1.0 INTRODUCTION……...…………………………….…

“Your assignment to the B-17 airplane means that you are no longer just

a pilot. You are now an airplane commander, charged with all the duties

and responsibilities of a command post.

“You are now flying a 10-man weapon. It is your airplane and your crew.

You are responsible for the safety and efficiency of the crew at all times—

not just when you are flying and fighting, but for the full 24 hours of every

day while you are in command.

“Your crew is made of specialists. Each man—whether he is the

navigator, bombardier, engineer, radio operator, or one of the gunners—is

an expert in his line. But how well he does his job, and how efficiently he

plays his part as a member of your combat team, will depend to a great

extent on how well you play your own part as the airplane commander.”

PILOT TRAINING MANUAL FOR THE FLYING FORTRESS B-17 - HQ AAF

by Steve Dixon, Bob Best and Shawn Rife

Technical Advisor: Joe Osentoski

TARGET FOR TODAY is a solitaire game that recreates American's Daylight

Legion Wargames © 2016

Strategic Bombing Campaign against Nazi Occupied Europe during the

Second World War.

TABLE OF CONTENTS

Considerable research, including review of many oral histories gathered

from veterans who flew heavy bombers in the Daylight Strategic Bombing

1.0 INTRODUCTION

1

Campaign was done to make TARGET FOR TODAY function as closely as

possible to reality. The game was designed to provide YOU, the player with

2.0 PRE-MISSION STEPS

6

the ultimate gaming experience depicting the same types of events and

decision making processes experienced by our veterans who flew the real-

3.0 STARTING THE MISSION

11

life missions.

4.0 THE ZONES

11

Now, YOU are in command of an individual bomber on an individual

mission over Hitler’s Third Reich —flying either the B-17F or G Model

5.0 COMBAT

13

Flying Fortress or the B-24D, or J Model Liberator bomber.

6.0 IN THE TARGET ZONE

22

A series of individual missions are strung together in the campaign game to

form the player's tour of duty. Just as it was in real life, the objective of the

7.0 ENDING THE MISSION

25

game for the player is to survive your tour of duty and rotate home.

8.0 POST MISSION DEBRIEFING

26

The US Army Air Forces suffered one of the highest casualty rates of any

branch of the military services including the US Marine Corps during World

9.0 ADDITIONAL GERMAN AIRCRAFT

26

War II. The heavy bomber groups of the 8th Air Force flew a combined

10.0 OPTIONAL RULES

27

total of 10,631 strike missions over Europe during the period of this game.

The 8th Air Force lost 4145 bombers on these missions. Surviving your tour

11.0 SOURCES

41

of duty could be difficult!

Two single mission examples for the Schweinfurt raids give an example of

Cover paintings:

just how deadly the skies over Hitler's Europe could be.

"Remember...Returning is Secondary" &

On August 17th, 1943, 315 B-17 bombers struck Schweinfurt. 60 of the

bombers were shot down giving a loss rate of 19% for the mission.

"Flak Time"

Schweinfurt was struck again by 228 B-17s on October 14, 1943 and a

by Roy Grinnell

further 62 were shot down constituting 27% of the attacking force.

Used by permission, ©Roy Grinnell Studios

A tour of duty was finally set at 25 missions in the 8th Air Force in 1943.

www.roygrinnell.com

Can you survive the "Magic 25"?

1.1 GAME RULES

1.3 DICE

“TARGET FOR TODAY” is an advanced update of Glen

TARGET FOR TODAY requires two different colored six-

Frank’s famous and classic Avalon Hill game B-17,

sided dice and two different colored ten-sided dice that

QUEEN OF THE SKIES. Some familiarity with that game

are included. Throughout the rules, the notation “1D6”

is assumed, but “TARGET FOR TODAY” is a completely

means roll one six-sided die that gives a result between

new game—you do not need to own B-17, QUEEN OF

1 and 6. The notation “2D6” means rolling two six-sided

THE SKIES to play it. New tables are included and the

dice and adding the results together to get a result

rules are organized according to the sequence of play in

between 2 and 12. The notation 1D6 + 1D6 found on

any typical mission. “TARGET FOR TODAY” is designed

some tables like 2-2D, 2-2E and 2-3 means that the

so that each individual mission is fast and easy to play.

player should select a colored die to be the 10’s digit

The campaign game that comprise your tour of duty

and the second die will become the 1’s digit of a two-

offers the player a game that is rich in detail making the

digit number. Rolling two dice on these tables will thus

game as realistic as possible while still remaining

generate 36 different random numbers ranging from a

playable.

low of “11” to a high of “66.”

It is suggested that the player read the rules then fly a

(Example: the first 1D6 die roll is a 2 while the second

few practice missions to random targets to learn the

1D6 die roll is a 5. The result would be read as "25" on

game systems. After getting comfortable with the basic

that table.

mission rules, the player can add optional rules that will

The notation 1D10 means rolling one ten-sided die. The

raise the realism level in the game system.

result is a number between 1 and 10. Note "0" is ten

Note that certain rules are marked Optional. This

(10) not Zero (0)

means that beginners (or anyone interested in a quicker

The notation 1D10 + 1D10 means that the player should

game) should feel free to skip that section if desired and

select a colored 10 sided die to be the 10’s digit and the

ignore its provisions during play.

second die will become the 1’s digit of a two-digit

number. Some tables will require you to roll 1D10 +

1D10 dice to get a result from 1- 100. Before you roll

1.2 GAME EQUIPMENT

specify one colored die to be the "tens" number and the

The following items are contained in your game box:

second die to be the "ones" number.

Battle Board.

(Example: the first 1D10 die roll is a 6 while the second

Rules Manual.

1D10 die roll is a 4. The result would be read as "64" on

Game Tables Manual.

that table. Note: "00" results is read as one hundred

(100), NOT zero (0).

Target Listing & Gazetteer Manual.

Pilot's Flight Operating Instructions Manual

1.4 COUNTER IDENTIFICATION

5 Mission Log Sheets - One each for:

B-17F, B-17G, YB-40, B-24D and B-24J Bomber models.

The playing pieces.

5 Crew Placement Sheets - One each for:

Bomber Crew Counters:

B-17F, B-17G, YB-40, B-24D and B-24J Bomber models.

Bomber Group Game Formation Board.

Composite Mission Record.

Zone Worksheet.

Burgundy band (bomber crew)

Green band (extra/optional crew members)

Counter Sheet - 1.2" Aircraft Counters (56 each).

Grey band (additional YB-40 crew)

Counter Sheet - .6" Game Markers (176 each).

Black band (optional group and mission lead crew)

2 Six-Sided Dice.

2 Ten-Sided Dice.

German Fighter Pilot Ace & Green

~ ~

Fire

Fire Extinguisher

Heat Out

Oxygen Out

Light Wound

Serious Wound

Killed in Action

Target Marker - Used to mark the zone

location on the Strategic Movement Track.

Bomber Type Card - placed on combat board to indicate

which bomber is flying the current mission.

Bomber Marker - Used to record

Bomber types available:

movement on the Strategic Movement

YB-40

Track.

B-17F, B17-G

B-24D, B-24J

Bomber gun Fire Marker

1.5 TARGET FOR TODAY - FORMS

TARGET FOR TODAY uses several different forms during

German Fighter Damage Marker -

the course of play. The forms that require the player to

(-1) is the die roll modifier.

write information on them to keep track of the game

FCA - Fighter Continues Attack.

processes should be copied before use by the player.

Only ONE master copy of each form is provided in the

Me-190 Fighter Counter

game. Permission to copy them is granted to the player.

3 w/ explosion background

The player should make photocopies of the Mission Log

represents number of attacks

Sheet, the Zone Worksheet, the Composite Mission

fighter can make. The "1942" is the

Record and the Bomber Group Game Assignment Sheet

year this version was introduced.

before starting play.

Mission Log Sheet - Each individual bomber type has its

own Mission Log Sheet. The player should select the

Me-410 Fighter Counter

Mission Log Sheet that corresponds with the Bomber

2 w/ explosion background

type that they wish to fly, for example, the B-17G or B-

represents the unit can only attack

24J bomber.

in two combat rounds.

The Player enters the campaign number, mission

number, and the number of missions this bomber has

flown along with the bomber's name, base location,

(Optional Rules) Abbeville Boys -

target city, target type, Bomber Group combat box

The "S" is JG-26's unit symbol.

position and plane number in the header area. The on

3 w/ explosion background

or off target and bombing percentage are entered after

represents number of attacks.

making the bomb run on the target. Next enter the

Note "Ace" Symbol (lower left)

crew identification information in the appropriate

boxes. During play the player tracks his ammunition

usage in the Turret/Gun Ammunition Section and

records damage and any other pertinent information in

the Notes box.

~ ~

Zone Worksheet - The player uses the Zone Work Sheet

Historical Table of Organization information for both

for recording the actions in each individual zone as the

the 8th and 15th Air Forces can be found in the Target

mission progresses. Record the zone number in the

Listing and Gazetteer manual.

upper left hand corner of the box.

The player can use this information to complete the

Use the boxes to the right to record your dice roll

heading information for the Bomber Group Game

modifiers and table results for various actions that

Assignment Sheet or they can make up their own unit

happen in each zone the bomber is currently in. Note

information to fit in with any ongoing role-playing story

that the Zone Weather (Wx) box can be used for

line or other type of game they might be playing.

Weather over the Base if this is zone 1 or for the Targets

The Battle Board - The Battle Board is where the

visibility if this is the target zone. Use the Combat

combat actions take place for each zone. The player

Calculations/Notes box as needed to help you keep

places his large sized bomber counter in the center of

track of the action in the zone. Any bomber damage

the board. As German fighters are generated from the

results should be noted on the bomber's Mission Log

tables, the German fighter counters are placed in the

Sheet. Crew status (injuries, aircraft shot down, etc)

appropriate attack sector and elevation boxes. Each box

should be recorded in the status box next to the

shows its clock sector and High, Level or Low attack

crewmember's name on the Mission Log Sheet. The

elevation. Vertical Climb and Dive boxes are also shown.

Zone Worksheet contains three boxes for three (3)

zones. Use as many pages as necessary to record one

The track along the right of the Battle Board area is the

zone's activity per box to complete the mission.

Strategic Movement Track. The bottom box (Zone 1) is

considered your Air Base. Place the bomber movement

Crew Placement Sheet - The player places his crew

counter in the Air Base zone at the start of the game.

counters in the correct crew station boxes on the

Place the Target counter in the correct zone on the

bomber diagram. Also place the bomber's fire

Strategic Movement Track. The target's location zone

extinguishers in the Fire Extinguisher box.

can be found in the Target Listing and Gazetteer Manual

Information on additional attacking fighters that are

and is explained later in the rules.

added when the bomber occupies certain Bomber

The player will move his bomber one zone at a time

Group positions or is out of formation in the zone is

toward the target and then after reaching his target

listed in the red boxes below the crew placement

turn the bomber around and move it one zone at a time

diagram for the player's convenience.

back to the air base as called for by the rules. The

A three dimensional view of the 18 bomber Combat Box

procedure is explained in the rules below.

formation is shown on the right side of the sheet. The

high cell, low cell and middle cell are all shown along

with the Mission Lead position and the Tail-end Charlie

1.6 THE ANATOMY OF A BOMBING MISSION

positions. The bomber numbers correspond with the

(Designer Notes)

bomber numbers on the Bomber Group Game

Here is the background within which the player will be

Assignment Sheet.

flying their bombing missions in Target For Today.

Composite Mission Record - The player completes the

You, as the pilot of your bomber have just left the

Composite Mission Record if they are playing a Tour of

briefing hut. You meet your crew, jump into a jeep and

Duty Campaign rather than just a single mission. After

drive to the flight line where your crew chief has your

the mission is complete the player records results of the

bomber ready to go. You make the customary walk-

mission, the names and status of the crew and the

around but you know you will find nothing wrong as

name of the bomber flying the mission in the Composite

your ground crew is top-notch. Boarding your bomber

Mission Record Sheet. This will give you a record of

you go through the start-up check list. When the

each mission flown in your tour of duty.

engines are purring smoothly and all the crew members

Bomber Group Game Assignment Sheet - If the player is

check in on the intercom saying that everything is A-OK,

playing the Optional Rules Bomber Group Game then

you give the thumbs up to the Crew Chief who pulls the

they should complete the Bomber Group Game

wheel chocks. You taxi out and join the other bombers

Assignment Sheet to track the status of each bomber in

on the taxiway waiting to takeoff. That comes quickly

the Bomber Group. (See Optional Rule 10.4.)

as bombers take off at 30 second intervals.

~ ~

You retract the landing gear and start climbing to

group of attacking fighters in the path of the oncoming

rendezvous with the multi-colored "formation bomber"

bombers. The attacking fighters will form two groups,

that flies lazy circles over the British country side while

an attack group for the bombers, and a high group that

the bomb group sorts itself out into the defensive

will attempt to intercept the American fighter escorts.

combat boxes for the mission. (This occurs in zone 1 on

The Germans might field between 200 and 400 fighters.

the Strategic Mission Track).

When the German fighters engage the bomber

Later in the war the bombing missions could number

formations combat may run for 50 to 100 miles before

upwards of 1000 bombers. Early war missions

the fighters disengage to land, refuel and rearm at

numbered from 100 to 300 bombers. Depending on the

staging airfields positioned along the "Bomber

number of bombers the bombing formation may cover

Autobahn". The fighters will takeoff and again intercept

several miles in length as it moves toward its target.

the bomber formations, continuing their attacks. There

may be lulls in the fighting as the German fighters

German radar and ground observer stations report the

cannot engage all of the bombers. It might be a "milk-

buildup of bombers assembling over England. It takes

run" for your group but sheer terror for another bomb

time to assemble large bombing missions. The German

group just ahead or behind your combat box.

fighter direction stations have time to alert the

defending German fighter groups. Pilots move to their

German fighters will attack right up until the bombers

planes and await word on the direction and possible

begin receiving heavy anti-aircraft fire at the target.

target of the bombing strike. The Germans wait to order

(This is the target zone on the Strategic Mission Track).

the fighters into the air until they can determine where

This is when you will turn your bomber onto the bomb

the main effort will come. Some fighter units stage to

run and fly straight and level for up to a minute to allow

outlaying airfields closer to the projected path of the

your bombardier to line up on the target and drop the

bombing mission.

bombs. This is probably the longest minute of your life

as heavy flak bursts around your plane and many

With larger raids the Americans will send smaller groups

bombers are lost on the bomb run.

of bombers to attack lesser targets to create a diversion

to distract and confuse the German Fighter Direction

Surviving the bomb run you turn your bomber back

Centers, but today your bomber is assigned to the main

toward your base. The German fighters have landed,

strike, a target deep in Germany. Your Bomb Group has

refueled and rearmed at staging bases along the

assembled with bombers from other wings and air

bomber's flight path. They are now forming to attack

divisions in the 8th Air Force and today's bombing

you on your return flight.

mission now turns toward Germany. You enter what has

Allied fighter escorts are also flying toward you to

become known as the "Bomber Autobahn" that leads

provide escort against the attackers. More running gun

from England across the channel to the Dutch coast and

fights ensue as your formation makes its way home.

then into the heart of Germany. (This occurs in zones 2

to 15 on the Strategic Mission Track).

Thankfully, your bomber received little damage and you

did not have to leave the protection of the formation to

While your bombers are forming up so are your fighter

become a straggler and easy prey for the patrolling

escorts. They will be assembling and will meet your

German fighters. You finally cross the English coast and

bombers along the "Bomber Autobahn" providing you

you can see your airbase ahead. The landing goes well

an escort. The fighter groups are assigned to escort the

and you are met by your crew chief and driven back to

bombers in certain areas and are then relieved by fresh

the debriefing hut.

escort units for the next leg of the mission.

Many missions lasted 6-8 hours and the strain on the

As you approach the Dutch coast line your bomb group

crew was monumental. You survived this mission and

makes its first turn. The bombing formations make

tomorrow you will be doing it all over again!

several turns during the mission to avoid known anti-

aircraft artillery (Flak) concentrations and also to try to

confuse the Germans as to the true target of the

mission.

The German strategy is to watch the raid form and

when it starts toward the continent they will order their

fighters into the air with the idea of assembling a large

~ ~

2.0 PRE-MISSION STEPS

The B-24J and the B-17G have additional choices on

Turret and Gun Types to be made that will be explained

“If we succeeded, we will have the primary satisfaction of

later in the rules. Make those choices now if you are

ending the war.” – Gen. Carl A. Spaatz, USAAF

using one of the bomber choices that have the options

2.1 SET-UP

and mark your choices in the Notes box on the Mission

Log Sheet.

Go to Table 2-1 Campaign Selection and decide what

campaign time frame you wish to fly your mission or

Table 2-9 "B-24J Nose Turret Type" in the Game Tables

start your tour of duty in. You can start your tour of duty

Booklet is used to determine what type of nose turret

on any date you wish. Table 2-1 is found in the Target

your B-24J has. It makes a difference when your bomber

Listings and Gazetteer Handbook. Select from one of

takes damage as the turrets operate on two different

the six available campaigns. The table includes the

systems. The Emerson A-15 Electric Nose Turret was

historical time period of the campaign, the type of

used on all late war B-24 Liberators, except those

bomber(s) available, the available basing (8th Air Force

produced at the Consolidated San Diego plant. B-24

in England or 15th Air Force in Italy, 15th Air Force

Liberators produced at the Consolidated San Diego

missions begin in December 1943) and the tour length

plant used modified A-6B Hydraulic Tail Turrets

(the number of missions required to complete your tour

mounted in the front of the aircraft to function as a

of duty for that campaign and theater of operations).

nose turret

If you are using the B-17G there are options for the

Historical Note: A Numbered Air Force was an organization in

the United States Army Air Forces (and still exists in the

radio room gun. (See the optional rules section for the

United States Air Force today) overseeing operational units

B-17G).

such as wings, groups, and squadrons. The two Numbered Air

There are also optional rules that will allow you to fly

Forces most responsible for carrying the strategic air war to

specialized bombers or if your crew survives long

Germany in World War II were the Eighth Air Force (the

enough you can become a Lead Bomber Crew. These

“Mighty Eighth”) and the Fifteenth Air Force.

options will increase the realism level and the

The Eighth (originally known as VIII Bomber

complexity of the game. They are all explained later in

Command) was activated early in 1942 under

the rules. Note any choices on the Mission Log Sheet.

the command of Major General Ira C. Eaker,

and set up shop at High Wycombe Airdrome in

If you are playing a campaign game (multiple single

England. Flying B-17 and B-24s from as many

missions) then complete a Composite Mission Sheet as

as 55 different airfields in England, 8 AF ended the war as the

well.

largest of the deployed combat Army Air Forces in numbers of

personnel and aircraft.

Next, lay out the Zone Worksheet. You will record your

bomber's mission progress here.

The Fifteenth, meanwhile, was activated on 1

November 1943, under the command of Major

Lay out the Battle Board. The Battle Board is where

General James H. “Jimmy” Doolittle (of

combat is resolved and the track along the bottom is

“Doolittle Raid” fame). With bases in Italy (15

where you will mark your bomber's progress as it moves

AF was headquartered at the Italian port of

from its base to the target and back for each individual

Bari on the Adriatic Sea), heavy bombers could now hit

mission.

important targets in the Balkans, Czechoslovakia, Austria, and

southern and eastern Germany. German Armaments Minister

Albert Speer would later remark: “I could see the omens of

2.2 HOW TO WIN

the war’s end almost every day in the blue southern sky when

the bombers of the American Fifteenth Air Force crossed the

In the Single Mission game your objective is to complete

Alps.”

the mission and return your crew and bomber to base.

