The Long Haul:

An Achtung Spitfire Campaign

by Sam Shiekh


Editors Note: It's long been a goal of mine to have outside writers produce quality material for The Art of War. So when Sam contacted me with an Achtung-Spitfire! campaign article, I jumped at the chance. Enjoy!

So here you are flying in your shiny new Spitfire, minding your own business, when suddenly, tracers fly past the office and you hear a series of ugly thumps as you get bounced around in the cockpit. "Never fear!" you sing out, and pull the old crate into a blackout inducing turn. But you get whacked again, by your assailant's wingman. Regretfully, you pull back the canopy and hit the silk.

Tired of getting jumped in the Hard Day's Fighting scenario by a Veteran-Ace-Crack Shot and a Veteran-Ace? Tired of always having to fly a no-name pilot against the Veteran-Ace-Crack Shot-Hero-Gifted-Keen Eyes-Healthy Bones and Teeth supermen of the Luftwaffe? The solution is a Do-It-Yourself Campaign Game! In a campaign game, you get to build up your pilots slowly, you get to know your pilots intimately and you get to rejoice in their survival or success. This campaign game allows you to grow your own legends, nurture your own heroes and write your own records.

The Long Haul covers the early war and climaxes with The Battle of Britain. It simulates the actions of a section of fighter pilots and pits a Luftwaffe section vs. a RAF counterpart; obviously, fighting the same opponent on every mission seldom happened in real life but this allows both players to participate actively in the game. Players may play with more than four pilots per side, although this increases playing time very significantly.

Additionally, players may wish to play out the actions of bomber pilots instead of fighter pilots; this campaign is specifically designed for fighter pilots but players can obviously restructure the campaign to suit their needs. Whatever the players decide, I hope that The Long Haul imparts a little sense of those desperate days, fought by those desperate few.

Sidebar

ASP Campaign Game Rules

1. Decide when the Campaign Game starts. To start the campaign, players must first pick sides. Then the RAF player decides when the game starts. Campaign I starts from October 1939; Campaign II starts from May 1940. Players will fly 152 missions for Campaign I and 88 missions for Campaign II.

The RAF player can fly Hurricanes (Spitfires were not operational yet) if he picks Campaign I. Of course, he can pick any other aircraft type, such as the Blenheim or the Battle, for fighter duty, but I seriously advise against it. When the campaign reaches May 1940 and every month thereafter, a D10 roll of 8-10 allows the RAF player to re-equip with Spitfires. A +1 DRM applies for each of the following: if the section leader is a Veteran, Ace, or at Rank 6 and above. The Luftwaffe player can choose either the Bf 109E-3 or the Bf 110C-1.

For Campaign II, the RAF player rolls 1 D10: 1-6 means only Hurricanes are available; 7-10 means Spitfires are also available. (Spitfires are available only from May 1940 onward.) The Germans use the Bf 109E-4 or the Bf 110C- 1.

Both players are allotted five aircraft each, four to be flown and one to be held in reserve and used if any of the frontline aircraft are not repaired in time for the next mission. Destroyed frontline and reserve aircraft are replaced on the first mission of the following week. Pilots without aircraft are grounded.

2. Generate pilots. Refer to the rules for Pilot Generation.

NOTE.- For Campaign II, the Luftwaffe player generates six pilots and picks the best four (to reflect the extensive combat experience gained.)

3. Determine Tempo.

Refer to the Flight Calendar for the intensity of air operations. If starting the first mission of the month, roll for lD10 for random events on the Random Events Table.

    Light flying = 2 flights per wk., 8 per mo. Moderate= 3 flights per wk., 12 per mo. Heavy = 4 flights per wk., 16 per mo. Very heavy = 5 flights per wk., 20 per mo.

4. Roll for Mission Type.

The RAF and Luftwaffe players each roll 1D10, referring to the Flight Calendar. The result is their missions for the day. Refer to the Mission Matrix for the encounter type.

CAP: Conduct a patrol and engage any enemy aircraft that intrude over disputed or friendly air space. In game terms, this is similar to the RAF's mission in the Hurricanes Over France scenario.

