless of how many Squadrons perform CB in that Zone.
  • (4) British Target markers, aeroplanes, and Bases are never affected by Coastal Bombing. British Home Defense Squadrons may NOT intercept these or any other German aeroplanes. Victory point gains (or the lack of them) are the only result of a CB mission. This was purely high-altitude bombardment which had a limited "nuisance" value.
  • (5) After the CB Squadron rolls on the CRT and receives victory points, the British player rolls once for each CB aeroplane. For each die roll of "1", the aeroplane is considered "sighted". Roll again: if the result is SIX (6), the sighted aeroplane is shot down. The British side gains victory points for the destroyed aeroplane. Hastily re-aimed coastal defense guns were capable of bringing down coastal bombers on rare occasions.

Offensive Patrol (OP)

  • (1) This mission can only be performed during a Day turn in a Zone containing at least one hex that is within range of the "Active Mission Ready" aeroplane with the LOWEST printed maximum range value. Count the target hex but not the Squadron's Base hex when determining the range. Place the appropriate Zone chit with the Squadron in its column of the Base box. If North Sea weather becomes Dark, all OP Squadrons must immediately return to base and land.
  • (2) Each OP Squadron conducts its mission separately. OP Squadrons cannot combine to "pounce" on a single British Squadron simultaneously. However, a British Squadron can be attacked by any number of OP Squadrons in the same German Mission Execution segment. For sighting purposes, OP missions fly at the altitude level listed on the Maximum Altitude Chart on the map.
  • (3) The German player has the option to place the OP Squadron marker on top of any British Squadron(s) in a hex assigned one of the following missions: Scout Pursuit (SP), Convoy Escort (CE), or Anti-Submarine Patrol (ASP). If he does not do so, or no combat occurs for whatever reason, then the OP Squadron consults the Offensive Patrol Table, returns to base, and performs landing. Flip the marker in the Base box to its "landed" side. Each aeroplane in the OP Squadron rolls once on the Offensive Patrol Table.
  • (4) If the German player decides to attempt sighting of British Squadrons, he selects a British Squadron marker (without examining its contents) and rolls once for each aeroplane in the Squadron on the Sighting Table. The British player must announce at what altitude level the Squadron is flying (determined by the aeroplane with the LOWEST values, Cloud Ceiling, and mission assignment), and whether there are any Flying Boats present.

The German refers to the proper line on the table (use Flying Boat if any are present) and makes all necessary die roll adjustments, particularly for altitude. (Be sure to consult the Maximum Altitude Chart on the map for the effects of weather on Offensive Patrols.) If no sighting occurs, the German OP Squadron checks another Squadron in the same hex.

  • (5) If even one sighting occurs, the entire OP Squadron may attack. The British player reveals the Squadron's mission and the contents of its "Mission Ready" section to the German player. The German player then chooses whether to adjust his Squadron's altitude level and proceed immediately to combat (10.0), or return to Base without fighting. Combat involving Offensive Patrols is limited to a maximum of TWO rounds, but Squadrons on either side may attempt Escape (10.4) after the first round.
  • (6) If all aeroplanes flying a British Convoy Escort (CE) mission are completely destroyed or Escape, and at least one German OP aeroplane survives, the German player scores additional victory points for U-boat capture/sinking of a merchant ship, at the rate of one ship per surviving OP aeroplane.
  • (7) If no Squadrons in the hex are sighted, the OP Squadron can be moved to another hex in the same Zone containing any enemy Squadrons, and the process in (4) is repeated until a British Squadron is successfully sighted, the German OP Squadron is completely destroyed or Escape, or the German player voluntarily breaks off the mission.

Seaplane Base Attack (SBA)

  • (1) Any Squadron with all aeroplanes in the "Active Mission Ready" possessing sufficient range values to reach a British Seaplane Base can be assigned the mission.
  • (2) Move an SBA Squadron marker to the British Seaplane Base hex within range. SBA Squadrons never attack together; each must complete a mission before the next begins. An enemy Base may receive as many SBA attacks in a single turn as there are SBA Squadrons within range.
  • (3) Any flight-ready British Squadron capable of attempting Sea Base Defense may do so, if the British player desires. Prior to this, the German player declares the altitude level at which ALL aeroplanes will attack the base. Resolve one round of air combat.
  • (4) German aeroplanes must then undergo British AA fire. The British player rolls once for each attacking aeroplane on the Anti-Aircraft Table.
  • (5) Surviving German aeroplanes resolve the attack on the CRT, modifying the die roll for all applicable conditions, including the altitude level selected for the attack. Use the "Sea Base Attack" results key to determine whether any victory points are gained. No British seaplanes can be destroyed by an SBA mission, except during dogfighting in step (2). A Squadron can gain points only once per mission, no matter how many aeroplanes score a "success."