Getting your bombs on target is an added bonus.

Next lay out the game components. Decide which type

In the campaign game of “TARGET FOR TODAY” your

of bomber you wish to fly and then select the

goal is to complete the number of missions specified in

appropriate Crew Placement Sheet and Mission Log

the tour length column of Table 2-1 and bring you and

Sheet for that bomber. Then pick a set of crew counters

your crew safely back to your base and earn a ticket

and place them on the Crew Placement Sheet of the

home to a relatively safe job.

bomber of your choice.

~ ~

2.3 THE SIX CAMPAIGNS OFFERED IN TARGET FOR

2.4 TARGET SELECTION.

TODAY

Target selection was initially made from within 8th Air

Campaign 1 - (8th Air Force) August 1942 through April

Force's Headquarters in England when it was the sole

1943 - was a trial period for the proponents of daylight

unit conducting daylight strategic bombing of Europe.

precision bombing. The inexperienced crews had to

When 15th Air Force was activated on November 1st,

prove the value of the concept, as well as the fitness of

1943 to begin daylight strategic bombing of Europe a

themselves and their equipment. During these early

joint command structure was created to coordinate

months of the American air war, both the bomber

target selection. Within this command structure the

forces and the German air defenses were evenly

Combined Strategic Targets Committee or "Jockey

matched—with each side experimenting and learning.

Committee" as it was sometimes referred too, began

target selection for both the 8th and the 15th Air Forces

Campaign 2 - (8th Air Force) May 1943 through

to insure a coordinated bombing campaign.

November 1943—saw the extension of bombing

missions across much of Germany. But German fighter

You will find the tables to generate the "Jockey

defenses were at peak strength and efficiency, and

Committee's" target listings by Campaign in the

bomber losses were high. Following the heavy

Daylight Strategic Bombing - Europe Target Listings

casualties of the “Black Thursday” Schweinfurt raid in

and Gazetteer booklet.

October 1943, deep strikes into Germany were

Each campaign has its own set of target selection tables.

suspended until an escort was introduced that could

These tables are numbered 2-2 thru 2-7M. Campaign

follow the bombers to and from their targets.

#1 represents the initial starting period for the

Campaign 3 - (8th Air Force) - December 1943

American Daylight Bombing Campaign. Heavy bomber

through May 1944--- That escort was found —the P-51

units were in limited supply. Axis targets were selected

Mustang— It began to arrive in December 1943…During

mainly from France and the Low Countries and most

this period, the tide was turned. Planners targeted the

were within effective fighter escort range. Campaign #1

Luftwaffe in an operation known as “Big Week” (20–25

ends in April 1943 about the time the heavy bomber

February 1944) and succeeded brilliantly—losses were

force began unescorted daylight bombing missions into

so heavy German planners were forced into a hasty

Germany. Table 2-2 Campaign #1 Targets is organized

dispersal of industry and their day fighter arm never

differently than the other campaigns target tables. This

fully recovered.

is because there are fewer targets available to bomb.

Campaign 4 - (15th Air Force) - November 1943

For Table 2-2 the player rolls once on the table to find

through May 1944. It was at this same time that the B-

the target city and the target type. After determining

17s and B-24s of Fifteenth Air Force began flying in

the result of the dice roll record the target city and type

force from bases around Foggia, Italy—Most of Hitler’s

on the both the Mission Log Sheet and the Composite

Third Reich was now in bomber range.

Mission Record. Find the Target City in the Gazetteer

and record the information for each zone on the Zone

Campaign 5 - (8th and 15th Air Forces) June through

Worksheet. Each zone is listed and will be recorded on

November 1944 simulates the missions of both the 8th

the zone worksheet as each new zone is entered.

Air Force and the 15th Air Force. During part of this

period, 15th AF carried a larger share of the offensive’s

Table's 2-3A thru 2-7M is organized differently than

burden, as 8th AF had much of its attention turned to

Table 2-2. The player Rolls first on the Target Type

the “tactical” air battle in support of the Normandy

Table, (Example - See Table 2-3A for Campaign 2 Target

invasion. It was not until September 1944 that 8th Air

Types.)

Force could resume in earnest the strategic bombing

After determining the result of the dice roll, cross index

campaign of Germany.

the roll to find the target type and continue to the "Go

Campaign 6 - (8th and 15th Air Forces) December

to Table." column to complete the next action.

1944 through April 1945 focuses on the Reich’s true

(Example - You roll (1D10 + 1D10) and get a "58". The

Achilles heel—petroleum, oil, and lubrication (POL)

target type is "Industry". The go to table 2-3D labeled

infrastructure. It is during this sixth and final campaign

Industry Targets)

that Germany’s final defeat was ensured.

~ ~

The player then rolls on the table found in the "Go to

Your Bomb Group's Combat Box will be composed of

Table." column to determine the Target City. Continuing

three cells with six planes in each cell arranged in a high

with our example above we have; (Example - Table 2-

cell, a middle cell and a low cell. (See the Bomb Group

3D, the player rolls 1D10 + 1D10. The roll is "00", which

formation area on the Crew Placement Sheet)

is read as one hundred (100). The target city is

The Bomb Group Formation area on the Crew

"Schweinfurt".

Placement Sheet shows an 18 bomber Combat Box from

For our example we have an "Industry" type target in

three different views to help the player visualize what

the target city of "Schweinfurt". Record the information

the combat box formation looks like. There is the top

on both the Mission Log Sheet and the Composite

view looking down into the formation from above. The

Mission Record if you are flying multiple missions.

front view of the Combat Box as would be seen by a

German fighter attacking from 12 o'clock level comes

Now, find "Schweinfurt" in the alphabetized Air Force

next. The third view is of the Combat Box from the left

Flight Log Gazetteer - Tables 2-8A (8th Air Force) and 2-

side as would be seen by a German fighter attacking

8B (15th Air Force). The Gazetteer shows all the target

from 9 o'clock.

locations by cross-indexing the target name on the left

with the target zone number on the top. The last

Note the grouping of the High, Middle and Low Cells in

column entry for the target is its zone location.

the Combat Box formation. Note that the Middle Cell

contains bombers numbered 1 to 6. The High Cell

Assume we are flying an 8th Air Force Mission from our

contains bombers numbered 7 to 12 and the Low Cell

base in England. Find Schweinfurt in Table 2-8A (for 8th

contains bombers numbered 13 to 18.

Air Force Missions) in our example above for

Schweinfurt, the last entries on the table is found in

"Tail End Charlie" bombers are numbers 11 and 18

Zone 9. Place the Target Marker on the Strategic

because they are the easiest aircraft to attack.

Movement Track in the Zone 9 space on the Battle

Cell Leaders - Each cell has a leader. The Middle Cell

Board. The Gazetteer will be further explained in later

Leader is bomber number 1 and is also the Bomb Group

sections.

Mission Lead aircraft. The High Cell Leader is bomber

2.5 DETERMINING FORMATION POSITION FOR YOUR

number 7. The Low Cell Leader is Bomber number 13.

BOMBER

Roll 1D6 on Table 2-10A to determine your bomber's

The lowest autonomous heavy bomber units operating

cell position within the Combat Box. It will be High Cell,

in both the 8th and 15th Air Forces were the Bomber

Middle Cell or Low Cell. Note the cell result on your

Groups. The Air Force chain of command was somewhat

Mission Log Sheet.

flexible with several bomber groups making up a Bomb

The Middle Cell within the Combat Box receives a -1

Wing. Two or more Bomb Wings were assigned to an Air

dice roll modifier on Table 5-2 Number of German

Division. The Air Divisions were assigned to the 8th or

Fighter Waves, while the Low position receives a +1 dice

15th Air Force.

roll modifier on the same table. There is no modifier for

Bomber Group composition varied during the war. Early

the High Cell. Note any modifiers in your Notes box on

in the war a bomb group consisted of three squadrons

the Mission Log Sheet and you may wish to also note

and fielded about 35 bombers plus a reserve. Later in

them in the notes boxes of each zone your bomber

the war the Bomber Groups received a fourth squadron

enters on the Zone Worksheet.

and bomber strength rose to 48 bombers plus a reserve.

When the bomber is "out of formation" only, not

General Lemay's Combat Box formation shown on the

"disrupted formation", (see section 4.7) both the

Crew Placement Sheet is composed of 18 bombers.

Middle Cell and Low Cell die roll modifiers are zero (0).

Generally the Bomber Group tried to send one to two of

Next you will determine your position within your six-

these combat boxes on a mission depending on bomber

plane cell that was determined on Table 2-10A.

availability. Each squadron assigned to the Bomb Group

contributed bombers to fill the three six-bomber cells in

Roll 2D6 on Table 2-10B and cross index the Cell rolled

the combat box. The assumption for TARGET FOR

on Table 2-10A with dice roll for Bomber position in that

TODAY will be that your bomber is flying in one of the

cell. (See Bomber Group Combat Box Formation

Combat Boxes your bomb group has fielded for the

Diagram - Bombers are numbered 1-18, with 1-6 being

current mission.

in the Middle Cell,7-12 being in the High Cell and 13-18

being in the Low Cell.)

~ ~

If the result of your dice roll on Table 2-10B was Cell

This aided gunners on the higher aircraft in seeing lower

Leader (Bomber # 1, 7 or 13), a dd one Me 109 at 12

aircraft without being blinded by glare. In the front elevation

o'clock Level to attacking fighters for this position. (Do

the formation resembled a set of stairs, but in profile and

NOT add this fighter if the results of the roll on Tables 5-

plan resembled a spear point. Unlike earlier group

3A, B, or C is "None, or No Attacks")

formations in which the lead bomber had flown in the lowest

position, it now was placed in the center of the formation

If you were assigned to the High Cell on Table 2-10A and

vertically. The formation became the basis for the numerous

you rolled 11 or 12 on Table 2-10B your bomber is in

variations of combat boxes that followed.

the “Tail-end Charlie” position for the High Cell (Bomber

While harder to fly, demanding better pilots, each of these

#11). Add one Me 109 at 6 o'clock High to attacking

“high-lead-low” group combat formation variants offered two

fighters if you are assigned to this position. (Do NOT add

distinct advantages. First, the bomber gunners were able to

this fighter if the results of the roll on Tables 5-3A, B, or

fire in all directions unimpeded, or to concentrate fire on a

C is "None, or No Attacks")

single target if the need arose. Second, the bombing pattern

was relatively compact, enabling more substantial damage to

If you were assigned to the Low Cell on Table 2-10A and

the target.

you rolled 11 or 12 on Table 2-10B your bomber is in

the “Tail-end Charlie” position for the Low Cell (Bomber

#18). Add one Me 109 at 6 o'clock Low to attacking

2.6 THE AIR FORCE FLIGHT LOG GAZETTEER

fighters if you are assigned to this position. (Do NOT add

The Target Listings and Gazetteer Manual contain the

this fighter if the results of the roll on Tables 5-3A, B, or

lists of targets by Campaign (Tables 2-1 thru 2-7M), the

C is "None, or No Attacks")

Flight Log Gazetteer and the 8th & 15th AF Table of

Check Table 2-10A and B Table Notes for other

Organization. Examine the Flight Log Gazetteer, Table 2-

modifiers affecting bomber assignments in the Bomb

8A (for 8th Air Force targets from England) and Table 2-

group's combat box.

8B (for 15th Air Force targets from Italy). Note that all

target cities are listed in alphabetical order. The

Add the dice roll modifiers and any extra fighter attacks

Gazetteer gives modifiers, country codes and shows if

to the Zone Work sheet and Mission Log Sheet if so

the zone is water or land for bailout or crash landings

desired.

for each zone the bomber must travel thru to reach the

target city.

2.5.1 (OPTIONAL RULE) EARLY BOMBING FORMATIONS

NOTE: The zones in the Gazetteer run from 2 thru 15 as

An early heavy bomber combat formation was used

zone 1 is your airbase and is not listed in the table.

from September 1942 until General Curtis LeMay

developed the "Javelin Down" Combat Box formation

The last block containing data in the row of the assigned

shown on the 1943 Crew Placement Sheet. (See Design

target city is the “Designated Target Zone.” Place the

Note below) The early formation can be found in

Target Marker on the Strategic Movement Track on that

optional rules section 10.2.

zone’s space on the Battle Board. Zones beyond the

designated target zone will not be entered on this

Design Note: After some early experimentation, a group

combat formation was instituted in September 1942 based

mission. Exception: See Optional Rule 10.13 Shuttle

on a nine-plane line-abreast squadron organization. This

Missions

formation consisted of a high squadron, with a lead squadron

Next enter the information for each zone in the boxes

offset to the left and some 500 feet lower. While compact,

on the Zone Worksheet. You can enter them all at once

flexibility suffered. Collision risks were higher with pilots

or get them from the Gazetteer as you move to each

unused to the rigors of formation flying (a specialized skill)

and the fire from waist gunners was greatly restricted to

new zone box on the Zone Worksheet as you choose.

reduce the risk of hitting neighboring friendly aircraft. Also,

The data found in each zone in the Gazetteer is in the

in the early missions, aircraft aborts due to mechanical failure

format xx/yy.

were so common that the formations were often terribly

The number to the left of the slash is the modification,

disrupted before reaching the French coast.

if any, to the roll on Table 5-1 when determining the

In late 1942, Colonel Curtis LeMay, commander of the 305th

actual German Fighter Resistance in the zone.

Bombardment Group (Heavy), designed the 18-aircraft

“Javelin Down” formation, which stacked planes within an

The letter(s) to the right of the slash is a code

element and squadrons within a group downwards in the

identifying whether the zone is over water or land and

direction of the sun.

its country affiliation:

~ ~

W = Water, A = Albania, Au = Austria, B = Belgium,

Across the top is the level of coverage corresponding to

Bu = Bulgaria, C = Corsica, Cz = Czechoslovakia,

those zones. Roll 1D10 for each of the zone ranges in

E=England, F = France; G = Germany, Gr = Greece,

the campaign section of the table. The die roll

H = Hungary, I = Italy, L=Luxembourg, N=Netherlands,

determines if the fighter escort coverage is Nonexistent,

No=Norway, P=Poland, R = Rumania, S=Switzerland,

Poor, Fair or Good.

U = Ukraine, Y = Yugoslavia.

Example; you are playing Campaign #3. Your target is in

This information comes into play when a bomber is

zone 6. You roll once to determine the level of coverage

forced down in a zone or the crew must bail out.

for zones 2-5; you will roll a second time to determine

Where a zone shows two code letters, the player has a

the level of coverage in zones 6-10.

choice of where to come down if the bomber is under

The die roll for zones 2-5 is 7. Cross-index from the 2-5

control. If forced to land or bail out involuntarily in such

zone entry until you find "7" (falling between 7-10 in

a zone, roll 1D6: on a roll of “1-3” the first letter applies

the Good Column). Fighter coverage is "Good" in zones

(i.e., water), on a roll of “4-6” the second letter applies

2-5. (Note: Column heading (None) is marked "N/A", so

(i.e., land).

there will always be some level of coverage in the zone

Zones highlighted in gray on Table 2-8B are “Alps”

range 2-5.)

mountain zones. Roll for weather conditions using Table

The second die roll for zones 6-10 is 3. Cross-index from

4-1A Weather over the Alps and apply the results in the

the 6-10 zone entry and you find the fighter coverage is

zone.

Poor. When your bomber's movement along the

Zone 1 on the Strategic Movement Track on the Battle

Strategic Movement Track is in zones 2-5 coverage is

Board is considered the bomber's air base. Zone 1 (not

"Good" when it reaches zone 6 and beyond, coverage

shown in the Gazetteer Tables) is automatically “NA / E”

falls to "Poor".

for Table 2-8A and “NA / I” for Table 2-8B.

Record the fighter escort coverage in the appropriate

The Flight Log Gazetteer uses Table 2-8C - Zone Control

modifier boxes on each zone box affected on the Zone

Chart to show the changes to zone allegiance as the war

Worksheet. This value will be the column you will use

progressed and the Allies successfully took control of

on Table 5-4 when you roll to determine the number of

Axis occupied areas.

German fighters driven off during their attack in each

zone as the bomber moves to and from the target.

Before noting the target city's information in the zone

boxes on the Mission Log Sheet, check Table 2-8C for

modifications to the information. Find the campaign

2.8 THE BOMBER'S CREW MEMBERS

you are playing in the Campaign Column of Table 2-8C.

Read to the right and the table will give any corrections

There are many role playing aspects to TARGET FOR

to the zone information given in Tables 2-8A and 2-8B.

TODAY Crew members can be named and personal

histories generated to suit the player's taste. Crew

(Example; if you are playing Campaign 1, the Axis

counters are provided and are placed in the designated

controls any zone with a -1,0, or +1 to the left of the "/"

boxes on the Crew Placement Sheet during setup. There

mark, while the Allies control any zone with an "NA" or

are also optional crew member counters that can be

a "-2" to the left of the "/" mark.

used with some of the optional rules modules.

Crew Position Boxes with a place for the crew member's

2.7 DETERMINING THE MISSION'S FIGHTER ESCORT

name are shown on the Mission Log Sheet and the

Composite Mission Record. Record any wounds,

Table 2-13, is used to determine fighter escort for your

frostbite, heroic deeds, etc., received by crew members

bomber's current mission. Table 2-13 is broken down

in their status box next to the crew member's name on

into sections for each of the six campaigns. Use the

both forms.

section that corresponds to your campaign number. As

the war progressed the Allies were able to send fighter

Select the correct crewmen to man the bomber you

escort deeper and deeper into occupied Europe. Each

selected to use and place them on the Crew Placement

campaign section of Table 2-13 shows a range of zones

Sheet. Wound status counters are placed on the crew

on the left side of the table.

member's counter on the Crew Placement Sheet as

directed.

~ ~

Typical B-17F and G models carried 10 man crews. Four

Modifiers on Table 3-1 can cause the die roll result to be

officers (Pilot, Co-Pilot, Bombardier and Navigator) and

"Mission Scrubbed". This is for the tour of duty player

6 enlisted men (Engineer/Top Turret Gunner, Two Waist

who is keeping track of the days in their tour. If your

Gunners, Ball Turret gunner, Tail Gunner and Radio

mission is scrubbed, mark off another day on your tour

Operator) made up the crew. There was no nose gunner

of duty calendar and roll again for better weather

for the chin turret on the B-17G. It was operated by

tomorrow, or disregard the result and consider the

either the Bombardier or Navigator as were cheek guns.

weather to be "POOR" and continue with the mission.

The choice is yours.

Typically, the B24D Liberator carried a 10 man crew.

Four officers (Pilot, Co-Pilot, Navigator and Bombardier)

Next, consult Table 3-2 Take-Off and roll 1D10 to

and six enlisted men ( Engineer/Top Turret Gunner,

determine your success. If you "crash" go to table 3-3

Radio operator, Two Waist Gunners, Ball Turret Gunner

and determine the results of the crash. If there is a mid-

and Tail Gunner)

air collision your six plane cell has taken two losses. The

remaining four bombers in your cell fly in a "disrupted

The B24J Model with the nose turret also carried a ten

formation" for the remainder of the mission. (See

man crew. There were the following differences in the

section 4.7) Your bomber is moved to lead position

enlisted personnel's job duties. (Engineer/Top Turret

with the associated die roll modifiers in the formation

Gunner, Radio operator/waist gunner, a second waist

table and the adding of one enemy fighter attacking

gunner, nose gunner, tail gunner and ball gunner). Place

from 12 o'clock - Level as called for by Rule 2.5.)

crew counters accordingly.