Sweep: Fly over enemy territory on free hunts and destroy enemy aircraft. In game terms, this is similar to the Luftwaffe's mission in the Adolf Galland's First Kills scenario.

Strike: Conduct a quick bombing or strafing raid on enemy ground targets, such as airfields. In game terms, this is similar to the Luftwaffe's mission in the Jabos over England scenario. Note that only the Luttwaffe can conduct Strikes. The player decides on the number of planes for the mission and picks which pilots to use and loads his fighters with the desired ordnance.

Escort: Escort friendly bombers over disputed or enemy air space. In game terms, this is similar to the RAF's mission in the Battle Escort scenario. or the Luftwaffe's in The Battle of Britain mission scenario.

Note that there are nine possible matchups for the missions to be flown (see Mission Matrix). The exact scenario to be played must be decided mutually upon by both players, who must decide mutually the number of aircratt involved or to be escorted. This is to ensure game balance. However, keep the pilots selected for the mission a secret. Use the General Scenario guidelines for Fighter Against Fighter combat tor Sweep vs. Sweep, Sweep vs. CAP, CAP vs. CAP and Strike vs. Sweep encounters. In Strike vs. CAP, if the first sighter is the Strike mission player, play the Jabos over England scenario but allow only up to two RAF and up to four Luftwaffe aircraft. Remove two Bofors, all 94 mm AAA and all balloons.

Use the Fighter Against Bomber rules for encounters involving bombers (Escort vs. CAP. Escort vs. Strike, Escort vs. Sweep, Escort vs. Escort). Generate new bomber crews (secretly) at the National Training Standard for each Escort mission (these are generic pilots not related to your campaign).

If there is any doubt, refer to the scenarios provided in the rulebook for likely Orders of Battle or mission parameters. Once the encounter type and the Orders of Battle and mission parameters have been determined, proceed to Combat.

5. Combat!

All missions must be played at the Tactical Scale (or Operational Scale for the Battle of Britain, from July 1940). This will enhance the excitement of seeing your pilots survive the bounce and improve their skills. Refer to the Mission Matrix to determine where the encounter takes place for Tactical Scale play. The first sighter determines where the encounter takes place if there is a choice. If he chooses to engage in the more hostile territory (e.g. he chooses neutral instead of friendly, or hostile instead of neutral) he gets one VP extra for each enemy aircraR damaged or destroyed. This rewards aggressive play and defense of friendly air space.

Note that in Escort vs. Escort encounters, the first sighter has the option to either refuse combat or to detach up to half his fighter force for a Fighter Against Bomber-type scenario (a single plane element is allowed). If he refuses combat, the encounter is over and both missions are considered unopposed (but still count for promotion although not for Aircrew Quality Improvement). For Escort vs. CAP, Sweep and Strike, if the Escorting player first sights, then he has the option of doing the same as in Escort vs. Escort encounters.

Play out the scenario to its conclusion and then proceed to post combat.

6. Post Combat.

Find out the fates of your pilots who had bailed out or are wounded (see Wound Table). Also check if any aircraft are unavailable for the next mission on the Damage Repair Table.

Now tally your pilots' scores. There are three types of scores: confirmed kill, probable and damaged.

Confirmed kill: A pilot is awarded a "kill" if he causes an enemy aircraft to be destroyed by gunfire or any other means, or if the enemy pilot bails out. Aircraft destroyed due to collisions also count as kills, even if the pilot claiming the kill was involved in the collision. If there are multiple claimants, the pilot scoring the final lethal hit is awarded the kill.

Probable: A pilot is awarded a "probable" if his attack did not destroy an enemy aircraft outright but left it on fire, or trailing either white or black smoke. A pilot who inflicts at least 90 per cent of an enemy aircraft's Damage Factor is also awarded a probable. (The enemy aircraft broke off or limped home so badly damaged that it is probable the aircraft was a write-off.)

Damaged: A pilot is awarded a "damaged" if his gunfire causes an enemy aircraft to suffer Severe Damage or any critical hit other than "hollow area."