5.7 Special Missions

British Air Sea Rescue

  • (1) Seaplanes and Flying Boats can perform Air Sea Rescue of aeroplanes (NEVER airships). Place each aeroplane assigned to the mission in the "Air Rescue" section of the Base box it occupies at the beginning of a scenario. Once assigned to Air Sea Rescue, an aeroplane may not change missions. No Mission markers are needed for the mission. Rescue of downed airship crews did occur, but the size of the vehicle and the relative quality of its radio equipment made rescue a fairly reliable proposition using ships and aircraft not included in the game. Since the Germans performed the lion's share of successful airship rescues, awarding victory points would needlessly tilt the game in favor of the Germans. IMPORTANT: Other aeroplanes in the Squadron not assigned to this mission may perform another type of mission, either a Reserve Mission assigned to the Squadron at the beginning of the scenario, or an Active Mission assigned during a particular game turn.

  • (2) The instant friendly aeroplane(s) crash in a North Sea Zone for any reason during a Day turn, one or more "Air Search" aeroplanes may attempt a rescue. The Zone must contain at least one hex that the rescuing aeroplane can reach from its Base, even if the crash occurred in a specific hex beyond the rescuer's printed range. Physically place the selected aeroplane(s) in the Zone where the crash occurs. Play is interrupted while rescue attempt(s) are resolved. Each rescue aeroplane remains in its selected Zone, regardless of the success or failure of its rescue attempt.

  • (3) Rescue may also be attempted in the Final Air Rescue segment of a Day game turn in Zones containing a DITCHED marker. Every rescue aeroplane currently in a Zone containing a DITCHED marker may attempt a second rescue. Additional seaplanes may also be dispatched as outlined in (2). The rescue procedure is identical to that used in (6) below.

  • (4) At the conclusion of the Final Air Rescue segment, remove all rescuing seaplanes from play. Removed aeroplanes are NOT considered destroyed for victory purposes. EXCEPTION: Flying Boats (see below). Air sea rescue operations went on throughout the daylight hours, and are represented in the game by a single flight for each seaplane, with a maximum of two chances for seaplanes to rescue a pilot during daylight. Flying Boats were able to stay out longer if the light held out, and in game terms increase the number of chances to four.

Players may need to note down the number of downed aeroplanes available for rescue during a particular event. Remove DITCHED markers as they are rescued.

German Air Sea Rescue

Follow the same rules as those for "British Air Sea Rescue," except—

  • (1) There are no German Flying Boats in the game. The Germans built some, but did not develop or deploy them effectively for rescue operations.
  • (2) The "Alb W4" and "KDW" seaplanes may NOT perform rescue missions. They lacked the room and endurance to be useful in rescuing pilots.

6.0 Zeppelin Missions

See "Aircraft Mission Summary" on the Player Aid sheet.

All Zeppelin movement and combat occurs during the Zeppelin Activity segment of a game turn. Zeppelins can perform one of the following types of missions:

  • Raid (bomb) Target markers in towns and cities
  • Scout a Sea Zone

6.1 Raid

  • An airship (or stack of airships) assigned a "Region chit" at the start of the scenario must move toward any coast hex lying within the indicated Region—North England (N), Mid-England (M), or South England (S). Obey all other normal rules for Movement (7.0).
  • The instant an airship stack enters a coast hex located in the Region corresponding to its Region chit, roll once for each airship on the "Navigation" section of the Zeppelin Maneuver Table. If an airship is ON COURSE, it rolls again under the "Landfall" section of the table and is placed in the exact coast hex where it lands. Remove the Region marker.
  • If an airship is OFF COURSE, it must consult the "Target Change" section of the Zeppelin Maneuver Table to determine where it actually lands. The airship retains a Region marker, which changes each time the airship is forced by Scatter movement to enter a new Region. Check for Malfunction each time a Region boundary is crossed or a Coastal hex entered.
  • Each off-course Zeppelin may "take bearings" once per Zeppelin Activity segment, either before or after it moves. Ground Bearings may not be taken when England's weather is FOG. A Zeppelin taking Ground Bearings is considered to be one level below Cloud Ceiling. Radio Bearings are not restricted by weather or altitude, but any attempt automatically causes all "landed" British Home Defense Squadrons to return to flight-ready status. Scatter movement ends the instant an "accurate bearing" result is obtained. Remove the Region chit. From then on, the airship is treated in all respects like an ON COURSE Zeppelin. Radio Bearings can be attempted during FOG, with the +3 die roll modifier listed on the "Ground Bearings" section of the Zeppelin Maneuver Table.
  • An ON COURSE Zeppelin remains in the Region where it had its Zone marker removed until it bombs a target located in that Region, aborts the mission, or is destroyed.
  • Any airship, whether on or off course, is always subject to interception by Home Defense Squadrons. Anti-aircraft fire only occurs just prior to a bombing run. An airship that merely enters or stops in a hex containing a revealed Target marker with AA does NOT undergo AA fire.
  • The contents of a Target marker are not revealed until an airship announces a bombing raid against it. Targets remain revealed for the rest of the scenario. They are never removed, regardless of the damage caused by bombing. A Target may be attacked any number of times, and each bombing raid accumulates victory points. No airship may make more than one bombing attack during a scenario.