If you take off successfully your bomber counter is now

airborne over Zone 1. You have successfully assembled

2.9 CREW PLACEMENT SHEET AND BATTLE BOARD

with your bomb group and you are ready to move into

Zone 2 heading toward your target.

Place the fire extinguishers in their box next to the

bomber on the Crew Placement Sheet. Place the

“The four throttle handles are pushed down as far as they can

appropriate turret gunnery markers nearby.

go. We’re at maximum power, the only time in the flight

when such power is needed. The engine roar is deafening as

Place the large bomber counter in the middle of the

we speed down the runway with 6,000 pounds of bombs and

Battle Board combat area.

11,000 pounds of high-octane gasoline. Any engine failure or

Lastly, place the small bomber counter on the Strategic

pilot error now, and we turn into a greasy black fireball in the

newsreels, a letter home… a statistic in a report.” - Sam

Movement Track in Zone 1 facing toward the

Halpert, A Real Good War

Designated Target Zone number.

The mission is ready to begin.

4.0 SEQUENCE OF PLAY IN THE ZONES

“I am the bomber 17 —

3.0 STARTING THE MISSION

Proud machine — sleek and powerful,

“Takeoff was routine by our standard, which measured any

Made by man to kill his foe,

incident as routine that eluded disaster.”— John Muirhead,

Made of steel and wood and metal,

Those Who Fall

Built to fight and drop destruction.”

— Robert Cromwell, 'Skyward: A Ballad of the Bomber'

3.1 TAKE-OFF PROCEDURE

English weather can be hideous, while Italian weather is

4.1 MOVEMENT

less so. Tables 3-1 Weather over The Base (Take-Off)

Each turn, move your BOMBER counter one Zone

and Table 3-2 Take-Off will determine whether your

(square) closer along the Strategic Movement Track on

bomber and crew enjoy a safe start to their mission…or

the Battle Board to the Zone containing the target—or

an emergency right away.

one Zone closer to the base when returning after

Consult Table 3-1- Weather over the Base (Take-Off), to

bombing the target or aborting the mission prior to

determine the weather for takeoff. Note the weather

bombing.

(Wx) in the zone box you labeled "Zone 1" on the Zone

Worksheet.

~ ~

4.2 WEATHER IN THE ZONE

4.6 ABORTING THE MISSION

Determine the weather for the current zone entered

“Nothing was shaping up right. Three of our planes had

and note it on the Zone Worksheet.

turned back with mechanical troubles. We were thirty-nine

guns weaker…Two more peeled off and headed home. I

For normal zones, roll on Table 4-1 to determine the

found myself wishing that fighters would jump us early. An

weather. Roll for weather each time the bomber enters

attack would be the only thing that would hold them; then the

a new zone, NOT each turn the bomber spends in a

formation would be their refuge and they couldn’t leave.”

zone. The modifiers under Table 4-1 are cumulative.

— John Muirhead, Those Who Fall

Note the modifiers for other tables.

“Aborting a mission” means the bomber turns around

If this is an Alps Mountain Zone (Marked in Gray on

and heads for home without bombing the target.

Table 2-8B - 15th Air Force Gazetteer), AND, 100%

Historically, the decision to abort was the pilot’s.

Cloud Cover was rolled on Table 4-1 then roll for

“Mission Recall” (Table 4-2) can require an abort. Note

additional weather results on Table 4-1A Weather over

that certain events on Table 4-3A, B or C can also

the Alps and follow the table notes.

require the player to abort the mission or give that

4.3 CHECKING FOR MISSION RECALL

option to the player. For game purposes, unless

specifically required to abort, players having the option

Check for mission recall on Table 4-2 Mission Recall.

to abort may choose instead to continue the mission.

Many missions were recalled due to poor weather. You

However, in all cases, players may only abort

will ONLY roll on Table 4-2 if the weather result for the

(voluntarily or otherwise) after any and all combat in

zone is "100% Cloud Cover" from Table 4-1. Roll 2D10

the zone has taken place (If applicable).

on Table 4-2 Mission Recall Table to see if your mission

is recalled. Roll on Table 4-2 when entering any and all

If aborting, begin the return flight to base by turning the

zones beginning with Zone 2 and prior to the

bomber counter around on the Strategic Movement

Designated Target Zone (non-inclusive).

Track facing toward the track square labeled Zone 1

(Bomber's Base). If turning around (aborting), the

Do not roll on this Table if bomber is out-of-formation

bomber will spend another turn in the same Zone,

and the radio is not functioning or if returning to base.

(bombs may be jettisoned beforehand unless in Zone 1),

and (if applicable) resolving combat again per the

4.4 CHECK FOR MECHANICAL FAILURE

procedure in Section 5.0.

While the B-17 and the B-24 were reliable aircraft,

Aborted missions only count toward the required

mass-produced engines, turbo-chargers, and other

number of Campaign missions (see Table 2-1) if any of

systems of the aircraft were subject to malfunction—

the following circumstances occur due to German

often at very ill-timed moments. Upon reaching Zone 2,

fighter attacks or German flak:

and each zone thereafter, roll two D10 dice on Table 4-

3A. On a roll of “01-03” a possible random mechanical

a. Bomb bay doors, intercom, or Norden bombsight

failure has occurred in your B-17 Bomber. On a roll of

inoperable.

"01 to 05" a possible random mechanical malfunction

b. Compartment heat or suit heater inoperable for

has occurred in your B-24 Bomber. (A result of 06-100 is

one or more crewmen.

no mechanical problems) If a mechanical failure occurs,

c. Pilot, Co-Pilot, Bombardier, or Navigator seriously

roll two D10 dice and consult Table 4-3B for the B-17

wounded or KIA.

Bomber or Table 4-3C for the B-24 Bomber.

d. One or more engines out (if two or more engines

are out, the bomber must abort)

4.5 CONTRAILS

e. Oxygen out for one or more crewmen (and no

At certain altitudes and conditions, the exhaust of a

alternative oxygen station exists. See Section 5.14

bomber’s engines became visible to the naked eye.

Loss of Oxygen and its effects)

“Contrails” (as these came to be called) tended to

f. Electrical system failure.

attract enemy fighters and helped flak crew determine

g. If the bomber is forced “out of formation” for any

the bombers’ altitude. Accordingly upon reaching Zone

other reason.

2 , roll 1D10 on Table 4-4 to see if Contrails form. Record

If the target has not been bombed when the bomber is

the formation of "contrails" in the appropriate box on

forced to abort, the bombs may be jettisoned for safety

the Zone Worksheet as each zone is entered. Roll for

( exception: You cannot jettison bombs in Zone 1).

contrails in each zone.

~ ~

4.7 DISRUPTED FORMATIONS AND BEING OUT OF

The bomber will be considered out of formation and at

FORMATION

formation altitude if it fails to regain the formation.

However, in any situation where your bomber rejoins

Tight formation flying by the heavy bombers allowed

an existing formation, your bomber will be considered

them to mass their fire against attacking enemy aircraft.

to be a "Tail-end Charlie" with all appropriate die roll

The Germans attempted to break up the six-plane cell

and German fighter attack modifiers.

formations, disrupting their massed gunfire to make it

easier to attack the bombers. Your bomber will be

When out of formation the bomber still receives the

flying in a six-bomber cell. This six-bomber formation is

same level of fighter escort in the zones that the

described in Section 2.5. Your bomber is always

mission received.

considered to be “in formation” from the moment of

take-off until landing unless the six-plane cell formation

5.0 COMBAT

is disrupted or your bomber is forced to leave the

5.1 DETERMINING GERMAN FIGHTER RESISTANCE

formation because of damage or to keep crew members

alive.

German fighter resistance in any given zone depended

upon several factors. The fighters had to find the

A six cell bomber formation may be "Temporarily

bombers. Visibility in the zone played a key role. Cloud

Disrupted" when a result on the German Fighter

cover helped hide the bombers while contrails were

Resistance Tables call for "Rockets or Bombs attacking

visible from miles away and pointed right to the

the bomber" (See note "f" to tables 5-3 A, B and C) The

bomber's location. Friendly fighter escort also

bombers may return to normal formation in the first

presented problems for the intercepting German

zone they are not again attacked by German fighters

fighters.

and if there is no losses to the six-cell bomber

formation.

Roll on Table 5-1 German Fighter Resistance Levels in

the zone to determine the resistance level. Cross-index

Add one Bf-109 fighter attacking from 12 o'clock Level

the campaign you are playing with the die roll to get the

to the fighters rolled for on Table 5-3A, B or C if your

resistance level. There are dice roll modifiers for various

six-cell formation is "disrupted". This fighter always

conditions that will affect the result. Record the

attacks the bomber, even if the other fighters are driven

resistance level on the Zone Worksheet. A result of

off. This fighter cannot be driven off by fighter escort.

“None” on Table 5-1 always means NO German fighters

NOTE: Your bomber can only be in one of three states.

encountered this turn (do not roll on Tables 5-2 through

It is either "In formation" or "In DISRUPTED formation"

5-4 below).

or "Out of formation". Only ONE of the above modifiers

Any Table 2-8A or B Table "Flight Log Gazetteer" Zone

will apply.

Marked with "NA" always means NO German fighters

Always add one extra fighter per wave to the number of

encountered this turn (do not roll on Tables 5-2 through

fighters attacking the bomber when the bomber is "out

5-4 below).

of formation" or "in disrupted formation". Do NOT add

the extra fighter if there are no fighters attacking the

5.2 DETERMINE THE NUMBER OF GERMAN FIGHTER

bomber in the zone. (Use Tables 5-9 and 5-9A to

WAVES ATTACKING THE BOMBER

generate the attack position for extra fighters called for

Roll on Table 5-2 Number of German Fighter Waves to

by the rules when no information is give on the

determine how many waves will attack the bomber this

attacking fighter's attack position)

turn. There can be anywhere from 0 to 3 waves that will

If your bomber is forced “out of formation” it is possible

attack the bomber. Record the number of waves of

to later regain formation if all engines are fully

attacking fighters in the appropriate box for that zone

functional and the bomber returns to formation altitude

on the Zone Worksheet.

again. (Roll for any frostbite results for crew members if

5.3 DETERMINE THE NUMBER AND ATTACK ANGLES OF

their suit heater units are out and the bomber returns

GERMAN FIGHTERS IN EACH WAVE ATTACKING THE

to formation altitude- above 10,000 feet)

BOMBER

A roll on Table 4-8 is made to see if your bomber can

If you have at least one wave of German fighters

rejoin the formation. Apply the die roll modifiers listed

attacking your bomber go to Table 5-3 A, B or C. Find

below the table. All die roll modifiers are cumulative.

the Table that has the campaign you are playing in the

header.

~ ~

Then find the column with the resistance level for the

In each column, the first number is the number of

zone that you just rolled for on Table 5-1. Roll 2D6 and

attacking fighters driven off in the first wave. The

cross index the die roll with the correct resistance level

number in parentheses is the number of attacking

column. The result is the number and type of German

fighters driven off in each of the successive waves called

fighters that will be attacking your bomber in this wave.

for by Table 5-2.

Table 5-3 gives the clock sector along with the High (H),

It is the player's choice which German fighters are

Level (Lv) or Low (Lo) position of each attacking fighter.

removed from each wave keeping in mind that some

Lay out the fighter counters in the correct clock sections

fighters because of position or type cannot be driven off

on the Battle Board.

by the escorts. After removing the fighters drive off by

the escorts, the remainder of the fighters attacks the

Place the fighter counter in the correct High, Level or

bomber.

Low box as indicated by the result from Table 5-3. Be

sure to add in any extra fighters called for by the

German Jet fighters may NOT be removed by Escort

bomber's position in the formation, etc., or any other

Fighters. (See German Jet rules)

rule requiring the addition of extra fighters.

Vertical Dive attacking fighters may NOT be driven off

Table notes for Tables 5-3A, B and C explain how to

by the Fighter Escorts.

read the tables and what the abbreviations mean. There

Out of Formation Bombers receive the same level of

is also a list of table notes that refer to various optional

fighter escort as the mission formation bombers

rules that may be in play. Ignore them if you are not

receive.

using the optional rules.

If a "Random Event or No Attack" result is rolled on

5.5 THE BOMBER'S DEFENSIVE FIRE

Table 5-3A, B, or C. Roll 1D6 per the table notes to

The bomber fires first in all combat rounds. All results

determine which option to take. Refer to Table 5-3D

against the fighters are assessed before any German

Random Events if that result is obtained.

fighter combat against the bomber takes place.

5.3.1 RANDOM EVENTS TABLE

Table 5-5 Defensive Fire Allocation shows the fields of

fire of all guns and turrets on the B-17 and B-24

Table 5-3D Random Events is checked before entering

bombers. The player decides what guns and turrets the

the next zone. All events listed in the table take effect in

bomber will fire against each attacking fighter. Guns

the next zone after rolling for them in the current zone.

and turrets on the bomber may not fire outside of their

Some events apply only for the next zone, some for the

field of fire sectors shown on Table 5-5.

duration of the mission, while others can be carried

over into future missions.

The player must now decide which of his bomber's guns

and turrets are firing at what German fighters. The gun

5.4 FRIENDLY FIGHTER ESCORTS

or turret must be able to fire into the sector containing

the fighter per Table 5-5.

If the results of the roll on Table 5-2 are one, two, or

three waves, roll on Table 5-4 to determine how many

More than one gun or turret can be targeted at the

fighters in each wave are driven off by the fighter

same fighter.

escort.

The gun or turret must be operational to fire on the

On Table 5-4, the column headers, POOR COVER, FAIR

fighter.

COVER and GOOD COVER are determined from Table

Not all fighters' need be targeted. The player can fire at

2-13's die roll made earlier. Do not roll on Table 5-4 if

as many or as few fighters as he wishes.

there was a "No fighter Escort" result rolled on Table 2-

13.

Guns and turrets can only fire once during each round of

combat that occurs during the wave.

Table 5-4 shows the number of German fighters that

are driven off by the fighter escorts.

Place a marker for each of the bomber's guns and

turrets firing in the current combat round next to the

The player removes the number of German fighters

fighter. Once allocated the fire marker must fire in that

called for by the results of the die roll from the fighters

round and may not be reallocated if the fighter is shot

laid out on the Battle Board.

down prior to the gun/turret firing.

~ ~

Assign any hit damage to the fighter before moving on

When attacks from the rear dropped off, tail gunners

to the next combat.

developed a new technique: shooting at fighters

attacking from the front as they passed the rear of the

If multiple guns fire at the same fighter and a Kill result

bomber.

is obtained during the course of that combat, then the

credit for the kill is shared between the guns firing on

Accordingly, the Tail Guns may be allocated to any

the fighter.

fighter attacking from the 10:30, 12, or 1:30 positions,

whether High, Level, or Low. However, this defensive

Example: If the top turret and the left waist gun are

fire is not resolved until after all other defensive fire

firing at an attacking fighter from the 9 o'clock high

and all German offensive fire is resolved. Thus the

position and the fighter is destroyed after both guns

target fighter could be shot down, or the Tail Guns

have fired on the target then each gun would receive

themselves be knocked out, before the Tail Guns get a

credit for 1/2 of a Kill. If three guns were firing then

chance to fire.

each would get 1/3 kill credit.

Procedure - After the fighter has fired at the bomber but

5.5.1 DETERMINE ACE OR GREEN STATUS FOR

BEFORE going to the next combat round move the

GERMAN FIGHTERS

fighter counter to the 6 o'clock fire sector facing away

After targeting the bomber's guns but before resolving

from the bomber. The fighter will exit either 6 o'clock

combat roll once on Table 5-5A to determine the

High or 6 o'clock Low. (Player determines randomly)

experience level of each German fighter pilot attacking

Tail Guns fire Passing Shots using Table 5-6.

the bomber.

Tail Guns may not fire Passing Shots if the intercom is

If the pilot is Green there is a -1 die roll modifier to hit

out and/or the Tail Guns are jammed or damaged.

bomber. A +1 die roll modifier for the bomber gunners

Tail Guns may only fire once per round of combat. If tail

to hit the fighter and a +1 die roll modifier on the

guns fired in their regular combat phase they may NOT

Collision Table 5-16.

fire Passing Shots.

If the pilot is an Ace there is a +1 die roll modifier to hit

Tail guns may not use spray fire on passing shots.

the bomber. A -1 die roll modifier to hit the fighter and

a -1 die roll modifier to the Collision Table 5-16.

No ammunition is marked off unless the Tail Guns

actually shoot.

Place the Ace or Green counters next to their respective

fighters. Determine Ace or Green Status after the player

Ace Gunners - Once a gunner has shot down 5 or more

places his fire markers from his bomber's guns but

fighters in his career, he is an Ace Gunner and may add

before resolving the bomber's defensive fire.

+1 to his defensive fire rolls. Ace Gunners lose this

bonus when frostbitten and when wounded. The bonus

5.5.2 BOMBER GUNS/TURRETS - SPECIAL

is retained if the intercom is knocked out. A gunner

CONSIDERATIONS

becomes an Ace at the instant of his 5th kill, and the

Some bomber guns/turrets have special considerations.

bonus takes effect with his next defensive fire.

Nose Section Guns - Both B-24D and the B-17F heavy

AREA SPRAY FIRE (Optional Rule) - Area Spray Fire

bomber types had limited nose compartment space;

represents the "hosing" of an area with a long burst of

only two crewmen may be in the nose section of either

an un-aimed spray of bullets. Although usually ineffec-

model. There are three guns in this section, the Nose

tive as far as hits were concerned, it could drive off an

Gun, the Right Cheek, and the Left Cheek Guns. A

attacking fighter because of the numerous tracer

maximum of two of these three guns may be fired at

rounds filling the sky in front of the fighter. Area Spray

the same time, including the Nose and either one of the

fire was not a favored tactic because it quickly burned

cheek guns. The two cheek guns may not be fired

up ammunition. However if you are flying the YB-40

simultaneously.

Gunship Escort Model with its large ammunition

capacity it might be a favorable tactic. Mark off three

Tail Guns Passing Shot - German fighters quickly learned

bursts of ammunition rather than the normal one

that it was very dangerous to approach either a B-17 or

burst each time a gun position or turret uses Spray

a B-24 Heavy Bomber from the rear, as this put them

Fire.

within range of the twin guns for a relatively long period

of time.

~ ~

Area Spray Fire could also jam a gun because of the long

FCA = Fighter damaged but continues attack, –1 die

burst that could cause overheating. Roll on Table 5-6A

roll modifier on Table 5-8 during the German fighter

rather than Table 5-6 to determine results of Spray fire.

attack phase. FCA results accumulate on one fighter: 2

FCA results = -2 modifier on Table 5-8; 3 FCA results =

Area Spray Fire is an optional rule which players may

fighter Destroyed and may not fire on B-17/B-24.

include for additional interest. Place an Area Spray Fire

marker on top of any gun marker that will use spray fire

FBOA = Fighter damaged and breaks off after this

during the Defensive Fire Phase.

attack, even if a hit was obtained on Table 5-8

German Offensive Fire. A –2 die roll modifier is used

Ace Gunners employing Area Spray Fire do not add 1 to

on Table 5-8 for the current attack. The fighter may

their die roll.

not attack again. If the fighter already has one or

5.5.3 BOMBER DEFENSIVE FIRE PROCEDURE

more FCA results, the fighter is destroyed at the

conclusion of the attack.

After each gun's target marker has been placed on an

attacking fighter, mark off one ammunition box on the

Destroyed = Fighter is destroyed and may not fire at

Mission Log Sheet. The ammunition available for each

B-17/B-24.

machine gun or turret position is shown on the Mission

A MISS result on Table 5-8 ends that fighter's attack at

Log Sheet by a box next to the gun position. . Each box

the point it is rolled and the fighter cannot attack again.

represents a single "burst" of fire. When all the boxes

Remove the fighter counter from the Battle Board.

are checked off the gun or turret is out of ammunition.

