bombercommand rules

Upload: haggard72

Post on 04-Apr-2018

214 views

Category:

Documents


0 download

TRANSCRIPT

  • 7/29/2019 BomberCommand RULES

    1/28

    GMT Gams, 2012

    B O M B E R C O M M A N D 1

    T h e N i g h t R a i d s 1 9 4 3 - 1 9 4 5

    R U L E S O F P L AY

    1.0 INTRODUCTION 2

    2.0 COMPONENTS 2

    3.0 SETTING UP PLAY 5

    4.0 PLOTTING 7

    5.0 SEQUENCE OF PLAY 10

    6.0 CARDS 10

    7.0 MOVEMENT 11

    8.0 DETECTION 14

    9.0 COMBAT 15

    10.0 MAIN FORCE BOMBING 20

    11.0 END OF GAME 24

    12.0 ADVANCED RULES 25

    13.0 PLAYING DOWNFALL 27

    Ta b l e o f C o n t e n t s

    GMT Games, LLC P.O. Box 1308, Hanford, CA 93232-1308, USA www.GMTGames.com

  • 7/29/2019 BomberCommand RULES

    2/28

    GMT Gams, 2012

    B O M B E R C O M M A N D2

    1 . 0 I N T R O D U C T I O N

    Bomb Comman recreates the Royal Air Forces strategicbombing raids on the German Reich from 1943 to 1945.Bomb Comman is a raid game in which each playthroughrepresents one night of air raiding.

    1 . 1 R u l e s

    This book describes the rules of the game. Rules arenumbered and cross-references to other rules are listed [insquare brackets]. Design notes in talcsdescribe the rationalebehind the rules.

    A note on spelling: British rather than American English isused throughout the game.

    1 . 2 P l a y b o o k

    The playbook accompanying the game provides play tips,design notes and historical notes.

    1 . 3 P l a y e r s

    Bomb Comman requires two players. The British playercommands the bomber forces of RAF Bomber Command.

    The German player commands the nightghter and anti-aircraft artillery forces of the Reich.

    1 . 4 S c e n a r i o s

    There are two scenarios in Bomb Comman:

    Berlin (Autumn 1943 to Spring 1944). This scenariocovers the period from the Battle of Hamburg to theBattle of Berlin.

    Downall (Autumn 1944 to Spring 1945). This scenariocovers the period during which the Reich collapsed.

    1 . 5 S c a l e

    Each hex on the scenario maps is 50 miles across. Each game

    turn represents approximately 30 minutes.

    1 . 6 G l o s s a r y

    This is a list of common terms used in the game.

    Bomber Stream. A Main Force raid was a formation of aircraftthat could stretch a hundred miles or more. This bomberstream would snake its way to the target and back again.

    Bomb Counter. A counter representing a load of HighExplosive (HE) or Incendiary bombs.

    Bombing Marker. A marker with Bomb Drop printed on oneside and Resolve Bombing on the other.

    Distance. Distance on the map is measured by counting thenumber of hexes from one hex to another, by the shortestpath. Count the destination hex but not the start hex.

    Flak. German anti-aircraft artillery defences.

    Flightpath. The route a raid travels on the map. This is plottedbefore the game starts.

    Gardening. Gardening was the codename for RAF minelayingraids. Gardeners (the bombers) sowed elds of Vegetables(sea mines) in shipping lanes.

    GCI. Ground-Controlled Intercept. The Germans created aline of ghting zones in which nightghters could be directedto intercept bombers by controllers on the ground. TheGerman name for the system was Himmelbett.

    Intruder. A nightghter unit assigned to harass and disruptenemy airspace and airelds.

    Jagddivision (JD). The Jagddivision is an organisationaldivision of the German ghter arm.

    Mandrel. A screen of jamming aircraft from behind whichBritish raids would emerge.

    Mosquito. The de Havilland Mosquito was a superlativelight bomber that served in many roles from nightghter topathnder to bomber. In the game Mosquito raids representspoong forces and nuisance raiders.

    OBOE. The codename for a blind bombing system usingradio navigation. OBOE marking was considered to be veryaccurate but was limited in range from England.

    Outbound. That portion of a raid ightpath from the entryhex to a target. It includes the target hex.

    Patrol. British intruders (see above) are called patrols todistinguish them from German intruders.

    Raid. Raids are British units representing groups of bombersranging in size from 6 to 600 or more aircraft.

    Recovery. The term for a nightghter unit landing at an

    aireld, or for a raid landing in England.

    Return. That portion of a raid ightpath from the target hexto the exit hex, not including the target hex.