6.2 Scout

  • Airships performing a Scout mission MUST begin flight on either turn 1 or turn 11, and head directly for the Sea Zone corresponding to their Zone chit selected at the start of the scenario.
  • Upon reaching the first hex in the Zone, each airship in a stack is immediately placed on one "scout station" position printed on the map within the Zone (owning player's choice). Lagging airships must reach a Zone hex before they can be deployed to a station. No station can contain more than a single airship.
  • For sighting and combat purposes, Scouts fly at the level specified by the Maximum Altitude Chart or the current Cloud Ceiling, whichever is LOWER. If North Sea weather becomes DARK, all Scouts on station immediately return to base, using the procedure described below.
  • During the Scouting segment of each day turn, make one die roll on the Sighting Table for each Zeppelin in a station hex. If the die roll falls within the specified range of ANY target listed on the table that could be sighted in the airship's Zone, award the victory points indicated on the Victory Point Chart. If more than one enemy target qualifies, make a random selection (each target type should be given an equal chance through die rolls or drawing markers from a cup).
  • Scouting airships on station are subject to attack by British Squadrons flying "Scout Pursuit" Reserve Missions. Scouts may not be attacked or affected by enemy action in any other way.
  • Zeppelins must return to an Air Base at the end of turn 3 or turn 12. In addition to any points earned during Scouting segments, each surviving Scouting airship earns victory points. Place survivors in any German Air Base that has room for them. A Scout that voluntarily returns to base on a turn other than 3 or 12 does NOT earn victory points for survival. A Scout returning to base makes one Malfunction check for each Zone boundary lying between its scouting station and the base at which it will land. Scouts roll on the Zeppelin Landing Table normally.
  • No Air Base box may hold more Zeppelin counters than the number printed near the Base hex and in the matching Base box. An airship may not attempt to land at a "full" Air Base.
  • Roll on the Zeppelin Landing Table for each airship to see if damage or crash occurs.

7.0 Movement

Each aeroplane and Zeppelin has a "maximum range value" printed on the counter. An aircraft moving by itself can always enter a number of hexes equal to or less than its current maximum range value during a single game turn. Most aeroplanes travel in squadrons, and most airships travel in stacks of two or more Zeppelins until they arrive at their Scout Zone or in England. While traveling in stacks or Squadrons, aircraft move only as far as the aeroplane or Zeppelin with the LOWEST maximum range value, after all adjustments are made for damage, weather, daytime travel, etc. Aircraft may freely pass through enemy and friendly aircraft of all types while moving without penalty. Opposing aircraft may not end movement in the same hex, unless required to do so by a particular Aeroplane Mission (5.0).

7.1 Airship Movement

  • Airships from the same Base with the same Region or Zone chit MUST remain together in the same hex. Each stack can only move as far as the airship with the LOWEST printed range value. If the stack becomes too high and unwieldy, create two or more stacks grouped around the Region chit, which indicates the actual location of the group.
  • Airships on Scout missions always use the "unloaded" range allowance and maximum altitude values listed on the Zeppelin Characteristics Chart, subject to any Damage (8.0). Scouts did not carry any bombs.
  • During Day turns, a Zeppelin may move TRIPLE its current maximum range value. During Night turns, the normal value is used. Remember that Day turns are 3 hours each!
  • When malfunction or flight damage slows down particular airships, keep them together in the same hex if at all possible, beneath a Region or Zone chit identical to the main group's. Always adjust an airship's range value for damage/malfunction before tripling it during Day turns.
  • Airships may move all, some, or none of their printed range value each game turn. After concluding movement, OFF COURSE airships check for Scatter on the Zeppelin Maneuver Table. If an OFF COURSE airship does not move at all while over land, it is still subject to Scatter. It usually makes good sense to slow down for lagging airships and hover off the coast until nightfall. Daylight raids are very dangerous and unlikely to produce anything, except exploded airships! An airship may move in any direction the owner desires. It may move back toward a friendly base and even attempt to land, using normal landing procedures (7.5).

7.2 Aeroplane Movement

  • Most aeroplane counters never physically leave their Base box. Instead, Squadron markers move on the map from hex to hex, following the rules listed below.
  • In addition to movement during a friendly Mission Execution segment. Reserve Missions Squadrons may move during the ENEMY Mission Execution segment when triggered by certain events.
  • A British Home Defense Squadron relies on the "Mission Ready" aeroplane with the LOWEST Interception Radius value listed on the Aeroplane Characteristics Chart to determine how far it can move to intercept one or more enemy airships flying near or over England.
  • After executing any type of mission, a Squadron or aeroplane must normally return to base and land no later than the Landing segment of a game turn. British Flying Boats performing rescue (5.7) and German Airship Escorts (5.4) are exceptions to this rule, under certain conditions.