Surviving pilots now resolve Aircrew Quality Improvement and see if they are up for Promotion or Medals.
Ranks and Equivalents
Rank #LuftwaffeRAF
1Oberfeldwebel (NCO rank)Flight Sergeant (NCO rank)
2Stabsfeldwebel (NCO rank)Warrant Officer (NCO rank)
3LeutnantPilot Officer
4OberleutnantFlying Officer
5HauptmannFlight Lieutenant
6MajorSquadron Leader
7OberstleutnantWing Commander
8OberstGroup Captain

Promotion Table Description:

Rank 1: After 15 missions but no kills, promoted to Rank 2. However, after one kill, a D10 result of 1-5 is a commission to Rank 3; if failed, roll again after each kill. Promotion to Rank 3 is automatic after three kills.

Rank 2: After 25 missions total with fewer than three kills, moved to administrative duties. Remove pilot from game and roll for another (unspectacular NCO pilots tend to be assigned a desk). Otherwise, promoted to Rank 3 after three kills.

Rank 3: After 10 missions at Rank 3, promoted to Rank 4 on a D10 result of 1-6. Subsequent attempts can be made after three additional missions at this rank with a -1 DRM for each group of three missions over the 10 minimum.

Rank 4: Promotion after 10 missions at Rank 4 on a D10 result of 1-6. Subsequent attempts can be made after three additional missions at this rank with a -1 DRM for each group of three missions over the 10 minimum.

Rank 5: Possible promotion only after 40 missions with at least five kills. D10 result of 1-5= promotion to Rank 6. Subsequent attempts can be made after each additional kill or five missions.

Rank 6: Promotion on D10 result of 1-4 after 60 missions total with at least five kills. Subsequent attempts can be made after each additional kill or five missions.

Rank 7: Promotion on D10 result of 1-4 after 80 missions total with at least five kills. Subsequent attempts can be made after each additional kill or five missions.

Rank 8: At this rank pilots are relegated to strategic planning positions. This is why Adolf Galland stopped counting his kills after scoring around 90. For game purposes, pilots at this rank are removed from the game and sent to the Campaign Game Hall of Fame.

NOTE. -1 DRM to all promotion die rolls for each kill while at current rank.

Luftwaffe Medals:

Knights Cross of the Iron Cross: Gained after five kills scored.

    * with Oak Leaves: Gained on a D10 roll of 1-4 after at least 10 kills and the above medal.
    * with Swords: Gained on a D10 roll of 1-4 after at least 30 kills and the above medals.

    * Diamonds: Gained on a D10 roll of 1-2 after at least 50 kills and the above medals.

    * Grand Cross: Gained on a D10 roll of 1-2 after 80 kills and the above medals. Even Galland didn't get this medal!

NOTE: The Luftwaffe player may roll for his pilot's medal after every mission once he has reached the kill minimum. Once he gets the highest available medal, he may not roll again for that pilot until he has reached the next minimum kill level.

RAF Medals:

Military Medal: Gained on a D10 roll of 1-7 after two kills in a single mission. For NCOs only; this is a one-time award.

Distinguished Flying Medal: Gained on a D10 roll of 1-4 after two kills in a single mission. For NCOs only.

Distinguished Flying Cross: Gained on a D10 roll of 1-4 after two kills in a single mission. For officers only.

Distinguished Service Medal: Gained on a D10 roll of 1-3 after three kills in a single mission. NCOs only. Must already have the MM.

Distinguished Service Order: Gained on 1D10 roll of 1-3 after three kills in a single mission. For officers only. Must already have the DFC.

Victoria Cross: Gained on D10 roll of 1 after an act of exceptional courage (e.g. destroying four enemy aircraft despite been wounded and flying in a burning, badly damaged fighter). Available to all ranks.

NOTE: The RAF player may obtain the DFM, DFC, DCM or DSO more than once. This is referred to as a Bar to the DFM/DFC/DCM/DSO. If he is eligible for more than one type of medal, he must decide before rolling the die which he wants.

If any pilots are killed, discharged or recuperating from wounds, generate a new pilot (on the Good table for the Luftwaffe and the Limited table for the RAF). All Recruits begin at Rank 1, Green pilots at Rank 2, Regulars at Rank 3, Veterans at Rank 4, Aces at Rank 5, and Veteran-Ace-Heroes at Rank 6. A wounded pilot or one Escaping and Evading may return and in turn replace his replacement (his replacement was on loan from another section in the squadron), or he may be discarded in favor of his replacement (he is transferred to another outfit). If your current Section leader is at Rank 6 or higher, you may generate new pilots on the next better table, i.e. Excellent for the Luftwaffe and Average for the RAF.