Detailed German Fighter Damage (Optional Rule)

Ammunition may be shifted from one gun firing position

For those players desiring a more detailed game

to another. As the bomber enters a zone, any crewman

experience refer to Tables 5-7A and B for detailing

my leave his station, move to any gun position/turret

damage to attacking German fighters after rolling on

with ammunition available and move some or all of that

Table 5-7.

gun/turret's remaining ammunition to a gun

position/turret that is out of ammunition. The crewman

5.5.4 ATTACK WAVES AND COMBAT ROUNDS DEFINED

may NOT fire a gun or perform any other duties like fire

fighting while so engaged in the current zone. After the

Each wave of German fighters can have up to three

player designates the crewman to perform the transfer

combat rounds per wave. The number of rounds of

he simply crosses off however many boxes of

combat in each wave is determined by the attacking

ammunition that the crewman is moving from the gun

fighter's attack value. The attack value is shown on each

position/turret with ammunition and erases an equal

fighter counter and is the number of times it can attack

number of boxes on the gun position/turret that is out

during the wave.

of ammunition.

The attack value is affected by damage to the fighter

and whether the bomber is able to drive off the fighter

After placing all the bomber gun target counters and

in any particular combat round.

the German fighter pilot's ace or green status markers,

the player rolls on Table 5-6 Bomber Defensive Fire

The attack value shown on the fighter counter is merely

Resolution for each turret or gun to determine if a hit is

the maximum number of attacks that the fighter can

obtained on the fighter.

make if it scores a HIT result each time the fighter rolls

on Table 5-8.

There are notes for Table 5-6 that explain gun jams and

an extensive list of die roll modifiers for the table that

The sequence of combat in the wave is as follows;

are cumulative.

All fighter combats are resolved in the first round of the

first wave.

If a hit was obtained on Table 5-6, roll for damage to the

attacking fighter on Table 5-7 Hit Damage against

Any surviving fighters eligible for a second round of

German Fighters. The possible results are:

combat re-attack and are placed back on the Battle

Board. The player rolls for each fighter on Table 5-9 and

FCAB = Fighter continues this attack, then breaks off

5-9A to determine the new attacking sector and level.

after the attack even if a hit was obtained on Table 5-

8 - German Offensive Fire. It will only attack once no

The player now reallocates his bomber's gun and turret

matter how many re-attacks are listed on its Fighter

target counters per the bomber defensive fire rules. The

counter. There is no die roll modifier on Table 5-8

bomber then fires on the fighters attacking in the

German Offensive Fire.

second round of combat of the first wave.

~ ~

The fighter's ace or green status remains the same as it

If the same fighter receives an FCA result in the first

was in the first round of combat.

combat round it would use -1 die roll modifier when

rolling on Table 5-8. In the second combat round the

Any fighters eligible for a third round of combat again

same fighter receives another FCA result it would use -2

re-attack. Determine their setup positions from Tables

die roll modifier on Table 5-8 for this attack. It would

5-9 and 5-9A just as was done in the second round of

use -2 die roll modifier on Table 5-8 if it received two

combat. The bomber fires on the fighters attacking in

FCA results in a single combat round as well.

the third round of combat of the first wave just as it did

in the first and second rounds of combat.

The fighter would be eliminated and removed from the

Battle Board at the point it received its third FCA result.

Combat ends for the first wave of attacking fighters.

For the same fighter, if it receives an FCAB or a FBOA

The second wave of attacking fighters begins their first

result in any combat round then that will end its attacks

round of combat. Follow the same setup procedure as

after completing the current attack.

in the first wave. The Bomber fires on the fighters

attacking in the first round of combat of the second

FCAB and FBOA results have different die roll modifiers

wave.

for German Offensive fire on Table 5-8

Continue in this manner until all waves called for by

Any attacking fighter making a Vertical Climb or Vertical

Table 5-2 have attacked and been fired upon by the

Dive attack may NOT make ANY successive round

bomber. Combat then ends for this zone.

attacks no matter what its attack value is. In order to

attack in a successive round the fighter must attack

The bomber can fire all turrets/guns eligible to fire at

from High, Level or Low in one of the clock positions;

attacking fighters in each of the 3 possible rounds of

(12, 1:30, 3, 6, 9, or 10:30) to be eligible to attack in a

combat per wave.

successive round and it must have rolled a Hit in the

The bomber can fire each of its eligible guns at attacking

previous round on Table 5-8.

fighters in every wave called for by Table 5-2. Whether

NOTE: After completing all combats in each of the three

the turret/gun fired in a previous round of combat or

combat rounds of the first wave, the player then

wave does not matter.

repeats the same combat procedure for the second

5.5.5 FIGHTERS ELIGIBLE FOR A SUCCESSIVE ROUND OF

wave. After completing the three combat rounds for the

COMBAT

second wave the player will complete the combat

procedure again for the third wave.

Fighters eligible for a Successive Round Attack - Any

fighter that received a MISS result from the bomber's

Each following wave attack starts with a new selection

defensive fire on Table 5-6 or any fighter that received

of German fighters in Table 5-3 and proceeds through

an FCA result on Table 5-7 AND rolls a HIT on Table 5-8

the wave combat round attack sequence.

during the current combat round, is eligible to re-attack

5.6 GERMAN OFFENSIVE FIRE PROCEDURE -RESOLVING

the bomber in the next combat round up to the number

HITS ON THE BOMBER

of times shown for the attack value on the fighter

counter.

During offensive fire, each German Fighter that scores a

hit on Table 5-8 against the bomber rolls 2D6 on Table

The fighter must comply with the table notes for any

5-10. Cross index the die roll against the attacking

damage received after each round of attacks. Any FCA

fighter's clock section to determine the number of shell

hits received by the fighter are carried forward into the

hits on the bomber.

next successive combat round.

Check table 5-11 for the Hit Effect Multiplier. Cross

Three FCA results means the fighter is destroyed. (See

index the attacking fighter type in the campaign number

Table 5-7 Note b)

that you are playing with a 1D6 roll to determine any hit

Example; if the fighter counter has an attack value of 3,

multiplier.

then it can attack in each of the three combat rounds in

Multiply the number of hits rolled on Table 5-10 by the

its attack wave. If the fighter receives a FCAB result on

resulting hit multiplier from Table 5-11. This result is the

Table 5-7 in the second round of combat then it will

number of shell hits on the bomber.

complete the second round of combat and then break

off its attack - no third round combat attack is allowed.

~ ~

5.7 DETERMINING BOMBER DAMAGE

Note: Instruments do not show up as a section in the

area damage tables for the B-17F and G Model

Finding the bomber damage tables:

bombers. Instrument damage comes from hits to other

If you are flying a B-17 F or G Model bomber use the

compartments of the bomber. You are referred to the

Area Damage Tables, Table 5-12 and Table 5-13 found

Instrument Tables from die roll results in other

in the Pilot's Flight Operating Instructions Manual to

compartments.

resolve the damage to your bomber.

Table 5-15 for the B-24D and J Models:

If you are using the optional rules YB-40 Gunship Model

Nose (B-1)*

Bomber you will find its Area Damage Tables in the

Flight Deck - Pilot/Co-Pilot Compartment (B-2)*

Pilot's Manual for the B-17 F & G Model Bombers.

Flight Deck - Top Turret/Radio Room (B-3)*

If you are flying a B-24 D or J Model bomber use the

Bomb Bay (B-4)

Area Damage Tables, Table 5-14 and Table 5-15 to

Waist (B-5)

resolve the damage to your bomber. These Tables are

Tail (B-6)

found in the Pilot's Flight Operating Instructions Manual

Wings (B-7)

for the B-24 D & J Model Bombers.

Instruments (B-8)

Resolving damage to the bomber

* - There are separate Nose, Flight Deck - Pilot/Co-Pilot

Compartment and Flight Deck - Top Turret/Radio Room

Select the appropriate clock sector and elevation (High,

tables for the B-24D and the B-24J models.

Level or Low) that the attacking fighter is firing from for

the appropriate bomber type (on either Table 5-12 or

Note: Instruments do not show up as a section in the

Table 5-14). Then roll 2D12 and cross index the result

area damage tables for the B-24D and J Model

with the appropriate column to determine the area hit

bombers. Instrument damage comes from hits to other

by the attacking fighter. Roll once for each shell hit.

compartments of the bomber. You are referred to the

(Note that Walking Hits negate any other hits rolled by

Instrument Tables from die roll results in other

the fighter.)

compartments.

After rolling on the appropriate Area Damage Table go

After locating the correct area that the shell hit (from

to Table 5-13 for the B-17 models or Table 5-15 for the

Table 5-12 or Table 5-14 depending upon the bomber

B-24 Models. These tables show the different sections

type and model you are flying) roll 2D6 on Table 5-13

of the bomber and the effects of a hit on them.

(for the B-17 bomber types) or Table 5-15 (for the B-24

bomber types) to determine the effects of the damage.

Table 5-13 is a series of sub-tables labeled A-1 to A-8 for

the B-17 F and G model bombers, while Table 5-15 sub-

Record the damage/effects of the shell hit in the

tables are labeled B-1 to B-8 for the B-24 D and J model

"Damage Notes" section on the Mission Log Sheet and

bombers.

follow any instructions given.

Note that there are separate tables for the B-24D and B-

Roll once for each shell hit scored by the attacking

24J's Nose, Flight Deck - Pilot/Co-Pilot Compartment

fighter unless directed otherwise by the table notes.

and Flight Deck - Top Turret/ Radio room as there were

Continue the process until all fighters in each wave have

significant differences in the two bomber layouts.

resolved their attacks and all shell damage has been

(Example: Suppose you are flying the B-24 J model

recorded for the bomber.

bomber. The J model has the nose turret and its nose

damage table is marked "NOSE/B-24J" rather than the

table marked "NOSE/B-24D")

Table 5-13 for the B-17F and G Models:

Nose (A-1)

Pilot Compartment (A-2)

Bomb Bay (A-3)

Radio Room (A-4)

Waist (A-5)

Tail (A-6)

Wings (A-7)

Instruments (A-8)

~ ~

5.8 MID-AIR COLLISIONS

No “Evasive Action” is allowed if:

After resolving the effects of the fighter's offensive fire,

 The bomber is in formation.

roll 2D6 on Table 5-16 to determine whether the

 Two or more engines are out.

attacking fighter pilot presses his attack close enough to

 Electrical system is out.

possibly (either intentionally or inadvertently) cause a

 Anyone other than the Pilot or Copilot is flying the

collision with the bomber.

plane. (See Tables 7-1 and 7-2)

Add +1 to the die roll if the attacking fighter is a Ju-88 C-

 Any damage previously received that specifically

6 or a Me-110, Me-210 or Me-410.

prohibits “Evasive Action.

Subtract (-1) for each action if the attacking fighter did

not score any hits on the bomber or if the bomber took

5.10 ENGINES OUT

“Evasive Action” during combat, (see Section 5.9)

Both the B-17 and the B-24 bomber design had four

If the results are < 2-10, there is no threat of collision

engines. Crews found that the plane could continue to

and the fighter can re-attack if eligible to do so. A die

fly, even with only one engine still functioning.

roll of 11-12, means a possible collision. Roll 1D6: 1-5,

However, each successive loss of another engine meant

fighter misses, no collision, this fighter cannot make

new problems and more danger.

anymore re-attacks. 6, fighter collides with bomber.

ONE ENGINE OUT - With one engine out, both bomber

If the fighter collides with the bomber, roll once on

types can only stay in formation if they jettison their

Table 5-12 or 5-14 depending upon the type of bomber

bomb load immediately. If either bomber is already in

you are flying. (Found in their respective bomber's

the Target Zone when the engine is knocked out, it may

Pilot's Flight Operating Information Manuals)

bomb the target and still remain in formation.

Look under the appropriate clock position of the

Otherwise, if the bomber decides to keep its bomb load

attacking fighter to determine the section of the

aboard and continues to the target with one engine out,

bomber hit by the fighter. If the result is “Superficial

it is Out of Formation and subject to all of the additional

Damage”, the fighter misses, there is no collision. Any

hazards of being Out of Formation.

other non-compartment result should just be re-rolled

by the player.

The bomber must spend 2 turns in each zone (while it

still has its bombs) due to slowness caused by the

Once the section hit by the fighter is determined, the

weight of the bombs. The bomber must therefore roll

result of collision is the same as “Flak Burst Inside

for waves of German fighters twice per zone on Table 5-

Plane” (BIP), see Section 6.5 for the applicable

2. Complete the full combat procedure for the first turn

compartment/section hit.

in the zone and then complete the full combat

procedure for the second turn in that same zone.

5.9 EVASIVE ACTION

Do not check for weather, contrails, mission recall or

“Evasive Action” represents the dips, dives, banks, and

mechanical failure again for this second turn in the

weaves that a pilot could put his bomber through in an

same zone.

attempt to dodge enemy fighter attacks. Flying like this

necessarily threw off the aim of the bomber's gunners,

Once the bomber has dropped its bombs, it may

and wasn’t possible if the bomber was heavily

continue its mission at the normal rate of speed of 1

damaged. Due to the proximity of friendly planes and

turn per zone.

the danger of collision, bomber's flying in formation

TWO OR THREE ENGINES OUT - The Bomber must

may not use “Evasive Action.”

jettison its bombs, drop from formation, and spend 2

“Evasive Action” is only allowed for bombers flying “Out

turns in each zone due to slowing down. Roll for waves

of Formation” or in a "Disrupted Formation".

of German fighters twice per zone on Table 5-2.

Complete the full combat procedure for the first turn in

Bomber defensive fire Table 5-6 and German offensive

the zone and then complete the full combat procedure

fire Table 5-8, have a -1 die roll modifier if the bomber

for the second turn in that same zone.

is taking Evasive Action.

Do not check for weather, contrails, mission recall or

If the bomber is out of formation and bombing the

mechanical failure again for this second turn in the

target there is a -2 die roll modifier on Table 6-6 Bomb

same zone.

Run.

~ ~

The Bomber must also drop to 10,000 feet and is

Remove KIA crewmen from the Crew Placement Board.

subject to Light Flak if over land. Roll on the Light Flak

(They are assumed to have been placed in an out of the

column of Table 6-3. (See Table 6-3 and Section 6.4)

way section of the plane.) Wounded men must be

When a Bomber has two or more engines out, attacking

placed where they have a source of heat and oxygen.

fighters add (+1) to their German Offensive Fire die rolls

5.11.1 (OPTIONAL RULE) DETAILED WOUNDS

on Table 5-8. The B-17 may not take Evasive Action.

For the player who wants a more detailed experience

ONE ENGINE OPERATING - If the bomber has only one

for his crewmembers, detailed wound tables are

engine operating, it may go one zone further, then it

provided.

must either crash land, or the crew must bail out. (See

Tables 7-1, 7-2 and 7-3)

For each wound rolled for on Table 5-17, find the result

on the appropriate Detailed Wound Table (Tables 5-

However, the crew may throw overboard all bombs,

17A, B and C). Continue rolling on the appropriate table

guns, ammo, and fire extinguishers, and fly 2 zones past

for additional details on the specific wound.

the zone in which the third engine was lost. When

landing with only one engine, subtract -3 from the

5.11.2 CREW MOVEMENT

landing roll on Tables 7-1 and 7-2.

During turns when no waves of attacking fighters

NO ENGINES OPERATING - The Bomber must either

appear, or after all fighters are driven off by either

crash land in its present zone on either Tables 7-1 and

friendly fighter cover or other Bombers (by rolling a "No

7-2 (find this zone in the Flight Log Gazetteer to

Attackers" result on Table 5-3), crew movements are

determine if the Bomber is over land or water, or if you

made with no penalty. These safe turns are the only

have a choice), or the crew must bail out on Table 7-3

time crew movements may be made if the intercom

or 7-4. Once the last engine is out, the player must

system is out.

immediately choose either to attempt the crash landing

or bail out. If crash landing with all engines out, landing

If crew movements are made in a zone where the

die roll is -7 on Tables 7-1 and 7-2.

Bomber is attacked, certain penalties accrue. The

moving crew members may not fire any guns from

5.11 WOUNDED CREWMEN

either their old or new position, until the attacks (both

initial and successive) of one wave of fighters have been

Roll for Crew Wounds on Table 5-17 to determine the

resolved. Crew movements can be made within the

status of a wounded crewman. Place the correct wound

same compartment with no penalty. For example, the

counter with the crewman on the Crew Placement

Waist Gunners can switch guns during an attack. The

Sheet and note the crewman's wounds in the status box

navigator or bombardier may switch freely between the

next to his name on the Mission Log Sheet. Record

nose gun and either cheek gun or between cheek guns.

wounds on the Composite Mission Record Sheet if you

are playing a Tour of Duty campaign Table. Table 5-17's

There is no penalty for moving a wounded crewman.

Table Notes show the effect of multiple wounds.

5.11.3 CREW REPLACEMENT EFFECTS

Roll on Table 5-17 under note b) to determine if

wounded crewmen may fly the next mission. Note the

A crew member now occupying another wounded

results on the Composite Mission Record at the end of

man's position on the Crew Placement Board assumes

the mission.

any wounds/damage taken by the position while he

occupies it.

Whenever a crew member is Wounded or Killed In

Action (KIA), place the correct counter type in his Crew

For example, if the Navigator moves up to the

Box on the Crew Placement Sheet.

Bombardier's position to replace a seriously wounded

Bombardier, any damage from shell hits that would

When a crew member is seriously wounded or KIA, he

normally affect or wound the Bombardier now affect

can no longer fire any guns or perform any other

the Navigator. Conversely, the bombardier who was

functions. However, another crew member may take

moved to the navigator's position will now take any

over his position. Simply take the counter of the crew

wounds/damage called for against the navigator from

member taking over and place it in the position vacated

the damage tables.

by the wounded man.

~ ~

Then, select a new crewman for the next mission. (See

5.11.4 WOUNDED OR KILLED PILOT OR CO-PILOT

Table 5-18 Notes)

Any crew member may fly the Bomber if the Pilot and

A (-1) die roll modifier on the Table 5-6 on the Bomber

Copilot are both seriously wounded or KIA, but the first

Defensive Fire table apply if the frostbitten crewman is

one to take over flying must be the Engineer (someone

firing a gun/turret.

else may take over the Top Turret if tactically desirable).

If the Engineer is subsequently or already seriously

Crewmen who have severe frostbite may not operate a

wounded or KIA, then anyone else may take over, with

gun.

appropriate modifiers to the landing (See Table 7-1 and

For the player who wants a more detailed experience

7-2).

for his crewmembers. Detailed frostbite tables are

Only during an emergency can a single man fly the

provided.

bomber for an extended length of time. Therefore, the

(See Table 5-18A.)

Pilot and Co-pilot may not leave their positions to fire

guns. If both are still functioning with no worse than a

5.13 OXYGEN FIRES

light wound, the Co-pilot may temporarily vacate his

post to fight an oxygen fire. Otherwise, the Pilot and Co-

Oxygen fires in the crew sections can result from shell

pilot must stay in their normal positions.

hit damage to the bomber. When a fire occurs place a

fire marker in the designated compartment. Record the

5.12 HEAT OUT AND FROSTBITE

fire location on the Mission Log Sheet.

The bombers normally flew above 20,000 feet where air

When an oxygen fire occurs the closest crew member

temperatures dropped well below freezing. Crew

immediately stops what he is doing, moves to the

members wore electrically heated suits that plugged

compartment with the fire and attempts to put it out.

into the bombers electrical system to ward off the cold.