    Scramble. The term for a nightghter unit taking off from itsaireld.

    SE. A nightghter unit made up of single-engined aircraft.

    Stacked. A nightghter unit is stacked if it is deployed to a cityor a radio beacon.

    Tame Boar. Tame Boar was the codename for a tactic in whichnightghters inltrated the bomber stream. When in-streamthey could hunt like sharks in a shoal of sh.

    TE. A nightghter unit made up of twin-engined aircraft.

    TI. Target Indicators are special pyrotechnic devices designedto mark a target at night.

    Wild Boar. Wild Boar was the codename for massing ghtersover cities where searchlights and res would provideillumination for attacks on bombers.

    2 . 0 C O M P O N E N T S

    A complete game of Bomber Command contains thefollowing components:

    One rule book

    One play book

    Two 22 x 34 mapsOne 8.5 x 11 play aid card (double-sided)

    One 8.5 x 11 bombing card (double-sided)

    One 8.5 x 11 planning map (double-sided)

    One sheet of 5/8 counters and markers

    One sheet of 1/2 counters and markers

    Four 8.5 x 11 city map sheets

    One deck of 55 British cards

    One deck of 55 German cards

    Two six-sided dice

  • 7/29/2019 BomberCommand RULES

    3/28

    GMT Gams, 2012

    B O M B E R C O M M A N D 3

    2 . 1 T h e S c e n a r i o M a p s

    There are two scenario maps. One is used for the Berlinscenario and the other for the Downfall scenario.

    2.1.1 Hex GridScenario maps are printed with a grid of hexagons (orhexes). Each hex has a unique letter and number to identifyit.

    Mark a raids or nightghter units location by placing itscounter in a hex. Some hexes have additional boxes withinthem for cities and radio beacons. Units should not be placedon a city or beacon unless that unit is purposely stacked on itin the Deployment Phase.

    iLLUSTrATiON: Fom lt to ght, cons o a goo, nomalan oo aa sgnatu.

    Some city boxes represent two or more actual cities, orseparate targets near a single city. In such cases multiplenames may be listed for the city.

    On the Downfall scenario map, cities that cannot be the targetof Main Force raids have only a ak value.

    deSiGN NOTe: A t e ct, wth ts ash outln, s stctlsakng not a ct but th locaton o a tal nust. How,n th gam t unctons actl as a gula ct.

    Compass. This indicates the direction of North.

    deSiGN NOTe: Fo gam uoss Noth conoms to th gano th h g ath than tu Noth.

    England. This space represents the airelds in England. Itis considered to be adjacent to all the hexes it touches. Itcontains its own Weather Box.

    Himmelbett Hexes. Hexes with a yellow double outline areHimmelbett hexes, where GCI attacks can take place.

    Jagddivision Boundaries. Each scenario map is divided intove Jagddivision areas, representing historical divisions ofLuftwaffe command. These boundaries determine the limitsof Himmelbett GCI and also dene weather zones.

    Note that in the Downfall scenario 4.Jagddivision has beendisbanded. Instead this area represents territory liberated by

    the Allies.

    iLLUSTrATiON: in h K5 th a two nghtght unts. Thtwn-ngn unt s lac n th h whl th sngl-ngnunt s stack on th bo o th ct o Hanno. in h L4 atwn-ngn unt s stack on ao bacon Gtu.

    2.1.2 MAp FeATUreSEach scenario map depicts a portion of the Europeancontinent and England. It has the following features:

    Airfelds. Airelds are bases for nightghter units. Eachaireld is marked with the name of the units that operatefrom that aireld.

    Area Flak. Flak icons printed on the map with a ak valuenext to them represent extensive zones of ak.

    iLLUSTrATiON: Fom lt to ght, cons o an Al, AaFlak, Mn h an Occu Ct.

    Cities. Cities are represented by boxes on the map. They arerated for the following:

    Flak Value:Listed as a number from 0 to 5.

    City Map Type:Listed as a letter from A to E.

    OBOE: A musical note symbol means that city can bebombed with the benet of OBOE.

    Radar Signature:Cities with a good radar signature have awhite triangle, those with a normal signature a rectangle,and those with a poor signature a black circle.

    Jutland. This box represents northern Denmark. It is part of2.JD.

    Mandrel Screen. These icons represent the starting point forraids.

    Mine Hexes. These are target areas for sea mining. Thenumber in the mine symbol is the Victory Points (VPs) scoredfor mining that hex.

    Occupied Cities. Occupied (or liberated) cities are depictedfor avour and only affect Decoy raids.

