By Mike Crane
I. PURPOSE
To create rules that can be adapted for solo wargamers or multiple players. II. EQUIPMENT
Small model planes (metal 1/285, or paper)
2. German: 8 Me-109s, 8 He-111s (or 6 He-111s and 4 Ju-87 Stukas) A paper rectangle 7 inches wide and 4 inches deep representing a factory and AA emplacement. III. ORGANIZATION
British fighters enter the board in vics of three on the turn they roll an even number. IV. OBJECTIVES
The British must attempt to destroy all of the German bombers to prevent the bomb run. Figure 1. German Fly-In Entry Area and Figure 2. Points of Entry for British Fighters V. PLACEMENTS
The factory should be centered on the edge of the board (see Figure 1).
German bombers and fighters should be no closer than 6 to the flank edges of the board (see Figure 1). Schwarms may be placed in any order within the entry area.
A British vic of three fighters will enter the board on the turn that it rolls an even number on 1 D6. Roll 2 D6 for each arriving vic to determine the point of entry on the board. Direction of entry is determined by matching the dice roll with the corresponding numbers on a clock face (see Figure 2). Each British vic travels one complete move upon entry.
Roll 1 D6: 1, 2= below; 3, 4= even; 5, 6= above. Place a coin beside each schwarm or vic to show its entry altitude: heads = above, tails = below. The distance of the first move by the fighters will be determined by their altitude.
b. If the section is below the bombers, subtract 6 from the regular move for a climb. c. If a plane is level with the bombers, move a regular move. d. All subsequent moves are the regular distances. VI. ENGAGEMENT
B. The primary objective of the British fighters is to attack the German bombers, but they may break away for dogfights when German fighters come closer than the bombers. C. Movement
2. Hurricane = 12 3. He-111 = 10 4. Stuka = 8
b. Fighters may turn any direction to fly the remainder of their movement. c. A damage point reduces the final movement of fighters by 2".
b. Movement for a bomber is reduced 2" for each damage point
b. Before stopping to fire, measure the complete distance of movement and place a marker (a flat washer) at the projected end of the move. E. Combat
b. bombers = 1
b. He-111 = 3 c. Stuka = 1
b. A fighter may attack one time during its movement turn.
b. Add the attacker's offensive value to the number rolled and the defender's defensive value to die number rolled. c. If the defender's score is equal to or more than the attacker's, there is no damage. d. If the defender's score is less than the attacker's score, but not doubled, an engine is damaged-or, if all the engines are already damaged, the plane is destroyed. e. If the defender's score is less and doubled or more by the attacker's score, the plane is destroyed.
b. Even if a bomber is destroyed by a fighters attack, its gunners may respond to the attacker with defensive fire before being removed. c. Nose gunners may fire forward 45 degrees to the left and right of the nose. d. Rear gunners may fire backward 45 degrees to the left and right of the center of the fuselage. e. If a fighter attacks another fighter head-on, the target may respond with defensive fire even if destroyed by the attack. If the target is not destroyed, it may fire as normal on the next move. VII. THE BOMB RUN
2. To determine if the bomber is hit by flak before it can drop its bombs, the target rolls 1 D6 adding its AA offensive value of 1 against the die roll and defensive value of the bomber. 3. Damage to the bomber is determined in the same manner as combat hits (see Section VI. 4.). 4. If the bomber is not destroyed, it continues the bomb run. C. Bombers receive 1 D6 roll per engine whether damaged or not. (Stukas roll once and He-111's roll twice.) D. Bombing hits are determined in the same manner as combat hits but without modifiers.
2. If the defender's score is more than the attacker's, there is no damage. 3. If the defender's score is less than the attacker's score, but not doubled, 1 bomb hits. 4. If the defender's score is less than the attacker's score and is doubled or more, 2 bombs hit. Battle of Britain Wargame by Mike Crane
Rules Color Planes (very slow: 261K) Rulers and Markers (35K) Color factory (target) (67K) Back to Table of Contents -- Lone Warrior #139 Back to Lone Warrior List of Issues Back to MagWeb Magazine List © Copyright 2002 by Solo Wargamers Association. This article appears in MagWeb (Magazine Web) on the Internet World Wide Web. Other military history articles and gaming articles are available at http://www.magweb.com |