There is no movement penalty to do this and he moves

Damage to the bomber or a system malfunction could

as soon as the fire starts no matter where the player is

cause a crew member's suit heater to fail. To keep the

in the combat phase. The crewman is assumed to pick

crew member from being injured from frostbite the

up a fire extinguisher on his way to the fire.

bomber can descend below 10,000 feet where the air is

Each extinguisher is represented by an individual

warmer. The bomber can travel one more zone at

counter placed on the Crew Placement Chart. Each may

mission altitude (20,000 feet) before frostbite sets in.

be sprayed once and then it’s empty. A crewman may

Each zone thereafter that the bomber stays in

immediately attempt 3 times (depending on the

formation and at mission altitude the player will roll on

availability of unused fire extinguishers) to put out a

Table 5-18 "Frostbite" to check for the extent of injury

fire. Roll once on Table 5-19 for each attempt to

to that crew member. Check the dice roll modifiers

extinguish the fire.

below Table 5-18. All die roll modifiers are cumulative.

Used extinguishers are removed from play.

Roll for each affected crew member. Record any

If the fire is not out after the 3rd try (or when all

frostbite result in the status box next to the crewman's

available extinguishers are exhausted), the crew must

name on the Mission Log Sheet and also on the

immediately bailout using Table 7-3.

Composite Mission Record. Place a frostbite counter

with the crewman on the Crew Placement Sheet.

A crewman may not operate a gun during an attack in

which he is fighting a fire.

When the bomber descends to 10,000 feet, no longer

roll on Table 5-18. After descending to 10,000 feet, the

There are 5 portable fire extinguishers in the B-17.

bomber will be "out of Formation" with all that that

There are 3 portable fire extinguishers in the B-24D.

implies.

There is 1 portable fire extinguisher in the B-24J.

After landing, roll 1D6 for each frostbitten crewman. On

a roll of 1-3 the crewman recovers and can fly the next

5.14 LOSS OF OXYGEN AND ITS EFFECTS

mission. On a roll of 4-6 the frostbite is severe and the

Bomber crews went on oxygen above 10,000 feet

crewman is invalided home. (Apply appropriate die roll

because of the thin atmosphere. Each crew station had

modifiers below Table 5-18 to the die roll) Record the

an oxygen supply connection that the crewman plugged

results on the Composite Mission Record.

his oxygen mask into.

~ ~

Crew members used small portable oxygen bottles to

100% Cloud Cover - causes +2 die roll modifiers when

move between stations when the bomber was at high

rolling for target visibility on Table 6-1. (No die roll

altitude. Crew members quickly lost consciousness if

modifiers to either table if a "Mickey" radar equipped

their oxygen was interrupted. The oxygen system was

bomber is with the bomb group's combat box)

also a potential fire hazard.

If Contrails form (see Table 4-4) there is a +1 die roll

To keep the crew member who lost his oxygen alive the

when rolling for flak over the target.

bomber must drop out of formation and descend to

Record the Target Zone weather on the Zone

10,000 feet.

Worksheet.

If the oxygen is knocked out in a particular section that

crew member can move to a vacant oxygen supply

6.2 DETERMINE THE TARGET VISIBLITY

connection in another section if one is available.

Regardless of the weather at altitude, bomber crews

Example: A gunner is killed in the waist gun position. His

often found their targets obscured from visual

oxygen connection point is vacant. The radio operator's

observation by cloud cover and/or smoke below. (Of

compartment takes a shell hit knocking out the radio

course, visibility worked both ways—if the Bomber had

room oxygen. The radio operator can move to the waist

trouble seeing the ground then so did antiaircraft

gunner's position and suffer no ill effects from lack of

gunners seeing the bomber!)

oxygen. The bomber would not have to descend to

After resolving all fighter combat in the Designated

10,000 feet.

Target Zone, roll one die on Table 6-1. The table result

After descending to 10,000 feet, if the bomber has

will be die roll modifiers on Table 6-2 FLAK and Table 6-

additional crew members killed and enough oxygen

6 Bomb Run. Use the Zone Worksheet to record the

connection points become available for the surviving

results.

crew members the bomber may again climb to mission

6.3 GERMAN FIGHTER ATTACKS

altitude (above 20,000 feet).

Complete the German fighter attack sequence and

When the bomber is flying at 10,000 feet it can be

bomber defensive fire as outlined in Section 5.0 just as

targeted by random flak gun positions that it may pass

you would for any other zone.

over. When the bomber enters a zone while flying at

10,000 feet, roll three times on Table 6-3's Light Flak

6.3.1 (OPTIONAL RULE) THE MISSION LEAD BOMBER.

column. If a hit is obtained complete the flak cycle and

Perform a second German fighter attack in the

record the hits on the Mission Log Sheet.

sequence of play if you are using the optional Lead

After completing all combat in the zone and recording

Crew - Navigator rules. This is done for the bombers

damage to your bomber and crew move your bomber

that elect to "go around" if they are "Off Course"

to the next zone.

entering the target zone (See Section 10.7.2)

6.4 ANTI-AIRCRAFT FIRE (FLAK) ON THE BOMB RUN.

6.0. IN THE TARGET ZONE

The word FLAK comes from the German word

6.1 DETERMINE TARGET ZONE WEATHER

fliegerabwehrkanonen, meaning flieger (or flyer in

English) + abwehr (or defense) + kanonen (or cannons,

Roll on Table 4-1 to determine the weather in the

as in antiaircraft guns). Most potential bombing targets

Target Zone just as you did for each preceding zone. A

of any value were protected by batteries of flak guns.

result of:

When bombers were nearing the target, they had to fly

Clear Conditions - causes -1 die roll modifiers when

straight and level for several minutes to maximize their

rolling for target visibility on Table 6-1

accuracy. During these minutes, the bombers were

most vulnerable to aimed fire and barrages from the

Haze - causes no modifiers.

flak guns below. Most flak damage consisted of near

50% Cloud Cover - causes +1 die roll modifiers when

misses which could do some internal damage or throw

rolling for target visibility on Table 6-1. (No die roll

off the Bomber's aim.

modifiers to either table if a "Mickey" radar equipped

After determining target visibility and completing

bomber is with the bomb group's combat box)

fighter combat against the bomber, the player checks

for anti-aircraft fire (Flak) on the bomb run.

~ ~

To determine the level of anti-aircraft fire the bomber

The Bomber is assumed to have received every damage

receives on the bomb run to the target roll 1D6 on

result possible on the damage table for that

Table 6-2. Record the result on the Zone Worksheet.

compartment. (Examine the correct damage table and

assume each number from 2 to 12 has been rolled.)

After determining level of flak, cross-index the result

Record this damage on the Mission Log Sheet.

with a roll of 2D6 on Table 6-3 to determine any hit

made on the bomber. Roll three times on Table 6-3 to

If the Bomber makes it back to base it is considered a

see if the Bomber is hit. Exception: NO roll on Table 6-

total write-off. Get a new bomber for the next mission.

3 is made if the result from Table 6-2 was “No Flak.”

6.6 BOMBING THE TARGET

For each hit recorded from Table 6-3, roll on Table 6-4

After completing the anti-aircraft fire on the bomb run,

to determine the number of shell hits on the Bomber.

determine the bombing results on the target by rolling

For each shell hit, roll once on Table 6-5 to determine

on Table 6-6.

the section of the Bomber hit. Record sections hit on

If your bomber is NOT the Mission Lead Bomber

the Mission Log Sheet.

(Bomber #1) and/or you are NOT using the Optional

After finding the area hit by each flak shell hit, go to

Rules for Radar equipped bombers roll on Table 6-6

tables 15-13, Sub-Tables A1 thru A8 or Table 15-15, sub-

using the Standard Game Die Roll Modifiers.

tables B1 thru B8 depending on the bomber type you

If you are using the Mission Lead Bomber rules or the

are flying to determine the damage done. The tables

Radar Equipped Bomber Rules, then use the Optional

are found in the Pilot's Flight Operating Instructions

Lead Crew and "Mickey" Radar Equipped Bomber Die

Manual for your bomber. Roll 2D6 on the appropriate

Roll Modifiers on Table 6-6 and follow the rules for

table for section rolled on Table 6-5. Record all damage

Mission Lead Bombers and/or Radar Equipped Bombers

and any effects of the damage on the Mission Log

in the optional rules section.

Sheet.

Standard Game Die Roll Modifiers:

6.5 FLAK BURSTS INSIDE PLANE (BIP)

Bombing techniques evolved as the war progressed.

Occasionally, a flak shell would actually explode inside

Early in the war each individual bomber's bombardier

the plane, generally with catastrophic consequences.

using a Norden Bomb Sight found the target on the

BIP Effects - When a BIP result is rolled on Flak Shell Hits

bomb run and determined when to drop the bombs.

table (Table 6-4), it has the following effects:

This caused uneven results and was later changed. It

was found that having the entire 18 bomber combat

All crewmen in this compartment are KIA.

box drop on command from the Mission Lead Bomber

If the area hit is a Wing, the Tail, or the Pilot

gave better On-Target results.

Compartment, the Bomber dives out of control to the

In the standard game, these are the two ways your

ground and the remaining crewmen immediately

bomber will drop its bombs. Both techniques assume

bailout according to Table 7-4, the Uncontrolled Bailout

the bomber is equipped with its Norden Bomb Sight and

table.

the bombardier is lining up the target on the bomb run

If the Bomb Bay is hit with the bombs still aboard, the

and releases either when the conditions are right in his

Bomber Explodes and the entire crew is KIA.

own system or when he receives the drop signal from

the Mission Lead Bomber.

If the area hit is the Nose, empty Bomb Bay, Radio

Room, or Waist, the following occurs:

If your bombardier is bombing the target, releasing the

bombs when his system is lined up then your

The Bomber immediately falls out of formation.

Bombardier is Bombing Manually and uses the -3 Die

No Evasive Action is possible for the Bomber.

Roll Modifier on Table 6-6.

If your bombardier is releasing your bomber's bombs on

The Bomber must spend two turns in each upcoming

command from the Lead Bomber in your Combat box

zone, rolling twice for German fighter waves. (If the

then he uses the -2 bombing on command die roll

zone currently occupied is the target zone and flak over

modifier on Table 6-6.

the target inflicted the BIP, the Bomber must spend two

turns in the target zone after turning around.)

If the bomber is out of formation and bombing the

target then the bombardier is always bombing manually

and uses the -3 modifier on Table 6-6.

~ ~

There are other types of bombing covered in the

Resolve combat per the procedure in Section 5.0. Use

optional rules and these systems will use the optional

the previously rolled for weather effect in the target

die roll modifiers listed under Table 6-6.

zone.

The other Standard Game die roll modifiers are self-

After resolving the entire German fighter attacks in the

explanatory. Record the results of the Bomb Run on the

target zone move your bomber one zone closer to your

Mission Log Sheet and on the Composite Mission

base and resolve all procedures for the new zone.

Record Sheet.

Continue in this manner until you reach your base zone

Bombing Accuracy:

and are ready to land your bomber.

Next, determine the Bombing Accuracy on Table 6-7.

7.0. ENDING THE MISSION

Use the on-target or off target result from Table 6-6 as

the column header to use on Table 6-7. Cross index the

There are several ways the mission can end. You can

die roll on Table 6-7 with the correct column to

return to your base in England or Italy and land

determine the percentage of bombs hitting within 1000

successfully. You can crash at your base as a result of

feet of the aiming point. This was the standard used to

damage to the bomber or pilot error. You might not

measure bombing accuracy by the Army Air Force

make it all the way home and be forced to "crash" land

during the war. Record the percentage results on the

in enemy territory or ditch (land in the water) in any of

Mission Log Sheet and the Composite Mission Record

several bodies of water that missions were flown over.

Sheet.

You can also be shot down over enemy territory where

Heading Home:

you can possibly bail out. If you safely bailout you may

be able to escape and evade to friendly territory or you

Turn Around - After the bomb run is resolved, begin the

may be captured and become a prisoner of war. If your

return flight to base by turning the Bomber counter

bomber has received a lot of damage you might be able

around on the Strategic Movement Track and facing it

to divert to a neutral country (Switzerland). If you divert

toward Zone 1 -- your base. The Bomber will spend a

to Switzerland, you will be interned for the rest of the

second turn in the Designated Target Zone. (It's possible

war thus ending your bomber crew's career.

to spend up to three turns in the target zone if your

bomber has several engines out.)

The location of the Bomber counter on the Strategic

Movement Track determines where the plane will land.

After turning your bomber around and heading home,

Refer to the Flight Log Gazetteer, Tables 2-8A, B and C

resolve additional flak (See Section 6-7) and any Fighter

and cross-reference the zone the Bomber now occupies

attacks again per the procedure in Section 5.0. Use the

with the Mission Target. Table's 2-8A, B and C will tell

previously rolled for weather effects in the Zone (Do not

you what country you are in and who controls it.

roll again on Table 4-1 for weather on any of the

possible turns spent in the target zone).

The letter notation to the right of the slash mark will

detail whether the bomber is over water, land, or over

6.7 ADDITIONAL FLAK

some of both.

Bombers could continue to be targeted by antiaircraft

For example, a Bomber which has to land in Zone 3

gunners on the run out from the target, i.e., after

during a mission to Bremen will land in the water (W). A

bombs away. Accordingly, immediately after

Bomber which has to land in Zone 4 during a mission to

completion of the bomb run, roll again on Table 6-2

Rotterdam has the choice of coming down in the water

thru Table 6-5 and complete the Anti-Aircraft Fire

or in the Netherlands (W-N).

sequence detailed in section 6.4. Record any damage

received on the Mission Log Sheet.

7.1 LANDING AT YOUR BASE

6.8 SECOND FIGHTER ATTACK

Landing at your base in either England or Italy happens

when the bomber reaches the base zone on the

German fighters generally ended their attack on the

Strategic Movement Track.

bombers when the flak batteries began shooting at the

bombers. The fighters generally would loiter in the

When the bomber enters the airbase zone, roll for

target area until the bombers cleared the flak on their

weather over your base on table 3-1. Apply the table

return flight. After the additional flak attacks are

modifiers and roll for the weather. (Disregard the

resolved, determine any German fighter attacks on the

reference to the mission being scrubbed if you roll BAD

bomber.

weather.)

~ ~

Then, roll 2D6 on Table 7-1. Damage received in combat

7.4.1 (OTIONAL RULE) CREW CAPTURE

plus circumstances described in the notes and dice roll

In real life crew members that escaped capture and

modifiers for this table may affect the success of the

were returned by Partisans or the Underground were

landing by increasing or decreasing the landing dice roll.

taken off of flying status. There were notable

An unsuccessful landing can mean the destruction of

exceptions and the player can determine if his crew

the Bomber and death or injury for the crew.

member is pulled from flying status or is returned to

flying duty.

7.2 DITCHING (LANDING) IN WATER

Crews of bombers downed in the sea face the

7.5 (OPTIONAL RULE) AWARDS

additional hazards of drowning and exposure. Landing a

Air Crewmen may be eligible for medals for heroic acts.

bomber in the sea is an act of desperation, and should

Medals were awarded to individuals for extraordinary

only occur if the plane is forced out of the sky in a zone

achievement, either against the enemy or in saving a

totally over water. Ditching in the sea is preferable only

fellow soldier, or even bringing a plane home despite its

to bailing out into the sea. A bomber landing in the sea

excessive damage. If the player feels he has a crewman

is lost. Crewmen rescued from the sea in Zones 2-5 are

who deserves a medal, roll 1d10 on Table 9-2 Awards to

returned to England; those rescued from the sea in

determine if the award was issued.

Zones 6 or 7 are captured.

Roll for landings in water on Table 7-2. Refer to the

table notes and die roll modifiers to determine the

8.0 POST MISSION DEBRIEFING

disposition of the crew. The modifiers below Table 7-2

Before beginning the next mission, players must resolve

are cumulative.

the fate of any returning seriously wounded and/or

7.3 LANDING IN EUROPE

frostbitten crew members (see Tables 5-17, 5-18 and

sections 5.11 Crew Wounds 5.12 Heat Out/Frostbite),

A bomber landing in Europe is automatically assumed to

then record the results of the just completed mission on

be "crash" landing in some open area, not an airfield.

the Composite Mission Record. Note the percentage of

Roll for landings in Europe on Table 7-1, refer to the

bombs dropped on the target in the appropriate

table notes and die roll modifiers to determine the

column. A destroyed bomber and crew members who

disposition of the crew. Bombers which land in Europe

will not be flying again, for one reason or another, are

are considered lost.

crossed out. Notes can be added to lost crewmen to

See optional rules for diverting your bomber to a

describe their fate, such as: KIA (killed in action; DOW

neutral country or landing on a diversion airfield.

(died of wounds); LAS (lost at sea); IH (invalided home);

and BO-C (bailed out-captured). Decorations for Heroic

7.4 BAILING OUT

acts can also be recorded if you are using that optional

Crewmembers may bail out of a damaged bomber that

rule.

is still under control on Table 7-3 or from an

uncontrolled bomber (as may be directed from the

Also note enemy fighters destroyed during the mission

Damage Tables) on Table 7-4.

in order to keep a running tally of a gunner's progress

towards ace status.

Roll for each crewman separately. Seriously wounded

crewmen may not bail out. Crewmen with two light

When a bomber or crew member is lost, select a new

wounds may bail out with a (-1) die roll modifier in a

bomber or crewmen and give them a new name in

controlled bailout (Table 7-3). Crewmen with two light

preparation for the next mission.

wounds may make an uncontrolled bailout with NO die

roll modifier on Table 7-4.

9.0 ADDITIONAL GERMAN AIRCRAFT RULES

See Table Notes for tables 7-3 and 7-4 for details of

bailing out. Remember to check Table 2-8C "Zone

9.1 THE GERMAN JETS

Control Chart" to determine who is in control of the

German jets first appeared in combat over Germany in

zone your crew is bailing out into. Table 2-8C is found in

July 1944. The Me262 was joined by the Me-163 Komet

the Target Listing and Gazetteer manual.

rocket fighter. The He-162 Volksjaeger (People's

Fighter) appeared in January 1945. The player will meet

the following German jets in the later campaigns.

~ ~

Me-262 - This plane was the best jet fighter designed by

9.2.1 (OPTIONAL RULE) EARLY INTRODUCTION OF

the Germans. It is armed with four 30mm cannons and

GERMAN JETS

has a good range and high speed that allowed it to "run

The player can add to the game action by using the

away" from escorting fighters if the need arose.

rules below if they so choose.

Me163 - The Me-163 Rocket fighter was based on a

There is a chance you could meet the German Jets if

glider design and used two fuel types that were highly

you are flying in Campaigns 5 or 6. Jets only appear in

volatile when mixed together. The Me-163 fighter

Zones over Germany.

carried enough fuel for 7.5 minutes of flight. They

would take off near the bomber's fight path, climb

Optional "What-if" Scenario - Hitler set the Jet program

rapidly to be above the bomber formations and then

back by at least 8 months by requiring that the Me-262

glide down and make its attack. The Me-163 carried two

jet fighter be able to drop bombs. It was possible that

30mm cannons.

Jets could have been deployed in the fall of 1943 if

Hitler had not interfered in the program. If you would

He-162 - Named the Volksjäger or "people's Fighter, it

like to fly a "what if" mission, allow Jets to be

was designed and built quickly, and made primarily of

introduced during Campaigns 3 and 4.

wood as metals were in very short supply and

prioritized for other aircraft types. The He-162 carried

The jets will appear when a 15, 25, 35, 45, 55 or 65 are

two 20mm cannons. It can only make one attack on the

rolled on Table 5-3B or 5-3C. If one of the above

bombers. The He-162 had very short flight duration as it

numbers is rolled, disregard the table results shown and

had a small fuel bladder.

instead roll on Table 9-1 German Jets, substituting the

resulting number of German Jets in their place.