7.3 Landed Aircraft

  • Landed airships, and aeroplanes that complete Air Sea Rescue in the Final Rescue segment, are removed from play but do not count as destroyed for victory point purposes.
  • Landed Home Defense Squadrons are ineligible for flight until any Zeppelin attempts Radio Bearings, at which point they are immediately returned to flight-ready condition.
  • All other types of landed Squadrons are ineligible for flight during the next game turn.

7.4 Aeroplane Mishap

  • Each Aeroplane checks for Mishap whenever it lands at a Base. In addition, the British seagoing Squadron checks for each aeroplane upon takeoff. Home Defense Squadrons check for each aeroplane taking off during a Night turn.
  • Roll for each aeroplane on the Aeroplane Mishap Table.
  • Crashed planes count as victory points for the opposing side.

7.5 Airship Malfunction

  • Malfunction may occur during movement. See Airship Damage, rule (8.1).
  • Airships must also check the Zeppelin Landing Table on the map for possible damage or destruction when they land at an Air Base (6.3).

7.6 Holland

The Netherlands is a neutral country. No aircraft may ever fly over any hex containing any portion of Holland.

7.7 Map Edges

Aircraft and Squadron markers may not voluntarily exit the map for any reason. Zeppelins that would leave the map due to Scatter stop and move no further. Moving aircraft from the map to a Base box is an administrative operation, and is not considered exiting the map.

8.0 Airship Damage & Repair

Zeppelins sustain damage to their engines and hydrogen gas-cells as a result of malfunction and combat. Limited in-flight engine repairs are possible.

8.1 Malfunction Checks

  • An airship checks for Malfunction each time it—
    • crosses the boundary between one Sea Zone and another
    • enters a Coastal hex (i.e. containing both water and land)
    • crosses the boundary between one English Region and another
    • enters a hex containing an international boundary
  • Zeppelins roll on the Malfunction Table individually.

8.2 Combat Damage

During tactical engagements with enemy aeroplanes, Zeppelins can sustain gas-cell hits, or be completely destroyed in a Fireball.

8.3 Engine (E) Hits

  • An airship loses ONE (1) point from its maximum range value for each E hit.
  • An airship that accumulates enough E hits to reduce its range value to zero is immediately destroyed. The British gain victory points for the loss.
  • Engine hits have no effect on a Zeppelin's maximum altitude.
  • At the beginning of each Zeppelin Activity segment of a turn, roll one die for each airship with any E hits. Each airship that receives a result of "1" removes one E hit due to in-flight repairs.

8.4 Gas-Cell (G) Hits

  • The first G hit causes an airship to "drop ballast," which increases the chance for damage or destruction during landing.
  • Zeppelins lose 1 Altitude Level from its original maximum for each G hit. If the current maximum altitude is reduced to zero, the airship crashes and is destroyed. G hits have no effect on an airship's maximum range.
  • When an airship must make a Malfunction check, and it has accumulated G hits at least equal to the "red zone" level for its type listed on the Zeppelin Characteristics Chart must, it makes an additional "first die roll" on the Malfunction Table, regardless of the outcome of the original "first die roll." The chance of gaining another G hit also increases.

9.0 Airship Mission Abort

Under certain conditions, as a result of malfunction, weather conditions, or combat, an airship must check to see if it will abandon its mission and attempt to return to base.

9.1 Abort Check

Zeppelin must check to see if it abandons its mission the instant it:

  • climbs to altitude level 5 or higher, AND Wind Force in its hex is 2.
  • receives a Zeppelin Malfunction Table result that requires an Abort check.
  • receives a "failure" result on the "Radio Bearings" section of the Zeppelin Maneuver Table.
  • escapes from combat; roll once for each E or G hit the airship currently possesses.
  • is 2 or fewer hexes from a Zeppelin that becomes a Fireball Abort is AUTOMATIC when an airship receives a RADIO marker indicating Radio Distress.

A Zeppelin also makes an Abort Check if it is currently at altitude level 5 or higher, AND Wind Force in its hex is 2.

Abort Check also occurs the instant an airship receives a "failure" result on the "Radio Bearings" section of the Zeppelin Maneuver Table. Make one Abort Check each time an airship suffers any Combat Damage (i.e. at least one E or G hit).

Q: Should a Zeppelin check for Mission Abort if wind changes direction suddenly, especially if wind force is already at level 2? (9.1) A: Wind shear actually affected aeroplanes far more than the floating gas bags, but you could make a case for this. Do it if it feels right!

9.2 Effects of Abort

Each affected airship rolls once on the Mission Abort Table located on the map. If an ABORT occurs, then perform the following steps:

  1. remove any Region or Zone chit.
  2. drop all bombs in the hex currently occupied.
  3. move as far as possible at current maximum altitude.
  4. move directly toward the nearest German Air Base with space available.

Q: When an airship performs an Abort, it often ends up moving up to twice its normal movement allowance. Is this correct? A: Yes. This generally reflects a Zeppelin's ability to move quickly, particularly after dropping its bomb load and ballast.