Special Rules

1. RAF early war formation rules are in effect. The smallest RAF formation must be at least a three-aircraft "vic." Starting from Jan. 1940, roll 1D10. A "10" allows the RAF to fly in normal flexible formations and in twoaircraft elements. This roll is made before the first mission of every month, and gains a +1 DRM for every month after Jan. 1940, + 1 for Ace leaders, + 1 for Veteran leaders.

The Luftwaffe is not restricted in any way and may fly in two-aircraft elements from Oct. 1939.

2. RAF guns are not harmonized. Starting from Jan. 1940, roll lD10. A result of 8-10 allows the RAF to harmonize guns. This roll is made before the first mission of every month, and gains a + 1 DRM for every month after Jan. 1940, +1 for Ace leaders, +1 for Veteran leaders. This rule applies for Campaign II also.

3. Players upgrade their aircraft according to the ADCs' Service Entry Date. Upgrades take effect before the first mission of the service entry month. For each friendly aircraft lost over kills gained, upgrade is delayed by one week. E.g. The RAF player has lost four aircraft in action and one in a landing accident while shooting down three Germans. His upgrade will be delayed by two weeks.

RAF Pilot Generation:

1. Generate four fighter pilots. Roll for Pilot Quality on the "Good" table. However, treat a roll of "9" as a Regular; only a " 10" generates a veteran. If all are Green or Recruits, remove one and replace with a Regular pilot (leader).

2. Roll for Pilot Characteristics. Note: Do not roll for the Ace characteristic or for Regular Veteran kills-the war hasn't yet started for the British.

3. Roll for RAF pilot nationality on the RAF Pilot Nationality Table.

4. Once four pilots have been generated, pick one (preferably the most experienced) to be the section leader. Then create a roster for the pilots. Pick a color and a name for your call sign, e.g. Mistletoe Red One.

Call SignRankName
One (Leader)Flying Officer____________
Two Pilot Officer____________
Three Pilot Officer____________
Four Flight Sergeant____________

5. Choose a Squadron number:

In France (Hurricanes):

    Air Component
    Adv. Air Striking Force No. 1
    No. 85
    No. 87
    No. 73 (Cobber Kain's squadron)

In Britain (Spitfires):

    No. 74 Squadron (Sailor Malan's squadron)
    No. 65 Squadron (Paddy Finucane's squadron)
    For more information, see Table of Organization for RAF Units

Luftwaffe Pilot Generation:

1. Generate four fighter pilots. Roll for Pilot Quality on the "Excellent" table. If all are Green, Recruits or Regular, remove one and replace with a Veteran pilot (leader).

2. Roll for Pilot Characteristics. Note that Aces are allowed because of the extensive fighting the Germans had seen in Spain. Roll for kills for Veterans and Regulars-these kills do count toward awards, promotions and gaining the Ace characteristic.

3. Once four pilots have been generated, pick one (preferably the most experienced) to be the section leader. Then create a roster for the pilots. Pick a color and a name for your call sign, e.g. Otto Yellow One.

Call SignRankName
One (Leader)Oberleutnant____________
Two Leutnant____________
Three Leutnantr____________
Four Oberteldwebel____________

4. Pick a Jagdgeschwader:

    I) JG 2 Richthofen, theater of operations 1939-Germany, 1940-41 -Britain/France.
    II) JG 26 Schlageter, theater of operations 1939-Germany, 1940-41 -Britain/France .
    III) Or any others such as JG 3, JG 27, JG 51, JG 52, JG 53 and JG 54, all of which were involved in Britain/France up to 1940.

Some examples: III/JG 26 (Adolf Galland), III/JG 53 (Werner Molders) and I/JG 2 (Helmut Wick)

For more information, see Table of Organization for Luftwaffe Units.