9.2 RULES FOR USING GERMAN JETS

Roll on Table 5-9 and 5-9A to determine each attacking

German Jets have been seeded in Tables 5-3C. Jet

Jet's clock position and elevation of the attack. (Me-163

Fighters cannot be driven off by friendly fighter escorts.

roll for attack clock position per section 9.2)

Except for the Me-163 Rocket Fighter, the Jets act just

9.3 RULES FOR OTHER GERMAN FIGHTERS

like normal piston engine aircraft during fighter wave

combat rounds. They can initiate the number of combat

9.3.1 FOCKE-WULF's Ta-152H FIGHTER

rounds as listed in their respective attack value in the

Ta-152H Fighter - The Ta 152H Höhenjäger or High-

lower right hand corner of the fighter counter and they

Altitude Fighter was designed to attack the rumored

meet the other eligibility requirements to re-attack in a

American B-29 Bombers should they be used against

successive round of combat.

Germany. The Ta-152H was propeller driven and could

Me-163 Rocket Fighter can only attack one time from

operate at high altitude. It had heavy armament to

above the bomber because of fuel limitations and the

allow it to deal quickly with enemy aircraft. It had three

nature of its glider design.

weapons: one 30 mm cannon centered within the

propeller hub and two 20 mm cannons located in the

To determine clock position for the attacking Me-163

wing roots.

Rocket Fighter, roll 1D6.

The Ta-152H fighter was very short ranged and can only

Roll 1D6, 1 - 2, Vertical Dive attack; 3-6, Roll on Table

make one attack on the bomber. There is no second or

5-9 to determine the clock angle of the attack.

third round attack for this fighter type.

All attacks rolled on Table 5-9 are "High" angle attacks.

9.3.2 THE JU 88 C-6

Me-163s attacking from a vertical dive add one extra hit

to the result shown on Table 5-10.

The Ju88C-6 was originally intended as a fighter-bomber

and heavy fighter by adding fixed, forward-firing guns to

Additional fighters assigned to attack the bomber

the nose while retaining some bomb carrying ability of

because of cell position or because the bomber is out of

the A-series bomber. The C-series had a solid metal

formation are assigned NORMALLY along with the Jet

nose, and retained the A-series style vertical tail, as well

Fighters.

as the ventral gondola under the crew compartment,

Roll for jet pilot quality as per Section 5.5.1 rules.

although this was sometimes removed at unit level in

order to reduce weight and drag and thus enhance

Roll for German Jet Offensive Fire normally on Table 5-

aircraft performance. The Ju-88C was later used as a

8.

night fighter and this became its main role.

~ ~

The fighter version of the Ju- 88 C-6 was armed with

Encounters with JG 26 occur in a limited geographic

one 20 mm Cannon and three 7.92 mm Machineguns

area. JG 26 will be encountered only on missions to

placed in a new metal nose. In the game the Ju-88 C-6

Abbeville, Amiens, Antwerp, Lille, Meaulte, Paris,

appears in Tables 5-3A, and B.

Romilly-Sur-Seine and St. Omer. They may also be

encountered in Zone 3 on deeper penetrations into

The Ju88 does not make frontal (12 o'clock) or vertical

northern and central Germany.

climb or dive attacks. It can attack from all other clock

sectors. Only "Ace" pilots fly the Ju88 C-6. (See Section

The JG 26 optional rule is implemented in the form of

5.5.1)

Table Notes to Tables 5-3 A and B.

i) If target is in northern France, 50% chance the entire

group of attackers is from JG-26. Roll 1D6, 1-3;

10.0 THE OPTIONAL RULES

Attackers are from JG-26. 4-6, Treat as normal (Non-JG-

PLAYERS TAKE NOTE! - The optional rules contained in

26) fighters.

this section are designed to give the gamer the ultimate

j) If in Zone Three, and target is Germany, and

gaming experience from playing TARGET FOR TODAY

Gazetteer says /F, /B, /N, or /G 50% chance Me109s are

The player should be aware that using some of the

from JG-26.

optional rules modules presented in this section could

conflict with rules presented in other optional rules

Waves on the tables marked with the i) and j) table

modules or with rules presented in the Standard Game

notes have a 50% chance of all attackers being from JG-

rules. In cases of conflict the player should resolve them

26.

it what appears to be the most logical manner.

When JG 26 appears any extra ME-109s that are

encountered due to Bomber formation position will also

10.1 (OPTIONAL RULE) JG 26 - THE ABBEVILLE KIDS

be JG 26 fighters.

JG 26 was a highly trained German fighter unit with

All fighter escort cover rolls on Table 5-4 against JG 26

considerable combat experience by the beginning of the

are read in the POOR column.

USAAF's Daylight Strategic Bombing Campaign.

Stationed in the Netherlands and in Northern France JG-

JG26 Expert Pilot Performance - Treat each attacking JG-

26 had many clashes with the 8th Air Force's initial

26 Fighter as an Ace Pilot from Table 5-5A. Consider

daylight bombing forays into France and the Low

each JG-26 fighter counter to be an Ace. Each fighter

Countries.

counter has an Ace symbol on it. Do not check for Ace

JG26 found the bombers weakness in the early line

or Green status in the combat sequence.

abreast formations and the bomber's lightly armed

JG -26 Experts always make successive re-attacks up to

nose. JG 26 pioneered the frontal attacks on the

the limit of their fighter counter re-attack value even if

bombers that lead to heavier armament being installed

a MISS result is rolled on Table 5-8.

and a change in the formations flown by the heavy

Ignore the "-2 if fighter is FBOA" and the "-1 if fighter is

bombers. The new combat box formation designed by

FCA" die roll modifier when rolling on Table 5-8 for JG-

General Curtis E. LeMay placed the bombers so that

26 fighters.

each bomber's gun gave the maximum protection to the

bomber formations.

If JG 26 is not encountered proceed through the combat

As the 8th Air Force Bomber Command encounters with

steps in the normal fashion.

the Luftwaffe grew more intense the legend of the

10.2 (OPTIONAL RULE) EARLY BOMBER FORMATION -

yellow nosed ME 109s and FW-190s began to emerge.

1942

They were referred to as “The Abbeville Kids” We

It took some experimentation to get a bomber

reflect the legend and the high skill level of this famous

formation that allowed good mutual protection from

unit with this special rule.

the bombers and also allowed the target to be bombed

JG 26 is a threat to any B17 formation because there is a

with a good chance of placing the bombs on target. That

higher than normal chance of encountering skilled fliers

formation was called the Combat Box and it came

in greater numbers, especially expert and ace skilled

about in mid-1943 after considerable experimentation

pilots. Pilots from JG 26 are highly motivated and are

by General Curtis LeMay. It is the formation shown on

known to press home their attacks with more intensity

the 1943 Crew Placement Sheet.

than the average fighter unit.

~ ~

Before that the USAAF used an 18-plane line-abreast

Table 10-2.2 BOMBER'S POSITION WITHIN THE HIGH

group organization. This formation consisted of two 9

OR LOW CELL IN THE 1942 FORMATION

bomber cells flying in an echelon left or right formation.

2D6

High Cell

Low Cell

The trailing cell was usually staggered roughly 500 feet

2-4

Bomber #1

Bomber #10

higher and 500 feet to the rear of first 9 bomber cell

5

Bomber #2

Bomber #11

depending on the tactical flight situation. The 9

bombers in each cell flew roughly line abreast in

6

Bomber #3

Bomber #12

formation. This formation was very weak on mutual

7

Bomber #4

Bomber #13

support for the bombers and it allowed the Germans to

8

Bomber #5

Bomber #14

exploit the weak frontal firepower of the B-17 bombers.

9

Bomber #6

Bomber #15

10

Bomber #7

Bomber #16

This early formation required a lot of skill and

11

Bomber #8

Bomber #17

concentration to fly as all the bombers were flying vee

12

Bomber #9

Bomber#18

formations abreast of each other at the same altitude in

each 9 bomber cell. Collision risks were higher with

Table Notes: Cross index the Cell rolled on Table 10-2.1

pilots unused to the rigors of formation flying (a

with dice roll for Bomber position in the cell. Result is

specialized skill) and the fire from waist gunners was

the Bomber's location in the Cell. (See 1942 Squadron

greatly restricted to reduce the risk of hitting

Formation Diagram - Bombers are numbered 1-18, with

neighboring friendly aircraft.

1-9 being in the High Cell and 10-18 being in the Low

Cell.)

This is a sample of the early staggered "low left, high

right" Line Abreast formation. Either cell could be

You are the Cell Leader for the cell rolled in Table 10.2-1

staggered high or low, or forward and aft depending on

if (Bomber # 1or 14) is the result. The High Cell leader

the mission:

(Bomber #1) is also the Bomber Group Mission Lead

bomber. (Roll again for another Bomber position on

Sample Top View of the early formation

Table 10-2.2 if your pilot and/or the bombardier and/or

the navigator have flown five or fewer missions).

If Bomber #4 or #18 is rolled, you are Tail End Charlie.

This early formation is what the Abbeville Kids in JG-26

faced when they attacked the bombers in late 1942 and

early 1943. To duplicate the weaknesses of this

Sample 12 o'clock view of the early formation

formation, apply the following rules.

Disregard the dice roll modifiers and additional fighter

additions for the Bomber Group's Combat Box

formation shown on the Crew Placement Sheet.

(Do NOT add this fighter if the results of the roll on

Tables 5-3A, B, or C is "None, or No Attacks")

Sample 9 o'clock view of the early formation.

In addition to the fighters rolled for on Tables 5-3A, B

and C;

Add two additional Me-109 fighters, one attacking from

12 o'clock level and the second attacking from 12

To determine your bomber's position in the early

o'clock high if you are the leader of either of the two 9

formation, roll on tables 10-2.1 and 10-2.2 below.

bomber cells. These fighters do NOT attack if a Random

Event or No Attack result is rolled.

Table 10-2.1 - 1942 FORMATION CELL POSITION

Add one additional Me-109 fighter attacking from 12

1D6

1942 Formation Cell Position

o'clock level for any other position your bomber

1-3

High Cell - (Bombers 1 to 9)

occupies in either the low or high cell. This fighter does

4-6

Low Cell - (Bombers 10 to 18)

NOT attack if a Random Event or No Attack result is

Table Notes: Roll on Table 10-2.2 for the bomber's

rolled.

Position within the High or Low Cell.

~ ~

If your bomber is on either outer end of the formation

10.3 (OPT. RULE) DEPUTY MISSION LEAD BOMBER

in the Low Cell, in addition to the above 12 o'clock level

For added realism a Deputy Mission Leader is always

fighter, add one additional fighter attacking from 3

designated for the Bomber group as they were in real

o'clock low. This fighter does NOT attack if a Random

life. The Deputy Mission Leader takes over in the event

Event or No Attack result is rolled.

that the Mission Leader is shot down or has to abort the

mission. Pick either the High or Low Cell Leader to fill

If your bomber is on either outer end of the formation

this responsibility and make the appropriate notations

in the High Cell, in addition to the above 12 o'clock level

on the Bomber Group Game Assignment Sheet (See

fighter, add one additional fighter attacking from 3

Bomber Group Game Rule 10.4)

o'clock high. This fighter does NOT attack if a Random

Event or No Attack result is rolled.

10.4 (OPT. RULE) THE BOMBER GROUP GAME

10.4.1 BOMBER GROUP GAME RULES

The only waist guns that can fire in the 3 or 9 o'clock

level positions are the bombers in the outer end

These optional rules allow the player to fly his bomber

positions in the low or high cells that do not have a

within the context of either the 18 plane LeMay 1943

bomber next to them. If your bomber is not occupying

Bomber Group Combat Box or the earlier 1942 Line

an outer end position in your formation then your waist

Abreast Bomber Formation. The player can determine

guns may not fire at 3 or 9 o'clock level. Note that each

what happens with the other 17 bombers flying in his

bomber in the formation end position will only have

Bomber Group combat formation in an easy to use

one waist gun able to fire at either 3 or 9 o'clock level.

abbreviated way.

Only your plane will use all the rules in TARGET FOR

Change any fighters rolled for on Tables 5-3A, B, or C

TODAY The rest of the Bomber Group is abstracted,

attacking your bomber from 3 or 9 o'clock level to a 3 or

and their destiny is determined by the following rules.

9 o'clock high or low position unless you occupy the end

position on the 9 bomber cell and there is no other

10.4.2 BOMBER GROUP GAME BASICS

bomber next to the 3 or 9 o'clock position attacked.

Select the formation you wish to use. Then determine

your bomber's position in the Bomber Group's Combat

With the waist guns masked and not able to fire at the 3

Box per the standard TARGET FOR TODAY rules. Once

or 9 o'clock level positions its highly likely that other

determined, record your bomber's name in the

bomber's waist gunners may accidently fire on your

"Bomber Name" Column next to the appropriate

bomber as they track attacking German fighters.

bomber position number (Bombers 1 to 18 on the

Bomber Group Game Assignment Sheet). The bomber

To see if your bomber is hit by friendly fire Roll 1D6 with

numbers correspond to the Bomber Group Formation

1-4, Miss and 5-6, being a Hit.

Diagram on either the 1942 or 1943 Bomber Group

Game Formation Board.

If a Hit result is rolled, roll one time on the Area Damage

Next, at the top of the Bomber Group Game Assignment

Tables found in the Pilot's Flight Operating Instruction

Sheet fill in the Air Force, Air Division, Wing, Group and

Manual for the bomber you are flying. After

Squadron you are assigned to. This can be done

determining the bomber section hit roll for damage on

historically or you can use a designation that fits in with

the Bomber Damage Tables. Record the results on the

the role playing or other type of game you may be

Mission Log sheet.

playing or hosting. Historical Table of Organization data

for the 8th and 15th Air Forces are given in Table 10-

On the bomb run your bomber's bombardier will use

100 in the Target Listings and Gazetteer Manual.

the "-3 Bombardier is bombing manually" die roll

Note that the Bomber Group Game Assignment Sheet

modifier.

can also be used by a game master to host a multi-

player event, either live or via email/internet, by

Use the regular Out of Formation rules if your bomber

recording other player's names in Bomber Position

drops out of an Early Bomber Formation.

Column and track bomber damage in the other

columns.

Then fill in the names of the planes for the remaining 17

bomber positions.

~ ~

10.4.3 DETERMINING BOMBER DAMAGE

Once the Cell to be attacked is determined, roll 1d10 on

All damage taken by your bomber during the course of

Tables 10-4.2 thru 10-4.4 for the 1943 Combat Box or

the mission is determined by the standard rules of

2D6 on Tables 10-4.3A thru 10-4.4A for the 1942 Line

TARGET FOR TODAY. Each plane in the Bomber Group,

Abreast formation to determine which plane in that Cell

other than yours, takes six (6) hits before it is shot

is attacked. If your plane number is rolled, ignore the

down.

result and roll again.

In each zone your bomber enters on the Strategic

The bomber numbers in the tables correspond to the

Movement Track, starting with zone 2, roll on Table 10-

bomber numbering on the 1942 and 1943 Group Game

4.1 to see if German fighters will attack other bombers

Assignment sheets.

in your Bomber Group Combat Box. Use the following

The 1942 Line Abreast Assignment sheet assumes a

tables to determine which bombers in your Bomber

staggered high left formation with group lead shown as

Group becomes the subject of an attack. This is

plane #1 on the Bomber Group Game Formation Board.

determined after all attacks against your own bomber

are resolved using the Standard TARGET FOR TODAY

rules. If your bomber is not attacked in its current zone,

Table 10-4.2

then none of the other 17 bombers in your Bomber

Middle Cell - 1943 Combat Box

Group are attacked either. Move your bomber to the

next zone and continue.

Roll 1D10

Plane

Should your bomber be shot down during the mission

1

Bomber 1- Lead

and you want to continue playing The Bomber Group

2

No Attacks

Game without your bomber, simply move the bomber

3

Bomber 2

group to the next zone and roll on Table 10-4.1 to see if

4

No Attacks

German fighters will attack other bombers in your

5

Bomber 3

Bomber Group Combat Box. You can complete the

mission without your bomber being present.

6

Bomber 4

7

No Attacks

Select the formation type column you are using. Then

roll 1d10 on Table 10-4.1 to determine which Cell in the

8

Bomber 5

Bomber Group formation you are using faces an attack.

9

No Attacks

10

Bomber 6

Table 10-4.1 Bomber Cell Attacked

1943 Combat

1942 Line

Table 10-4.3

Roll 1D10

Box

Abreast

High Cell - 1943 Combat Box

1

No Attacks

No Attacks

Roll 1D10

Plane

2

Middle Cell

Low Cell

1

Bomber 7

3

No Attacks

No Attacks

2

No Attacks

4

High Cell

High Cell

3

Bomber 8

5

High Cell

High Cell

4

No Attacks

5

Bomber 9

6

No Attacks

No Attacks

6

No Attacks

7

Low Cell

Low Cell

7

Bomber 10

8

Middle Cell

High Cell

8

No Attacks

9

Low Cell

Low Cell

9

Bomber 11

10

No Attacks

No Attacks

10

Bomber 12

~ ~

Table 10-4.4

If a "No Attacks" result is rolled then the fighter attacks

Low Cell - 1943 Combat Box

end and play reverts back to your Bomber moving to

the next zone. If a "Bomber #" result is obtained

Roll 1D10

Plane

continue to Table 10.4.5 Fighter Attack Results Table.

1

No Attacks

If "No Attack" result is obtained and this is the target

2

Bomber 13

zone go to Section 10.4.4 for Flak Combat

3

Bomber 14

determination.

4

No Attacks

If a bomber is rolled for that is already shot down, re-

5

Bomber 15

roll until a bomber still in the formation is found.

6

No Attacks

Roll 2D6 on Table 10-4.5 Fighter Attack Results to

7

Bomber 16

determine the result of the fighter attack. If the enemy

8

Bomber 17

fighter misses, play proceeds per standard game rules if

9

No Attacks

this is NOT the target zone. Note that there are no

10

Bomber 18

repeat attacks by enemy fighters.

If this is the target zone go to the Flak results Section

Table 10-4.3A

10.4.4.

High Cell - 1942 Line Abreast Formation

Table 10-4.5

Roll 2D6

Plane

2

No Attacks

Fighter Attack Results

3

Bomber 8

Roll 2D6

Results

4

Bomber 6

2

Bomber Shot Down

5

Bomber 4 - Tail

3

Bomber - 4 Hits

6

Bomber 2

7

Bomber 1 - Lead

4

Fighter Shot Down

8

Bomber 3

5

Bomber - 2 Hits

9

Bomber 5

6

Fighter Damaged

10

Bomber 7

7

Fighter Misses

11

Bomber 9

12

No Attacks

8

Fighter Damaged

9

Bomber - 1 Hit

Table 10-4.3B

Low Cell - 1942 Line Abreast Formation

10

Fighter Shot Down

11

Bomber - 3 Hits

Roll 2D6

Plane

2

No Attacks

12

Bomber - 4 Hits

3

Bomber 18 - Tail

4

Bomber 17

10.4.4 DETERMINING FLAK IN THE TARGET ZONE

5

Bomber 16

Should the player’s bomber encounter flak in the Target

6

Bomber 15

Zone, determine results per the standard rules. Then

7

Bomber 14 - Lead

use Table 10-4.1 Bomber Cell Attacked to determine

8

Bomber 13

which non-player plane will face flak on the bomb run.