10.0 Combat

Combat between aircraft can occur during Zeppelin Activity and both Mission Execution segments under the following conditions—

  • A British Home Defense or Scout Pursuit aeroplane successfully sights one or more airships
  • A German Offensive Patrol Squadron successfully sights a British Scout Pursuit, Convoy Escort, or Anti-Submarine Patrol Squadron.
  • Combat also occurs when a squadron performs Base Defense against a Base Attack (ABA or SBA); see (5.5) and (5.6). No sighting is needed prior to this combat.

Resolve a combat between two Squadrons, or between a Squadron and an airship, individually and completely before commencing the next combat. When the target is an airship, each individual aeroplane completes combat the instant it sights the airship, before the next aeroplane in the Squadron attempts sighting. When the target is a Squadron, ALL aeroplanes that successfully sight the enemy attack together. Aeroplanes in a Squadron can only attack once per game turn, but a Squadron or airship can be attacked any number of times during a game turn.

10.1 Procedure

  • Remove aircraft from the map and from Base boxes and place them in a convenient space off the map.
  • Resolve anti-aircraft fire against airships about to bomb a target.
  • Perform a number of rounds. Every combat must proceed for at least one round. Any combat involving the German Tondern landplanes or a Seaplane Defense Squadron lasts only one round. Any combat involving a British Scout Pursuit Squadron or German Offensive Patrol Squadron lasts a maximum of two rounds. Either or both sides may attempt Escape (10.4) at the end of each round.

10.2 Anti-Aircraft (AA) Fire

  • Whenever a Zeppelin announces a bombing raid against a Target marker, flip the marker over to its revealed side (if it is not already so).
  • Roll once on the Sighting Table, regardless of how many AA batteries are present in the hex. If the airship is sighted, AA fire is checked on the Anti-Aircraft Table.
  • Roll the number of times indicated for the City or Town present in the Target hex. See the AA Table for details.
  • Roll once if an AA symbol appears on the Target marker's revealed side.
  • AA batteries are at altitude level zero (0) at all times. Only the bombing airship is affected.

10.3 Rounds

After any AA Fire is concluded, combat rounds begin. Each Round proceeds as follows—

  • The side initiating the combat (termed the attacker) places each of its aircraft on top of a single enemy defender that does not yet have an attacking aircraft on top of it. When the target is an airship, place the single attacking aeroplane on top of the airship.
  • When the target is a Squadron, the side with left-over aeroplanes (whether the attacker or defender) may then place each one on top of any enemy unit, OR simply leave them out of the fight, as the owning player chooses.
  • Combat is considered simultaneous. Roll one die for each aircraft in a stack, adjust the die roll as indicated, and note the result listed on the Combat Results Table (CRT). Explanations for the result appear under "Tactical Air Combat" at the bottom of the CRT. Losses are applied only after all units in a particular stack have fired.
  • After all aircraft have fired, each Squadron or airship may attempt Escape (see below).
  • Rounds do not occur when one side has only Anti-Aircraft (AA).

10.4 Escape

At the end of each round, after all aircraft have fired, each Squadron or airship on either side may attempt to break off combat.

  • Roll once for each Squadron or airship on the Escape Table.
  • Escaped aircraft remain in the map hex they currently occupy, but may not fire at or be fired upon for the remainder of the current combat.
  • Escape from a particular combat does NOT prevent an escaped aircraft from undergoing combat with a different Squadron or airship during the same game turn. An aircraft may attempt and achieve escape any number of times during a game turn.

11.0 Leaders

The only "leader" in the game is the German Zeppelin pilot Mathy. Any airship in the same hex as Mathy reduces the risk of Scatter while off course, and increases the likelihood of Escape from combat. See the Zeppelin Maneuver and Escape Tables.

11.1 Historical Setup

  • Place the Mathy counter with any Type P airship at the start of the "Early 1916" scenario. (Historically, L13 was Mathy's.)
  • Place Mathy with any Type R airship at the start of the "Mid 1916" and "Late 1916" scenarios. (Historically, the L31.)

11.2 Optional Setup

Mathy died aboard L31 during a raid on London in late 1916. For players who want to allow him (or some equally exceptional pilot) into a scenario, simply do so by mutual agreement. When playing a campaign game, use the following rules—

  • If the campaign game begins in 1916, include Mathy. If it begins in 1917 or later, it is up to the players whether or not to include him. Set up Mathy with any one airship. Mathy is killed or captured if his airship crashes over England or becomes a Fireball at any time.
  • Once Mathy is eliminated, the Mathy marker may return to play under certain conditions. Any airship that returns safely from a Raid (not Scouting) and does not earn the British player victory points for damage may have just produced the next Mathy. Roll one die: on a result of "6" the Mathy counter is available for all succeeding scenarios until it is eliminated.
  • The Mathy counter's death and return may occur any number of times during a campaign game.