    Radio Beacons. Radio beacons are boxes within hexes thatrepresent navigation points where nightghters can assemblebefore inltrating raids. Each radio beacon has a name(included for historical avour only).

    Ruhr. The three hexes J6, I7 and I8 with the smoky backgroundrepresent the industrial complex of the Ruhr valley.

    Himmelbetthex

    Jagddivisionboundary

    Flak Value

    City Map Type

    OBOE

    Radar Signature

  • 7/29/2019 BomberCommand RULES

    4/28

    GMT Gams, 2012

    B O M B E R C O M M A N D4

    Searchlights. Searchlights represent coastal lights and ak.

    Tracks and Boxes. Each scenario map also has a number ofboxes and informational tracks:

    Game Turn Track:This track notes the current game turnand the onset of twilight, moonrise or moonset.

    Loss Track & Victory Points: A track for recordingnightghter and bomber losses, and Victory Points earnedduring play.

    Jamming Track: A track displaying the current jamminglevel and inltration value. Naxos and Beleuchter markersare also placed here.

    Raid Boxes: Nine raid boxes marked A to J. InltratedTame Boar units, Disrupt markers, Flak Damage markersand Mosquito Hunt markers are placed here.

    Fuel Track:This tracks the remaining fuel for nightghterunits. The starting spaces for Fuel markers are listed byaircraft type.

    Recovery Boxes:Recovering units are placed here.

    Rearm & Reuel Box: Units rearming and refuelling areplaced here.

    Ready Box: Nightghter units that are ready to bescrambled from their airelds are placed here.

    Closed Airfeld Box: Units attacked while scrambling areplaced here.

    Patrol Pool:(Downfall scenario only) Place unused Patrolcounters here.

    Tail Wind:The direction of the wind.

    Visibility:The visibility setting.

    Weather Boxes. Each Jagddivision area and the England spacehas a Weather Box. Players place a Weather marker there toshow the weather in that area.

    iLLUSTrATiON: A a count an bomb stam count.

    Main Force and Decoy raids form bomber streams. A bomberstream is a trail of counters behind the raid counter that varies

    in length according to the scenario [7.2.1]. Stream countersindicate the streams.

    2.2.2 GerMAN NiGHTFiGHTerSGerman nightghter units represent Gruppe-sized formationsof roughly 30 aircraft. Use the yellow unit counters for theBerlin scenario. Use the red counters for the Downfallscenario.

    iLLUSTrATiON: Fom lt to ght, cons o Sachlghts, aManl Scn, a Wath Bo an a rao Bacon.

    2 . 2 U n i t s

    2.2.1 BriTiSH rAidSBritish bombing raids are represented by raid counters. Someraids form bomber streams.

    Raids come in several types:Main Force. A large formation of heavy bombers. In theBerlin scenario there is only one Main Force in play whilein the Downfall scenario there are two Main Forces.

    Mosquito. A small force of Mosquito bombers acting asnuisance raiders.

    Gardening. A force of minelaying bombers.

    Decoy. A large force pretending to be a Main Force raid.

    Nightghter counters have the following values on them:Designation. The unit takes off from and lands at theaireld bearing this designation.

    Airfeld. The hex letter and number of the aireld is listed.

    Jagddivision. The Jagddivision the unit belongs to. If theJagddivision number has a star under it, that unit is oflimited availability [3.2.1].

    Engines. Fighter units are marked with dots, signifying thenumber of engines. Two dots mean a twin-engined unit(abbreviated TE in these rules) and one dot means it issingle-engined (SE).

    Strength. A combat strength from 0 to 3, representing the

    units effectiveness.Aircrat Type. The designation of the aircraft own bythat formation.

    Unit counters have two sides. The front is the full strength sideand the reverse, with a stripe, is the depleted side. Depletedunits represent Gruppen of reduced strength. Some aircrafthave either become lost or returned home, leaving only asmall cadre of pilots and aircraft to carry on.

    Some units are detachments. These only haveone side, marked with a depleted stripe. Theyrepresent specialized units, or late-war Gruppendepleted by fuel shortages. All nightghterunits in the Downfall scenario are detachments.

    2.2.3 AdGB ANd pATrOLSThese units represent the Air Defence of GreatBritain (ADGB) and British intruder patrols. TheADGB unit only appears if the Intruder rules arebeing used [12.2]. Patrols are used only in theDownfall scenario [9.2.4].

    ADGB and Patrol counters each have a combatstrength ranging from 2 to 4.