9

Bomber 12

Roll 2D6 on Table 10-4.6 to determine the result.

10

Bomber 11

11

Bomber 10

12

No Attacks

~ ~

Table 10-4.6

Flak Attack Results

Die Roll Modifiers:

-1 if player’s bomber is damaged while over target prior

Roll 2D6

Results

to bomb run (Flak or Fighter)

2

Bomber Shot Down

-2 if player’s bomber is shot down while over target

3

Bomber - 4 Hits

prior to bomb run (Flak or Fighter)

-2 if "Target Visibility" is "Target completely obscured"

4

Miss

on Table 6-1

5

Bomber - 2 Hits

+1 if "Target Visibility" is "Clear conditions apply" on

6

Miss

Table 6-1

7

Bomber - 1 Hit

10.4.6 MAKING IT HOME

8

Miss

After you land at your base, roll on Table 10-4.8 for

each bomber in your Bomber Group to determine if the

9

Bomber - 1 Hit

bomber returned home safely. Roll for the weather over

10

Miss

the base on Table 3-1. A POOR result gets a -1 die roll

modifier on Table 10-4.8 and a BAD result gets a -2 die

11

Bomber - 3 Hits

roll modifier on Table 10-4.8.

12

Bomber - 4 Hits

Roll 1d10 for each bomber. Find the die roll in the table

on the appropriate number of hits row for the die roll

Each of the non-player bombers in the Bomber Group

number and determine if the bomber returns safely or

require any combination of flak or fighter hits totaling 6

hits to be shot down. Hits are cumulative during the

was lost on the mission. Damaged bombers are

mission. Record all fighter and flak hits for each bomber

considered repaired for the next mission.

on the status line after the bomber's number on the

Table 10-4.8

Bomber Group Game Assignment Sheet.

Safe Return and Landing

10.4.5 BOMBING THE TARGET

When bombing the target in The Bomber Group Game

Number of

Roll 1D10

you can either use the bombing rules as outlined in 6.6

Bomber Hits

Bomber Lost

Bomber Safe

BOMBING THE TARGET for each bomber reaching the

0

< 0

1 - 10

target or you can use the following simplified bombing

table to determine the squadron's results.

1-2

< 1

2 - 10

10.4.5.1 SIMPLIFIED BOMBING TABLE

3-4

< 2

3 - 10

The results of the Group's bomb run can be determined

5

< 3

4 - 10

by rolling once on Table 10-4.7 and following the

instructions.

Die Roll Modifiers:

-1 if weather over base is POOR.

-2 if weather over base is BAD.

Table 10-4.7

Bomb Run Table - Bomber Group Play

10.5 (OPTIONAL RULE) ADDITIONAL U.S. BOMBER

AIRCRAFT.

Roll 2D6

Group Bomb Run

10.5.1 (OPTIONAL RULE) YB-40 ARMED ESCORT MODEL

4 or <

OFF TARGET Roll on Table 6-7 under the

OFF TARGET Column

In June, 1941 the US Army Air Corps began a project

aimed at creating an armed bomber escort. A Boeing B-

5 - 12 >

ON TARGET Roll on Table 6-7 under the ON

17F Bomber was chosen as the prototype for

TARGET Column

conversion. The prototype was named the YB-40. It first

flew November 10th, 1942.

~ ~

Additional guns, turrets and armor plating were added

Decide what compartment the ammo stocker is in

along with a maximum load of ammunition. An extra

before fighters attack in each zone and before any flak

crewman was added as an ammunition handler to

is rolled for on the bomb run or if the bomber is out of

transfer ammunition from the bomb bay to the guns in

formation and at 10,000 feet. If the ammunition stocker

need. The YB-40 carried no bombs.

is in the compartment that is hit, roll 1d6 on table

10.5.1 below:

With the added weight the YB-40 flew at a speed equal

to a bomb-laden B-17F or G model. But once the B-17s

Table 10-5.1

dropped their bomb load on the target their top speed

Ammunition Stocker wounds

increased and they soon out distanced the YB-40s who

still carried the majority of their added weight.

Roll 1D6

Wound Results

The YB-40's flew a number of combat missions over

1-3

MISS - Ammo Stocker not hit

Europe claiming several German fighters and losing

4-6

HIT - Roll on Table 5-17 Bomber Crew

some of their numbers to fighters and flak before they

Wounds.

were removed from service in favor of the more nimble

and longer ranged Allied fighters.

The YB-40 was slower than the regular B-17 bombers

after they had dropped their bombs. To reflect this, the

The YB-40 Model carries 16 machine guns. Two each in

YB-40 should be considered out of formation starting

powered chin turret, forward top turret, ball turret, and

with the first zone it enters after leaving the target

an added top turret that replaced the radio room single

zone.

gun. There were also double gun mounts in the tail and

in power-assisted double gun waist positions. The two

The German fighters learned to respect the YB-40

single cheek guns in the nose were retained. Additional

because of the extra armor plate and heavier

armor was added for crew and around the engines and

armament. After the first wave of fighters attack do not

extra ammunition was carried, nearly tripling the

add any additional fighters for being out of formation in

amount available in the regular B-17F.

the zone.

The YB-40's Radio Room Top Turret had the following

There was no Bombardier as the YB-40 carried no

fields of fire:

bombs. This position was filled by a Chin Turret

Gunner. The Radio Operator now serves as Aft Top

Clock

12:00 1:30

3:00 6:00 9:00 10:30

Turret Gunner.

The specific rules for using the YB-40 are found in the

Elevation

H

H

H, Lv

H

H, Lv

H

Pilot's Flight Operating Instructions Manual for the B-17

An 11th crewman was added as an “ammunition

F & G Model Bombers.

stocker.” While his assigned position at take-off was in

10.5.2 (OPTIONAL RULE) B-17E MODEL

the radio room he “floated” between compartments

The B-17E Model version was first used by the 8th Air

transferring ammunition as needed from the extra

Force over Europe. In 1942 the Americans were

stored in the bomb bay to any gun position that needed

experimenting with unescorted daylight long-range

replenishment.

bombing missions. High losses resulted as soon as

The Ammunition Stocker can move 20 boxes of

German fighter pilots discovered that the B-17E was

ammunition between the bomb bay and gun positions

vulnerable to a frontal attack.

that need it or between other gun positions that have

The B-17E is identical to the B-17F Model used in the

extra ammunition and gun positions that need it per

Standard Game except that it lacks cheek guns and the

zone.

nose gun was originally a .30-caliber light machine gun.

On the YB-40 Mission Log Sheet, the shaded boxes show

The .30 caliber light machine gun lacked the range and

ammunition that is stored in the bomb bay. When

hitting power of the heavier .50 Caliber machine gun.

ammunition is moved simply place an x in the box of

Use the damage tables for the B-17F Model that is

ammunition that is in the bomb bay and erase a similar

found in the B-17F and G Model Pilot's Flight Operating

number of boxes that have been used at the gun

Instructions Manual. The only difference is the lack of

positions you want to replenish.

nose armament.

~ ~

If flying the B-17E Model (e.g., August 1942 missions),

Anyone who remembers the Movie Twelve O'clock High

make the following changes:

will remember that Major Stovall, the 918th

There is no firing of cheek guns.

Bomb Group's Adjutant "stowing away" with the

Group's Chaplin to fly as gunners on one of the bomber

The only machinegun that can fire into the 12 o'clock

missions deep into Germany.

High, Level and Low positions is the .30 Caliber nose

gun.

In real life other non-flying Headquarters personnel also

"Stowed away" from time to time on bomber missions.

Use the following .30 Caliber gun die roll modifiers

Sometimes both flying and non-flying personnel had

when rolling on Table 5-6 Bomber Defensive Fire

legitimate reasons to be flying with the bomber crews.

Resolution. (Die roll modifiers are cumulative.)

Some ideas for personnel to be accompanying the

- 2 for being a .30 Caliber machine gun.

bomber crew on its mission might be:

–1 for defensive fire versus Ace fighter pilot (See

Non-flying ground personnel "stowing away".

Table 5-5A)

Headquarters personnel needing a few hours to

–1 for defensive fire if bomber is performing “Evasive

maintain their flight pay and flight status.

Action” (See Rules Section 5.9)

A Group or Wing Commander accompanying your

-1 if the gunner is suffering from Frostbite.

Bomber to see how you are performing.

0 rather than +1 for defensive fire versus Green

A Movie Camera Crews sometimes accompanied the

fighter pilot (See Table 5-5A)

bomber to get that fantastic combat footage that we all

+1 for defensive fire by bomber Ace gunner

like to watch on TV. One camera crew was "lost" when a

(5+ credited kills)

bomber they were assigned to was shot down while

they were filming "Memphis Belle's" historic completion

10.5.3 (OPTIONAL RULE) B-17G RADIO ROOM GUN

of her 25 mission tour. "Memphis Belle" was the first

With the introduction of the Sperry top turret atop and

bomber to complete the 25 combat missions over

behind the B-17G's cockpit, the radio compartment gun

Europe and rotate home.

position was gradually phased out. In January 1944 the

radio room gun was given an improved field of fire by a

There are a couple of ways you can simulate this.

frameless hatch with a K-5 mount that allowed 90

Substitute the super cargo crewman for one of your

degrees movement of gun in zenith [azimuth].

personnel. (Such as a Gunner)

However, the gun was installed only in early production

Add the crewman to the crew in a compartment

batches of the B-17G, and the gun was eliminated

(usually the waist or radio room). Any hits on that

altogether in later production B-17G bombers.

compartment that calls for casualties should be divided

If you are flying an early or late production B-17G, make

between whoever is occupying it at the player's

the following changes to the bomber.

discretion.

In Campaigns 3 & 4, early B-17G Models now have

If a senior officer such as the Wing or Group

improved Field of Fire for radio room gun. The radio

Commander accompanies your bomber on a mission

Room gun may now fire into the 3 and 9 o'clock high

that person may fly the plane in which case you as the

angles as well as at Vertical Dive attacks and 6 o'clock

pilot would be "bumped" to the co-pilot's seat and the

high attacks.

co-pilot would be left at home. Or the Senior Officer

In Campaigns 5 & 6, B-17G models have the radio room

may just ride along in the co-pilot's seat or elsewhere in

gun removed. Cross it and the ammunition off of the

the plane. Place them at your discretion.

Mission Log Sheet.

This can really add to the role playing nature of TARGET

FOR TODAY and is a fun addition that portrays a slice of

10.6 (OPTIONAL RULE) ADDITIONAL CREW POSITIONS

real life action during the Strategic Bombing Campaign.

Super-Cargo or "Wing Weenies" would sometimes "ride

along" with the bomber crew or take the place of

gunner crew members on bomber missions with or

without permission from the plane commander.

~ ~

10.7 (OPTIONAL RULE) LEAD BOMBER CREWS

10.7.1 Navigators

When 8th Air Force bomber crews began the Daylight

"The navigator's job is to direct your flight from

Strategic Bombing campaign in 1942, each Bomber

departure to destination and return. He must know the

Group commander used his best crews to lead the

exact position of the airplane at all times. "- Pilot

Bomber Group's bombers to the target. The best

Training Manual for the B-l7 Flying Fortress.

performing Navigators were chosen for the Lead Crew.

Some navigators were more talented than others and

If your bomber is the Mission Lead Bomber and your

navigators with several missions under their belt

Navigator has flown in the lead bomber position in the

performed better in the Lead Crew role. As the

lead (middle) Cell of the Bomber Group against the

European winter weather set in some Bomber Group

same "target type" at least twice before, you are

commanders began using two navigators on lead

entitled to a "+1" die roll modifier on Table 10-7.1. See

bomber crews to aid the Bomber Group's ability to

the Gazetteer's "Target Types" tables (i.e., marshalling

achieve pin-point navigation accuracy to reach the

yards, industries, dockyards) to pick you Navigator's

target.

specialty. Record his specialty on his Composite Mission

Record and the Mission Log Sheet.

Another significant problem for the 8th and 15th Air

If your bomber is flying as lead bomber in the middle

Forces in the early days of operations, one totally

cell or is out of formation, upon entry into each zone, a

unforeseen, was that of target identification. In the

check must be made to verify the bomber is on course.

early days of daylight bombing, each bombardier

Upon entering the new zone, check to see if you are On

sighted for his individual aircraft through the famous

Course in that zone. Roll 1D6 on Table 10-7.1 and

Norden Bombsight. However, there was a significant

record the results on the Mission Log Sheet.

difference in finding a town in America, with easy

checkpoints on training runs, and finding one in

Table 10-7.1

wartime Europe where the close proximity of towns to

On Course

each other and enemy action sometimes meant the

Roll 1D6

Result

wrong target got bombed.

< 1

Off Course in that zone

General LeMay devised a solution. He started a "Lead

Crew" school that taught teams of bombardiers and

2 - 6+

On Course

navigators to recognize certain sets of targets from the

Die Roll Modifiers for Table 10-7.1 (Cumulative):

air. If a target that a particular "lead crew" was familiar

with was selected for a mission, they were placed in the

-2 if Navigator equipment is inoperable. (From damage

lead bombers on the belief that they would most

to the Navigation Equipment result found in the Nose

readily recognize it—and thus that the entire group

Section of bomber's damage tables - See Pilot's Flight

would bomb it with a reasonable chance of success.

Operating Instructions Manual for your bomber type.) *

And it worked, as these specialists became an elite and

-2 if weather in current zone is "100% cloud cover"

important facet of the American effort. General

(Disregard if your bomber is a radar equipped Path

LeMay's new Combat Box formation meant that,

Finder bomber and the radar is operational).

instead of each plane dropping its bombs individually,

-2 if Navigator is killed or seriously wounded *

all bombardiers released their bombs on command

when the Lead Bomber dropped its bombs. This was

-1 if weather in current zone is "50% cloud cover".

called "Dropping on lead's command." (Note that late in

(Disregard if bomber is a radar equipped Path).

the war, the bombardier was replaced with a togglier.

-1 if Radio is out *

Where the bombardier was a commissioned officer, the

-1 if Navigator is a novice (five or fewer missions)

toggliers were enlisted men. When a togglier was on

(Disregard if KIA or SW)

the aircraft, it did not carry a Norden Bombsight.)

+1 if Navigator is a veteran (ten or more missions)

Modifications for recreating the impact of lead crews,

(Disregard if KIA or SW)

beginning with missions in April 1943, are presented

+ 1 if weather in the zone is "Clear Conditions"

below:

+1 if two navigators are aboard the Lead Crew bomber.

+1 if your Lead Navigator has flown against the same

"target type" at least twice before.

~ ~

Player Note: If any asterisked (*) die roll modifier

If you do NOT go around there is NO second German

above becomes applicable, your bomber will drop out

fighter attack sequence but you WILL have the "Off

of Mission Lead position and turn the Bomber Group

Course" penalty on the Table 6-6.

Combat Box over to the Deputy Lead Bomber. Your

Next you will resolve any flak over the target and

bomber is NOT out of formation. It has just changed to

complete the bombing.

a non-Lead Bomber position in the formation. .

After completing the bombing sequence turn the

Effects of being "off course" are as follows:

bomber around to face your base.

Subtract one (-1) on any die roll on Table 5-4 to see how

Turn 2 in the target hex begins with the player resolving

many German fighters might be driven off by your

any flak attacks again as the bomber leaves the target

escorts for that zone (reflecting reduced chances of

and then resolving another German fighter attack

successful rendezvous with escort if you are off

sequence.

course.).

Weather is only rolled for once in the target zone and

If the zone is the designated target zone, apply a

that is upon entering the zone.

negative modifier on Table 6-6 equal to the number of

10.7.3 Lead Bomber Crew Positions.

zones your bomber was off course on the outbound leg

to the target. (Example - if the bomber was off course in

Precise navigation of the Mission Lead Bomber was

zones 3 and 4 while traveling to the target in zone 5, the

critical. In recognition of this the Bomber Group

modifier would be -2).

/Mission Lead Bomber (Bomber #1 on the Crew

Placement Sheet) and the designated Deputy Lead

This modifier can be negated by "Going Around".

aircraft usually carried two navigators - one in the Radio

The "Going Around" Option -

Compartment next to the Radio Operator and a second

navigator performing dead reckoning navigation in the

If you are off-course when you enter the target zone

nose compartment performing visual "pilotage

you must decide if you will bomb anyway (using the die

navigation".

roll modifier calculated above for being off course) or if

you will go around to get positioned on the correct

The nose turret offered a really good view of the

bomb run path. If you go around, add an extra attack

terrain. The Pilotage Navigator acted as the nose turret

roll sequence by German fighters before you enter the

gunner on bomber models equipped with nose turrets.

bomb run.

He used the regular Navigator's station in the nose on

models equipped with just a nose gun such as the B-24D

Repeat the German Fighter Attack sequence as outlined

and the B-17E and F Models.

in Section 5.0 for this extra attack as the bombers are

The make-up of the lead crews was typically five

"going around". The German fighters get to attack your

officers; a Pilot, a Co-Pilot, a Dead Reckoning Navigator,

Bomber Group Combat Box again.

the

Pilotage

Navigator/nose

gunner

and

the

If you "go around" do NOT subtract the off course die

Bombardier. The five enlisted men held the following

roll modifier calculated above on the bomb run.

positions;

Engineer/Top

Turret

Gunner,

radio

There is no need to check for "off course" results when

operator/waist gunner, a second waist gunner, ball

returning to base. It is assumed your navigation will be

turret gunner and a tail turret gunner.

close enough to your base in the airbase zone that

Having two Navigators gives a +1 die roll modifier on

"going around" to get you back on course will not be

Table 10-7.1.

necessary if you were off course.

10.7.4 Bombardiers

10.7.2 Turn Sequence in the Target Zone.

The Lead Crew Bombardier is doing the aiming for the

The bomber enters the target zone - Turn 1 German

Bomber Group's Combat Box bombers on the bomb

fighters attack the bomber per section 5.0.

run.

If the bomber is off course and you decide to go around

If flying as Mission Lead Bomber (Bomber #1 on the

to avoid the "Off Course" bomb run penalty, the

Bomber Group's Combat Box diagram on the Crew

German fighter attack sequence is rolled for a second

Placement Sheet) in the Middle Cell of the Combat Box

time to reflect the time needed for the bombers to "Go

and your bomber receives a hit from fighters before

Around" to get lined up for the bomb run.

bombing the target that results in an "automatically Off-

Target" result such as;

~ ~

 Norden Bombsight is damaged.

If you are using the optional Togglier" rule, your

 Bomb controls are inoperative.

bombardier will drop on lead's command unless your

 Bomb Bay Doors are Inoperable.

bomber is bombing the target while out of formation.

 Control Cables damaged

If using a togglier, your bomber will never fly as lead; if

Then, your bomber will turn the formation over to the

formation casualties cause your bomber to take lead in

Deputy Lead Bomber to direct the bomb run.

the middle formation, then the mission must be

aborted; if out of formation, any bomb run would be

Your bomber will use the "Bombs on Command" die roll

automatically off-target but bomb load may be

modifier just as if you were any other non-Lead Bomber

jettisoned.

in the formation.

If "dropping on lead's command", roll normally on

Your bomber does not drop out of formation.

Table 6-6 the Bomb Run, but use the -2 "Bombardier is

If the above damage was caused by flak while on the

bombing on command" die roll modifier.

bomb run (in which case it's too late) the entire Combat

A roll of "2" on the Nose damage tables for the bomber

Box's bombing will automatically be "Off Target".

you are flying (damage to the Norden bombsight) no

If your bomber is the Mission Lead Bomber and your

longer has any effect on bombing accuracy when using

bombardier has flown in the lead bomber position in

a "togglier". (Nose damage tables are found in the

the lead (middle) Cell of the Bomber Group's Combat

bomber's Pilot Flight Operating Instructions Manuals.)