12.0 Solitaire Rules

ZEPPELIN is easily played solitaire. The single player is the German side. British actions are governed by the following rules and the Solitaire Setup Table.

12.1 Squadron Assignment & Placement

  • During setup, assign aeroplanes to the squadron markers, keeping aeroplanes of the same type (land or seaplane) together as much as possible. Squadrons containing both landplanes and seaplanes are termed "mixed." Flying Boats may not be assigned to a Squadron that contains any non-Flying Boat aeroplanes.
  • Place one seaplane squadron in Great Yarmouth, Felix-Stowe, Sunderland, and Killinghome naval air bases, in that order. If no seaplane Squadron is available, place a mixed Squadron. If no mixed Squadron is available, place a landplane Squadron. Place the Seagoing Squadron in a port hex, if it is available. Place the London Squadrons as in (2.7).
  • Remaining Squadrons are placed according to "Squadron Placement" on the Solitaire Setup Table. Roll once for each Squadron, using the appropriate row on the table.
  • Assign Reserve Missions by rolling one die to determine a Squadron's Zone chit, and a second die roll to determine the Assignment chit. Use the Zone chit result to help determine the second die roll result for non-Flying Boat Squadrons.
  • Assign the single Flying Boat with the greatest printed range value to the "Air Rescue" section of each naval air base. If no Flying Boat is available, assign the seaplane with the greatest printed range value. Resolve any ties by random selection.
  • British Squadrons never fly Active Missions not listed on the Solitaire Setup Table. London Squadrons and "grounded" squadrons can only perform Home Defence.
  • All "grounded" Squadrons consult the Solitaire Setup Table during each Day turn's Mission Assignment segment.

Solitaire Setup Table:

  • "Squadron Placement" section -A pure Seaplane squadron rolls on the first row marked "Seaplane." A pure landplane squadron rolls on the second row marked "Landplane." A mixed squadron rolls on the "Mixed sea/land" row. A Flying Boat squadron rolls on the "Flying Boat" row.
  • "Reserve Missions" section - The shaded section under "Squadron Type" should read "Any Other Type." Flying Boat Location should read "Any Base." Each of the two die rolls is cross-indexed with the name of a non-Flying Boat squadron's assigned base.

Q: How exactly does the Solitaire set up procedure work? A: All "London" Squadrons are automatically Home Defense, and do not use the Solitaire Setup Table. Under the "Squadron Placement" section of the table, a pure Seaplane squadron rolls on the first row marked "Seaplane"; a pure landplane squadron rolls on the second row marked "Landplane"; a mixed squadron rolls on the third row; and each Flying Boat unit rolls on the fourth row. After all units are placed on the map, proceed to the "Reserve Missions" section of the table. For each Flying Boat unit, regardless of its location, roll once for a Zone Chit and roll again for an Assignment Chit. (Ignore the references to Yarmouth and Felixstowe under "Location.") For each squadron, the row used for both die rolls will depend on the location of its base. If a unit is "Grounded" it loses its Zone Chit, but remains in play and operates as a Home Defense squadron.

  • Example - A Landplane squadron rolls on the "Landplane" line of the Squadron Placement section and receives a "5," which means it is placed at Felixstowe. When the time comes for the squadron to use the "Reserve Missions" section, it uses the last row marked "Felixstowe" across from "Any Other Type." The first die roll is "3," which means the squadron receives a CS (Convoy South) Zone Chit. The second die roll is "4," so it is "grounded": the squadron loses its CS chit and acts solely on Home Defense. If the result had been "3," the squadron would have received an ASP (Anti-Sub Patrol) chit and retained the CS zone chit.

12.2 British Flight Doctrine

  • British Squadrons only attempt Escape at the end of a round of air combat if the current total German combat strength is at least twice that of the British.
  • A British Home Defense Squadron will attempt to intercept the first airship or stack of airships that enters its Interception Radius. If two or more hexes qualify at the same time, randomly select one.
  • In all other situations, the player should use best judgment and "play to win." Use random die rolling when desired to make choices.

All "grounded" Squadrons consult the Solitaire Setup Table during each Day turn's Mission Assignment segment.

13.0 Victory

A side wins each scenario by accumulating more Victory Points (VPs) than the opponent does by the end of game turn 12 (or earlier, if the players mutually agree).

13.1 Scoring VPs

  • Victory points are normally received the instant a particular sighting or loss occurs. Exact VP amounts are listed on the Victory Point Table.
  • The major exception is airships, whose final condition is determined only after they land at an Air Base, or are destroyed before reaching a Base. The British receives the number of points to the LEFT of the slash on the Victory Points Table if an airship receives a "damaged" result on the Zeppelin Landing Table, or has a number of Gas-Cell (G) hits equal to or greater than the "Red Zone" value listed on the Zeppelin Characteristics Chart, or both. The points to the RIGHT of the slash are received the instant an airship is completely destroyed for any reason.
  • VPs are never lost; they can only be gained.