    Designation

    Aireld hex

    Aircraft type

    Jagddivision

    EnginesStrength

    Full dlt

  • 7/29/2019 BomberCommand RULES

    5/28

    GMT Gams, 2012

    B O M B E R C O M M A N D 5

    iLLUSTrATiON: Fom lt to ght, th cons o Acat/

    eumnt, elctonc Waa, Oatons an Bombng.

    3 . 0 S E T T I N G U P P L A Y

    To start play do the following:

    3 . 1 S e l e c t S c e n a r i o

    Agree which scenario to play: Berlin or Downfall.

    3.1.1 MApLay the correct map for the scenario out on the table.

    3.1.2 MArKerSPlace the Game Turn marker in the 1 space of the Game TurnTrack.

    Place the Jamming Level marker in the correctstarting space of the Jamming Track for thescenario: 5 in the Berlin scenario and 6 in theDownfall scenario.

    Put the Fighter Losses markers in the zero boxof the Loss Track.

    3 . 2 P l a c e U n i t s

    3.2.1 GerMAN NiGHTFiGHTerSThe German player sorts the nightghter unit counters forthe scenario. Use the yellow counters for the Berlin scenarioand the red for the Downfall scenario.

    Place all nightghter units in the Ready Box, full strengthside up. Detachments are placed on their depleted side. Inthe Downfall scenario all nightghter units are detachments.

    If a unit has a star beneath its Jagddivisionnumber, it might not be available for thisscenario. Roll 1 die for each such unit. On a 1-2the unit is available; place it in the Ready Box.On a 3-6 it is not and should be removed fromthe game.

    deSiGN NOTe: Th sta snts a at o cts. Sealght ght unts otn us to o acat o WlBoa lots. Tanng unts not alwas jon n oatons.

    2 . 3 C o u n t e r s

    The game uses the following non-unit counters:

    2.3.1 TArGeT SeLeCTiON CHiTSThese chits are used to select targets for raids.

    2.3.2 TrACK MArKerSThese markers are used on various map displays to track thefollowing: Jamming Level; Beleuchter; Naxos; Fuel markers

    (use 5/8 counters for SE units and 1/2 counters for TEunits); Disrupt markers; Flak Damage markers; MosquitoHunt markers; Bomber Losses x1 and x10 (one for each raidID); Fighter Losses x1 and x10; VP markers x1 and x10, oneset each for the British and German player.

    2.3.3 eNvirONMeNTAL MArKerSThese mark the status of visibility, wind, twilight andmoonrise/moonset. Weather markers indicate the weather ineach weather zone.

    2.3.4 UNiT STATUSThese markers track a units status: Scramble; Return to Base;GCI Intercept; Intruder.

    2.3.5 MAp STATUSThese markers record various events on the map: Combat;Mobile Flak; Track; Mine; Flak Stripped; Alerted.

    2.3.6 BOMBiNG MArKerSBombing markers are used in the bombing process. Theyhave Bomb Drop on one side and Resolve Bombing on thereverse; Target Indicator counters (Newhaven, Parramattaand Wanganui varieties); Aimpoint and Approach markers.Bomb counters represent HE and Incendiary bombs. Thereare counters for major res. The North markers are used withadvanced rule 12.4.1.

    2 . 4 P l a y A i d C a r d s

    The double-sided 8.5 x 11 play aid card and the separatebombing card contain a number of charts and tables for easyreference, as well as a summary of the sequence of play.

    2 . 5 P l a n n i n g M a p s

    The 8.5 x 11 planning maps are facsimiles of the game maps.The British player plots his raids by drawing on the maps inpen or pencil. It is recommended that you photocopy themaps before play and plan using the copy. Alternatively, placethe maps in a clear plastic folder and write the plan on themin Chinagraph pencil or similar.

    2 . 6 C i t y M a p s

    There are four 8.5 x 11 city map sheets. These maps of citiesare used to resolve bombing. Rule 10.1 describes these mapsin detail.

    2 . 7 C a r d D e c k s

    There are two 55-card decks in the game: one for the Britishplayer and one for the German. A roundel or black crossindicates the nationality (British or German, respectively).Each card has a title and text that explains the effect ofplaying that card.

    Cards marked with a scenario name (either Berlin orDownfall) are only used in that scenario.

    Cards also have a symbol for their type. The types are: Aircraft/Equipment, Electronic Warfare, Operations and Bombing.

    Title

    Card Text

    Flavour text

    Card ID number

    Card symbolNationality

    Scenario

  • 7/29/2019 BomberCommand RULES

    6/28

    GMT Gams, 2012

    B O M B E R C O M M A N D6

    3.2.2 BriTiSH UNiTSThe British player sorts out the raid and bomber streamcounters and places them somewhere close to hand.