Box against the same "target type" at least twice

The bomb run is no longer automatically "Off Target"

before, you are entitled to a "+1" die roll modifier on

for loss of the Norden bomb sight.

Table 6-6 (See Gazetteer "Target Types" tables (i.e.,

marshalling yards, industries, dockyards) to pick you

If "dropping on lead's command", apply a "-1" modifier

bombardier's specialty). Record his specialty on his

(cumulative with any other modifiers) if the bomber is

Composite Mission Record and the Mission Log Sheet.

flying in a "disrupted formation"

10.8 (OPTIONAL RULE) "TOGGLIERS"

Apply a "+1" modifier if "tight formation" random event

was rolled for in the previous zone. No modifier is

General LeMay's new formation meant that, instead of

applied if the bomber is in a "disrupted formation" at

each plane dropping its bombs individually, all

the time an "extra tight" formation was rolled on the

bombardiers released their bombs when the

Random Events table.

bombardier saw the bombs leave the bomb bay of the

lead aircraft. This was called "Dropping on lead's

10. 9 (OPTIONAL RULE) PATHFINDER FORCE (PFF)

command."

BOMBERS

Note that late in the war, the bombardier was replaced

Note: This rule should be used in conjunction with the

with a togglier. Where the bombardier was a

"Lead Crew" rules in Section 10.7.

commissioned officer, the toggliers were enlisted men.

Inclement weather and the usual cloud cover above the

When a togglier was on the aircraft, it did not carry a

European continent often obscured the targets of AAF

Norden Bombsight.

Bomb Groups, thereby limiting bombing effectiveness.

To simulate using a togglier: beginning in June 1944, a

The effort to compensate culminated in the

bombardier who is killed, seriously wounded and sent

development of an airborne RADAR set designated as

home, or completes his required tour of duty is

APS 15 by its developer (the Massachusetts Institute of

replaced by a togglier instead, unless the aircraft is a

Technology), but known to the Air Forces as H2X (and

"Pathfinder" (see rule 10.9 Pathfinder Bombers) and/or

later H2S), or its more commonly used name of

carries a veteran navigator (ten or more missions) with

"Mickey." The name "Mickey" came from the giant

a designated target system bonus.

mouse-like appearance of the large circular antennas of

the first operational radar set. With the introduction of

Also, roll 1D6 for new crews that begin a tour of duty in

H2X

radar,

radar-equipped

B-17G

and

B-24J

June 1944 or later: on a result of "1-4", the crew will

"Pathfinder" bombers could more easily pick out

carry a togglier instead of a bombardier, and is not

targets through overcast conditions than bombers

eligible to become a lead crew.

relying simply on visual bombsights.

~ ~

From the spring of 1944 on, nearly every bombing

To see if the radar is successful in locating the target, do

mission was led by a "Mickey" equipped Pathfinder

the following for the weather in the target zone

bomber. The Norden was still more accurate than

modifiers:

radar, but the AAF preferred to have 40-50% accuracy

If weather in the target zone is "Target mostly

at the primary target if visual bombing was not

obscured" or "Target completely obscured" roll 1D6 to

possible.

determine the correct die roll modifier.

On "Pathfinder" bombers, the ball turret was replaced

 If the result is "1" , then use the indicated die roll

by a fiberglass radome, which housed the receiver and

modifier for the indicated weather condition on

the rotating antenna. It could be cranked down on the

Table 6-6.

mission and of course cranked back up for landing.

 If the result is "2-6", then no die roll modifier is

The transmitter was on the right side of the fuselage

applied to the roll on Table 6-6.

right behind the rear bulkhead of the radio room. The

radar operator sat in the radio room opposite the radio

For the B-17G Bomber -

operator in the B-17G and he sat in the waist

Change the following dice roll entries on Table 5-13 - A-

compartment in the B-24J model bomber.

4 RADIO ROOM (B-17 F & G Models) and Table 5-13 -

Experiments with radar operations first began at

A-5 WAIST (B-17 F & G Models) found in the Pilot's

Alconbury Field in the late summer of 1943. The 482nd

Flight Operating Instructions Manual for the B-17G.

Bomb Group was created specifically to develop

On Table 5-13 A-4 ("Radio Room") change the die roll

Pathfinder techniques. The 482nd provided the

entries from:

Pathfinder lead bombers to the other bomb groups

from the winter of 1943 to March 1944. As the war

Table 5-13 - A-4 RADIO ROOM (B-17 F & G Models)

progressed and radar equipped aircraft became more

Die Roll

Area Hit

Effect

available, the Pathfinders were doled out to the

individual groups and that is where they would stay.

7-10

Superficial

No Effect

For players who desire to simulate flying these vital

To:

"Pathfinder" bombers, implement the following rules

Table 5-13 - A-4 RADIO ROOM (B-17 F & G Models)

changes:

Only B-17G and B-24J Models can fly as Pathfinder

Die Roll

Area Hit

Effect

bombers. A Pathfinder bomber may fly only with a non-

7

Superficial

No Effect

novice pilot, navigator, and bombardier (i.e., each must

8

Radar

Roll 1d6: 1-3, Miss. 4-6, Roll

have more than five missions). Pathfinder bombers

Operator

for wounds on Table 5-17.

always fly as the lead bomber in the middle cell of the

Combat Box.

9-10

Radar

No Radar bombing

On a PFF bomber, there are no Ball Turret guns. The Ball

Equipment

Turret gunner is replaced by a Radar Operator who sits

in the Radio Room with the Radio Operator (for ease of

On Table 5-13 - A-5 WAIST (B-17 F & G Models)

reference, you can place counters for each side by side

change the die roll entries from:

on the Crew Placement Board) in the B-17G. The Radar

Operator sits in the Waist Compartment in the B-24J

Table 5-13 - A-5 WAIST (B-17 F & G Models)

bomber.

Die Roll

Area Hit

Effect

Radar Bombing -

9

Ball Turret

Roll 1D6.

Use the Optional Rule die roll modifiers under Table 6-7

To:

for Lead Crew and "Mickey" Equipped Radar Bombers

when determining the accuracy die roll for the bomb

Table 5-13 - A-5 WAIST (B-17 F & G Models)

run.

Die Roll Area Hit Effect

To get the benefit of using a Radar Equipped Pathfinder

9

Radome Roll 1d6: 1-2, Superficial damage;

Bomber on the bomb run all radar bombing

3-6, Radar equipment out, radar

mechanisms and systems must be working and the

bombing not allowed.

radar operator must not be injured.

~ ~

For the B-24J Bomber -

A Pathfinder Force pilot, navigator, or bombardier who

is killed, seriously wounded and sent home, or

Change the following dice roll entries on Table 5-15 - B-

completes his required tour of duty, may be

3 TOP TURRET/RADIO ROOM (B-24J Model) and Table

immediately replaced by a non-novice crew member for

5-15 - B-5 WAIST (B-24J Model) found in the Pilot's

subsequent missions.

Flight Operating Instructions Manual for the B-24J

Bomber.

10. 10 (OPTIONAL RULE) SELECTING A HISTORICAL

On Table 5-15 B-3 ("Top Turret/Radio Room") change

BOMBER UNIT FOR YOUR BOMBER

the die roll entries from:

The Target Listings and Gazetteer Manual contain a

Table of Organization for bomber units assigned to both

Table 5-15 - B-3 TOP TURRET/ RADIO ROOM

the 8th and 15th Air Force. If you wish to establish a

(B-24J Model)

story line that includes historical USAAF unit

Die Roll

Area Hit

Effect

assignments then refer to Table 10-100 Table of

7

Superficial

No Effect

Organization of the 8th and 15th Air Forces in the

Target Listings and Gazetteer Manual for historical unit

9

Superficial

No Effect

identifications.

To:

10.11 (OPTIONAL RULE) SELECTING A HISTORICAL

Table 5-15 - B-3 TOP TURRET/RADIO ROOM

TOUR OF DUTY FOR YOUR BOMBER

(B-24J Model)

This option allows the player to fly a real life tour of

duty as was flown by pilots and crews of the 367th

Die Roll

Area Hit

Effect

Bomb Squadron, 306th Bomb Group. If you are playing

7

Radar

Roll 1d6: 1-3, Miss. 4-6, Roll for

this game you have most likely seen the movie 12

Operator

wounds on Table 5-17.

O'clock High, starring Gregory Peck. The movie storyline

revolved around the happening in the mythical 918th

9

Radar

No Radar bombing

Bomb Group. However the story of the 918th Bomb

Equipment

Group was based on real life events that happened in

the real 306th Bomb Group in the early days of the

Daylight Strategic Bombing Campaign. The movie

On Table 5-15 - B-5 WAIST (B-24J Model) change the

producer altered the name of the real life 306th Bomb

die roll entries from:

Group by multiplying the group numbers by 3 to come

Table 5-15 - B-5 WAIST (B-24J Model)

up with the 918th Bomb Group name in the movie.

Die Roll

Area Hit

Effect

The 367th Bomb Squadron was one of the squadrons

assigned to the 306th Bomb Group. Below is the

9

Ball Turret

Roll 1D6.

mission record from the 367th's combat diary for the

To:

first 25 completed missions flown by that unit. Missions

that were cancelled or aborted are not listed here.

Table 5-15 - B-5 WAIST (B-24J Model)

The player can fly the missions listed below in lieu of

Die Roll

Area Hit Effect

rolling for each mission in his tour of duty. Use the

9

Radome

Roll ID: 1-2, Superficial damage;

target type listed and the city name in the list below. In

3-6, Radar equipment out,

some 367th combat diary entries the exact target type

radar bombing not allowed.

was not listed merely the city that they flew to.

Industrial has been listed for the target type in these

cases. The zone of each target is also listed. The player

For both pathfinder bomber models -

can find all cities listed in the Gazetteer.

If the Bombardier is KIA or seriously wounded, or if the

You can fly either the combat box formation or the

Norden Bombsight is knocked out, the bomb run would

optional line abreast combat formation show in rule

still be automatically off-target (see the "Lead Crew"

10.2 early Bomber Formation.

rules) (the Mickey operator worked directly with the

bombardier in feeding drop angles to the Norden

bombsight optics).

~ ~

Sweden:

DATE

CITY/TARGET

ZONE

For bombers flying from England against targets in

9 Oct 42

Lille/Industry*

4

Northeastern Germany or Poland, you may divert to

7 Nov 42

Brest/U-Boats

8

Sweden rather than try to crash land or bail out over

enemy territory. Sweden is in zones 11 and 12 for

8 Nov 42

Lille/Industry*

4

England based bombers.

9 Nov 42

Saint Nazaire/Machine Shops

7

If you decide to divert to Switzerland or Sweden you

must be able to fly there from the zone you are

12 Dec 42

Rouen/Rail Yards

4

currently in. Roll for landing upon arrival on Table 7-1 to

20 Dec 42

Romilly Sur Seine/Rail Yards

5

see if your crew and bomber survive. If you divert to

Switzerland or Sweden you and your crew are interned

3 Jan 43

St. Nazaire/U-Boats

7

for the rest of the war. Game over!

13 Jan 43

Lille/Industry*

4

Island of Vis divert base:

23 Jan 43

Lorient/Industry*

9

The Island of Vis in the Adriatic Sea was held by the

27 Jan 43

Wilhelmshave/Shipping

7

Allies and had a short runway. If your bomber is

damaged you can divert to Vis if need be. Bombing

2 Feb 43

Emden/Industry*

7

missions in the following countries will allow you to

16 Feb 43

Saint Nazaire/U-Boat Locks

7

divert to Vis;

26 Feb 43

Wilhelmshaven/Industry*

7

Au = Austria

R= Rumania

28 Feb 43

Brest/Industry*

8

Cz = Czechoslovakia

U = Ukraine

H = Hungary

Y = Yugoslavia

6 Mar 43

Lorient/Power Station

9

P= Poland

8 Mar 43

Rennes/Rail Yard

8

Consider Vis to be in zone 2 for diverting purposes.

12 Mar 43

Rouen/Rail Yard

4

Follow Table 7-1 die roll modifiers for landing on Vis.

13 Mar 43

Amiens/Rail Yards

5

10.13 (OPT. RULE) SHUTTLE MISSIONS TO RUSSIA.

18 Mar 43

Vegesack/U-boats

6

At the Tehran Conference in late November 1943

between Stalin, Roosevelt and Churchill, Stalin agreed

28 Mar 43

Rouen/Rail Yards

4

to permit USAAF heavy bombers to fly shuttle missions

31 Mar 43 Rotterdam/Ship yard

3

to Russia to bomb enemy targets in eastern Germany

and the Balkans without having to fly back to England

4 Apr 43

Paris/Renault Works

5

and Italy. The Soviets made three airfields available

5 Apr 43

Antwerp/Erla A/C Works

4

near Kiev, Ukraine.

16 Apr 43

Lorient/Power Station

9

The first mission flew from Italy on June 2 1944. Four

days later, the AAF flew from their Russian bases,

17 Apr 43

Bremen/ FW aircraft Works

7

bombed a target in Rumania and returned to Russia. On

* - No target type given in 367th's Combat Diary.

June 11, the planes returned to Italy, bombing another

Rumanian target on the way.

10. 12 (OPTIONAL RULE) ALTERNATE LANDING

OPTIONS.

B-17s and P-51s from England made their first shuttle

mission on June 21, 1944. In the following months

Switzerland:

several more shuttle raids were flown from England and

During the mission if your bomber receives damage that

Italy. The shuttle mission of 13 September 1944 was the

will not allow you to return to your base (e.g. multiple

last one flown as the Russians had advanced so far

engines out) you may wish to divert to Switzerland

westward that the Russian bases were no longer

rather than try to crash land or bail out over enemy

needed.

territory. Switzerland is in zones 10 and 11 for both

England and Italian based bombers.

To fly a shuttle mission to Russia the player can elect to

shuttle to Russia if:

~ ~

 The date of the mission falls between June and

11.0 SOURCES

September 1944.

Extensive research was done for this game, including

 The decision to conduct a shuttle mission must be

interviews with surviving bomber crewmembers,

made before the mission begins.

personal memoirs, official government documents on

 The target city must be located in zones 12, 13, 14 or

the Strategic Bombing Campaign in Europe and flights in

15 in any of the countries listed below:

surviving B-17 and B-24 aircraft. Many books and

A = Albania, Bu = Bulgaria, Cz = Czechoslovakia,

monographs written by former bomber crewmen were

G = Eastern Germany, H = Hungary, P=Poland,

reviewed. I have listed some of the more easily

R = Rumania, U = Ukraine, Y = Yugoslavia.

obtained material below if the player wishes to do

further research on the Daylight Strategic Bombing

Start and fly the mission normally up to the point the

Campaign in Europe.

player's bomber has bombed the target city. After the

Books:

player's bomber bombs the target city instead of

turning back toward its base, the bomber continues

Operation Pointblank 1944 by Steven J. Zaloga. Osprey

flying away from his base toward zone 15. Continue to

Publications, 2011.

complete the sequence of play and all combats for each

Fw 190 Sturmbocke vs. B-17 Flying Fortress - Europe

zone entered by the bomber until your bomber counter

1944-45 by Robert Forsyth. Osprey Publications. 2009.

reaches zone 15.

Bf-109 Defense of the Reich Aces by John Weal. Osprey

Use the target zone modifier for all zones entered after

Publications. 2006.

leaving the target zone and moving toward zone 15.

Fifteenth Air Force Against the Axis by Kevin A.

After reaching zone 15 the player will complete one

Mahoney. The Scarecrow Press, Inc. 2013.

more full zone sequence of play and combat. This is to

The Mighty Eight by Roger A. Freeman. Double Day &

simulate interception of the bombers by German and

Co., Inc. 1970.

other Axis allied air units. (Call this final zone, Zone 16

Consolidated B-24 Liberator by Martin W. Bowman. The

for the purposes of this rule). Combat in Zone 16

Crowood Press. 1998.

represents the flight from zone 15 to the landing fields

B-24 Liberator in Detail by Bert Kinzey. Squadron Signal

outside of Kiev, Ukraine. The reason only one more

Publications. 2000.

zone is used to represent this flight is that the Germans

The Ragged Irregulars of Bassingbourn - The 91st Bomb

had no organized ground control intercept stations for

Group by Marion H. Havelaar. Schiffer Military History

intercepting large bomber raids. Interception in the

Book. 1995.

eastern Reich was spotty, so only the combat in our one

Missions by the Numbers - 485th Bomb Group (H) by

"Zone 16" is used.

Sammy Schneider. Tarnaby Books. 2000.

After completing all the combats in Zone 16 you will

Luftwaffe Viermot Aces, 1942-1945 by Robert Forsyth.

complete the landing sequence just as you would if your

Osprey Publications. 2011.

bomber was returning to its base in England or Italy.

B-17 Flying Fortress Units of the Eighth Air Force Martin

You next mission will leave from the Kiev bases, just as

Bowman. 2002. (Two Volumes)

it would from either England or Italy. Select your target

The German Jets in Combat by Jeffrey Ethell & Alfred

city and place the target marker on the correct zone on

Price. Jane's London. 1979.

the Strategic Mission Track. Then begin the mission. The

first zone entered will be the "Zone 16" discussed

Official Government Sources:

above. Zone 16 and all the zones up to your target zone

United States European War Strategic Bombing Survey

will use the zone modifiers for the Target City zone.

Summary Report. United States Government Printing

Complete the full zone sequence of play and any

Office. 30 September 1945.

combat for "zone 16", and then move your bomber

367th Bomb Squadron/306st Bomb Group Combat

onto zone 15 on the Strategic Mission Track.

Diary 1942-45. 306th Bomb Group (H) Historical Assoc.

Continue the sequence of play for each zone moving

WWII 8th AAF Combat Chronology - January 1942

your bomber from zone 15 to zone 14, etc. until you

through December 1945. Eighth Air Force Historical

reach zone 2. Then conduct your landing in either

Society.

England or Italy. Bomb your target city when you enter

Boeing Model B-17F Field Service Manual (Restricted)

its zone.

Boeing Aircraft Company. 1943.

~ ~

~ ~

~ ~

GAME CREDITS

PLAYTEST COORDINATOR:

GAME DESIGN BASED ON THE DESIGNS BY:

Steve Dixon

Glen Frank, Bruce Shelley, and Vincent Frattali

TARGET FOR TODAY GAME DESIGN:

PLAYTESTERS:

Steve Dixon

Steve Dixon, Bob Best, Ron Plunk, Kevin Verdon,

David Vencil, Bradley Newcomer, Joe Gandera,

GAME DEVELOPMENT:

Jim Pink, Allen Lott, David Mack, Mike Bowen,

Bob Best, Shawn Rife

Jim Miller, Todd Zirkle, and Ed Strecker.

Joe Osentoski - Technical Assistance

SPECIAL THANKS:

GRAPHICS:

Permission was sought from the many players who

Randy Lein

contributed to the game with their own modifications

Vincent Bourguignon

to B17QOTS over the years, and some of these have

Felipe Santamaria

been incorporated or modified into TFT. A special

Brandon Pennington

thanks to Art Dittus, Bruce Peckham, Tom Cundiff, and a

Steve Dixon

host of others. A blown hard drive led to the loss of all

my emails where the names were kept. Our apologies

PRODUCTION COORDINATOR:

to those who said “yes” but are not listed.

Randy Lein

~ ~