13.2 Recording Victory Points

  • Use the "x1" and "x10" markers with the roundels to record British victory points.
  • Use the "x1" and "x10" markers with the iron crosses to record German victory points.
  • If a side's VP level reaches 100, flip the "x 10" marker over to the side reading "+100" on the back and continue scoring. If a side reaches 200 VPs, note down the number on paper and flip the "x 10" marker back over to the side without the "+100."

13.3 VP Scoring Limits

  • The full amount of VPs are gained for destroyed enemy aircraft, even when malfunction or mishap causes or contributes to their destruction.
  • Points can be scored for sighting AND damaging or destroying the same target. However, points for damaging and destroying the same target may NOT be gained at the same time. A target is either damaged or destroyed, not both.
  • Each side can gain VPs for Coastal Bombing, Convoy Escort, or a particular type of Sighting listed on the Victory Points Chart only be gained once per turn in a particular Sea Zone, no matter how many times the event actually occurs. Players should keep track of this on paper for each Zone, as needed.
  • The number of bombing raids against a single Target marker is not restricted. Each airship may bomb once per scenario, and a Target can be bombed any number of times per scenario.

13.4 Victory Levels

Subtract the loser's VP total from the winner's to determine the extent of victory:

  • 60 or more points—Decisive Victory
  • 20-59 points—Marginal Victory
  • 1 to 19 points—Draw

A player terminating a game prior to turn 12 without the other side's consent automatically loses decisively.

13.5 Handicapping

Normally, each side begins a scenario with zero VPs. A more experienced player may allow the opponent to begin the game with a number of victory points, for a more sporting match. A moderate handicap would be 25 VPs; a major handicap would be 50 VPs.

13.6 Campaign Games

Keep track of the difference between the winner's and loser's total in each scenario, and award the difference to the winner. At the end of the Campaign, subtract the lower from the higher total of "difference points" and use Victory Levels (13.4) to determine the extent of victory.

Changes to Charts

  1. Combat Results Table (p.37): under the "6+" column, a die roll of 2 should be an "X" result.

  2. Sighting Table (p.38): Delete the portion of the "***" note about Germans sighting British submarines only in the Bight zone. (The Germans use the Offensive Patrol Table rather than the Sighting Table when attempting to spot enemy subs, and no such limitation applies.)

  3. North Sea Weather Table (p.40): add the following die roll modifiers:

    Cloud Ceiling

    • N: -2
    • 6-7: -1
    • 2-3: +1
    • 1: +2
  4. Zeppelin Maneuver Table (p.43): "Radio Bearings" section: The "5-6" die roll result should read "Failure; roll on Zeppelin Mission Abort Table"

  5. Zeppelin Malfunction Table (on map):

    • Footnote "*" should read: Immediately roll on Mission Abort Table if Zeppelin now has TWO or more E hits, or any G hits.
    • Footnote "**" #2 should read: 2) Immediately abort the mission; no Abort Table die roll needed.
  6. Zeppelin Mission Abort Table (on map):

    • Add to the list under the "1" die roll result
  • British Mission Execution— (1) British Active Squadrons execute movement, resolve combat, and tally victory points (5.5). (2) Any and all eligible German Reserve Squadrons may interrupt British activity to perform Seaplane Base Defense and Airship Escort (5.4). (3) Any and all British and German Squadrons with aeroplanes in the "Air Rescue" section of their Base boxes may attempt to recover friendly pilots the instant one or more friendly aeroplanes crash (5.7). Each successful rescue recovers all the flyers from a single aeroplane. Leave rescue aeroplanes where they are after resolving each rescue attempt. (4) If all rescue attempts for a Squadron fail or none are made, flip the Squadron marker on the map over to its "DITCHED" side. Even if a "Ditched" Squadron suffers further losses and any of the crashed aircraft are rescued, leave the "Ditched" marker in place to indicate that it is available for rescue by BOTH sides during next turn's Final Air Sea Rescue segment.

  • German Mission Execution— (1) Active aeroplane Squadrons execute movement, resolve combat, and tally victory points (5.6). Airships do nothing. (2) Any and all eligible British Reserve Squadrons may interrupt to perform Home Defense, Scout Pursuit, and Seaplane Base Defense (5.3). (3) Any and all British and German Squadrons with aeroplanes in the "Air Rescue" section of their Base boxes may attempt to rescue friendly pilots the instant one or more aeroplanes crash (5.7). Each successful rescue recovers all the flyers from a single aeroplane. Leave rescue aeroplanes where they are after resolving each rescue attempt. (4) If all rescue attempts for a Squadron fail or none are made, flip the Squadron marker on the map over to its "DITCHED" side. Even if a "Ditched" Squadron suffers further losses and any of the crashed aircraft are rescued, leave the "Ditched" marker in place to indicate that it is available for rescue by BOTH sides during next turn's Final Air Sea Rescue segment.