Game Charts and Tables

Random Events Table
1:Highest ranking pilot promoted and transferred to command another squadron (out of your campaign generate a new pilot; the next most senior pilot takes over the section).
2: One pilot chosen at random is sent on leave or sent to instruct new pilots (out of action for 1D10 missions). Generate a replacement pilot.
3: One of your aircraft (chosen at random) suffers a malfunction just before rolling for first sight in the next combat. Roll secretly as per Aircraft Malfunction Table in the Op Scale Tables.
4: Squadron reassignment: Change squadron nuniber and change aircraft type to the next lower class, eg. from Spitfire Is to Hurricane Is, or Bf 109E-7 to E-4. This change lasts for the whole month. Any upgrade due this month is pushed back by one month, in addition to any delay in curred (see Special Rules 3).
5:Worst pilot (you choose) assigned to another squadron. Generate a new pilot.
6: Challenged to a duel: The highest ranked pilot on both sides fight a one-on-one duel for honor-no breaking off allowed until Turn 10. This does not count toward Promotion or Medals (dueling is prohibited-fighter planes belong to the taxpayers) but does toward Aircrew Quality Improvement.
7-10: No event.
Damage Repair Table
Aircraft availability depends on extent of damage and amount of flying to be done, in other words, the time available before the next mission)
Light flying:All repairs made before next mlssion
Moderate:Any damage
Heavy and Very Heavy:Severe damage = loss of one mission; every four crits or fraction thereof = loss of one mission.

Mission Matrix
First SighterDefender
CAPEscortStrikeSweep
CAPNeutralFriendly/NeutralFriendlyFriendly
EscortEnemyNeutralFriendly/NeutralFriendly/Neutral
StrikeEnemyEnemy/Neutral-Friendly/Neutral
SweepEnemy Enemy/NeutralEnemy/NeutralNeutral

Wound Table
1-6Light woundPilot ready for next mission
7-8Serious woundRoll 1D10, result = No. of missions pilot out of action recovering
9Serious woundPilot discharged from service
10Mortal woundWrite letter to grieving mother!

RAF Nationality Table
1-6English
8-0Other; Roll 1D10
1Welsh
2Scot
3Irish
4Australian
5New Zealander
6South African
7American
8French
9Polish/Czech (roll again; odd Polish, even Czech)
0Belgian
If die roll is 8-10, and it is before July 1940, roll again.

RAF Flight Calendar
Oct.1 CAP: 9-10 Sweep(Light) Sitzkrieg begins
Nov.1-8 CAP; 9-10 Sweep(Light)
Dec.1-8 CAP; 9-10 Sweep(Light)
Jan.1-8 CAP; 9-10 Sweep(Light)
Feb.1-8 CAP; 9-10 Sweep(Light)
Mar.1-8 CAP; 9-10 Sweep(Moderate) German recon intensifies
Apr.1-9 CAP; 10 Sweep(Moderate)
May.1-6 CAP; 7 Sweep; 8-10 Escort (Heavy) Fall of Lowlands
June.1-7 CAP; 8-10 Escort (Very Heavy) France falls; Dunkirk
July.Auto CAP (Moderate) Battle of Britain begins
Aug.Auto CAP (Very Heavy) Battle of Britain builds
Sept.Auto CAP (Very Heavy) Battle of Britain peaks

Luftwaffe Flight Calendar
Oct.: 1-6 CAP; 7-10 Sweep(Light)
Nov.: 1-6 CAP; 7-10 Sweep(Light)
Dec.: 1-6 CAP; 7-10 Sweep(Light)
Jan.: 1-5 CAP; 6-10 Sweep(Light)
Feb.: 1-4 CAP; 5-10 Sweep(Light)
Mar.: 1-2 CAP; 3-10 Sweep(Moderate)
Apr. 1-2 CAP; 3-10 Sweep(Moderate)
May: 1 CAP; 2-6 Sweep; 7-8 Escort, 9-10 Strike(Heavy)
June: 1 CAP; 2-6 Sweep; 7-8 Escort; 9-10 Strike(Very Heavy)
July: 1-6 Sweep; 7 Escort; 8-10 Strike(Moderate)
Aug.: 1-4 Sweep; 5-8 Escort; 9-10 Strike (Very Heavy)
Sept.: 1-4 Sweep; 5-9 Escort; 10 Strike(Very Heavy)

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