  • Final Air Sea Rescue— Any Air Sea Rescue aeroplane on both sides already located in a Sea Zone containing any DITCHED markers (enemy or friendly) may attempt rescue. In addition, any aeroplane in the "Air Rescue" section of a Base box may attempt Air Sea Rescue of any DITCHED marker (enemy or friendly) located in a Sea Zone that contains any hex within range of the rescue aeroplane (5.7). (1) First the British and then the German moves any additional aeroplanes. Then roll a die to determine which side makes the first rescue attempt (high roller goes first). Each rescue attempt involves a single aeroplane checking for rescue of a single DITCHED marker. Alternate attempts until both sides pass in succession. (2) Victory points are gained for each DITCHED marker successfully rescued. Flip a DITCHED marker back over to its Squadron side the instant it is rescued. (3) After all rescue attempts are made, flip all DITCHED markers over and return them to their proper Base hexes or the British naval marker. Each rescuing aeroplane is removed from play but does not count as a loss. EXCEPTION: Flying Boats (5.7).

  • Landing— (1) All Squadron markers in Base boxes currently on their "Landed" sides are flipped over, which indicates that these Squadrons may perform Missions in the next game turn. Each "Mission-ready" Squadron's aeroplanes may then be placed in the appropriate Reserve or active "Mission Ready" section, depending on the squadron's mission assignment. (2) All Squadron markers and aeroplanes not currently located in their original Base hex (or the Furious/Harwich naval marker) on the map MUST return to Base. EXCEPTIONS: British Flying Boats (5.7) and Airship Escorts (5.4). (3) If the next turn is Night, all Zeppelins performing Scout missions MUST return to a German Air Base that is not currently full and land. First calculate Scouting victory points, then pick up the airships and place each one in a Base. Any Raiding airships currently located in a German Air Base hex land. (4) All landing aeroplanes (see 7.4) and airships check for crash and damage. Place surviving airships back in their Base box. Place surviving aeroplanes belonging to a Squadron in the "Grounded" section. Flip the Squadron marker over to its "Landed" side and place it in the "Reserve Mission Ready" section if the Squadron was assigned a Reserve Mission at the start of the scenario, or the "Active Mission Ready" section if the Squadron currently possesses an Active Mission assignment chit. Place any permanently assigned Reserve Mission markers in the adjacent "Mission Ready" section either above or below the squadron marker, for convenience. Remove all Active Mission markers. A "Landed" Squadron may not fly in the upcoming turn.

  • German Scouting— Each Zeppelin in a "scout station" hex rolls on the Sighting Table and adds any victory points earned to the German total.

  • (5) Flying Boats: If the rescue plane is a Flying Boat, IT IS NOT REMOVED if the next game turn will be Daylight. Place each Flying Boat in any hex of the Sea Zone it currently occupies. During the next Day turn, it can attempt rescue as described in (2) in its current Zone or any Zone containing a hex within range of its current hex position. A Flying Boat may also attempt rescue as described in (3) in the Zone it occupies during the Final Air Rescue segment. Note down the Flying Boat's name and ID number, so that it will be removed from play at the end of the second turn of operation.

  • (6) All rescue aeroplanes must be selected prior to resolution of rescue in a particular Zone. Roll one die for each individual aeroplane attempting rescue, and consult the Air Search Rescue Table. Each aeroplane is limited to one rescue attempt, whether successful or not. The number of successful rescues (not rescue attempts) may not exceed—

    • the number of friendly aeroplanes that crashed in the particular event that triggered air rescue during a Mission Execution segment; or
    • the number of friendly and enemy DITCHED markers present in a Sea Zone during the Final Air Rescue segment.
  • Only an ON COURSE Zeppelin can voluntarily drop bombs. OFF COURSE Zeppelins attempting to regain bearings and airships escaping combat may have to perform a "Panic Bomb Drop" if instructed to do so by a Bearings or Escape Table result. Whenever a deliberate or panic drop occurs, interrupt movement over a Target marker, note the number of hexes already moved during the segment, declare the Zeppelin's altitude level, and announce the bombing. Deliberate bombing can occur from altitude level 1 up through the airship's current maximum altitude (i.e. the printed value on the counter, minus any Gas Cell hits). Panic drops occur one level below the Cloud Ceiling.
  • Before determining bombing results, the Zeppelin must undergo Anti-Aircraft fire, interception by Home Defense Squadrons, or both. If the Zeppelin survives, the Zeppelin Bombing Table is consulted.
  • After the Bombing Table result is applied and victory points recorded, the Zeppelin automatically ascends to its maximum "unloaded" altitude and may resume movement at its new "unloaded" maximum range, MINUS the number of hexes already moved during the current segment. Altitude and Range reductions due to Engine and Gas Cell hits remain in effect. Check for Malfunction normally when entering coast hexes and crossing boundaries.
    • Radio Bearing Failure
    • Change "Radio Distress" to read "Malfunction"
  • Zeppelin Maneuver Table (p.43): Under the "Target Change" section, change the "N-NW" column to read "N-NE".