    If the Downfall scenario is being played, the British playerchooses any TWO of the three Patrol counters and placesthem face up in the Patrol Pool box [9.2.4]. The remainingPatrol counter is not in play and is put aside.

    If the Intruder advanced rules are to be used, place the ADGB

    counter in the England space [9.2.3].

    3 . 3 T h e Ta r g e t F o r To n i g h t

    The British player secretly determines the target his MainForce raid is going to bomb. There are a number of targetselection chits, each with a yellow and a red side. Use theyellow side for the Berlin scenario and the red/pink side forthe Downfall scenario.

    The British player puts the Weather markers into an opaquecontainer such as a cup, draws one at random and places it onthe rst weather zone, ipped to its good side. Then he drawsanother Weather marker and places it in the next emptyweather zone, also ipped to its good side. The British playercontinues placing markers one-by-one in this fashion until allweather zones are lled.

    3.4.2 WeATHer eFFeCTS

    The weather in a Jagddivision applies to all hexes encompassedby the division. 2.JD weather also applies to Jutland. Theweather over England only applies to raids that are recoveringand to ADGB or intruder combats.

    The numbers after the weather name are modiers applied tocombats and Tame Boar inltration rolls.

    Weather types include: Clear +0; Haze 1; Broken Cloud 1;Cloud 2; Heavy Cloud 2; Fog +0

    3.4.3 rUHr HAzeThere are three Ruhr hexes (J6, I7 & I8) marked with a smokybackground. These hexes have a permanent Haze over them.Treat them as if Haze 1 weather applies to them unless

    Broken Cloud, Cloud, Heavy Cloud or Fog apply in thosehexes, in which case the worst weather effect always applies.

    exAMpLe: i 3.Jagson has Fog, th Ha 1 ct sal to all combat an nltaton olls n th ruh hs,whl Fog s al to an bombng attmts th.

    Each chit lists a target city, its hex ID number, and a VPvalue. The VP value is the bonus scored for bombing thattarget [11.1]. The chit also has a moon value printed in acircle [12.1.2]. Some chits are marked with oil target symbols[10.1.1].

    Put all the chits into an opaque container such as a cup. Inthe Berlin scenario the British player randomly pulls one chitfrom the cup and notes the target without telling the Germanplayer what it is. In the Downfall scenario TWO targets arerandomly selected [4.5.1].

    3.3.1 CiTy TArGeT exCepTiONSOccupied cities can never be the target for Main Force orMosquito raids.

    In the Downfall scenario four cities (Aachen, Dsseldorf,Mnchen Gladbach, Saarbrcken) are not listed on targetselection chits. These cities will never be the target of a MainForce raid, though they can still be attacked by Mosquito raids[4.3.2].

    3 . 4 E n v i r o n m e n t

    3.4.1 deTerMiNe WeATHerAfter selecting the target, the British player determines theweather. There are 16 Weather markers, each with a good side(with a yellow moon symbol) and a bad side (with a yellowcloud symbol). The bad side is used only with the bad weatheradvanced rule [12.1.1]. If not using this rule the weather

    defaults to good.

    Moon

    Target andhex IDOil

    VP value

    There are six weather zones on the map. The British playerannounces the order in which he will place Weather markersin zones on the map.

    exAMpLe: Th Btsh la announcs h wll lac Wathmaks n th o: englan, 3.Jd, 2.Jd, 1.Jd, 7.Jd, 4.Jd.

    Goo Ba

    iLLUSTrATiON: Th ruh.

    3.4.4 viSiBiLiTyVisibility can be in one of three states: Good, Moderate orPoor. The British player rolls 1 die to determine the visibility:

    d vsblt Mo

    1 Good +1

    2-5 Moderate 0

    6 Poor -1

    Place the Visibility marker in the correct space of the VisibilityTrack.

  • 7/29/2019 BomberCommand RULES

    7/28

    GMT Gams, 2012

    B O M B E R C O M M A N D 7

    Modify inltration rolls and attack rolls by the value listed inthe modier column of the table. If the moon has risen add+1 to these modiers [12.1.2].

    3.4.5 TWiLiGHTRoll one die and add ten to the result. The totalnumber is the game turn on which twilightbegins. Mark this on the Game Turn Trackwith the Twilight marker. From this game turn

    onwards twilight conditions will apply.

    During twilight the visibility modiers are +3 for inltrationand combat regardless of the setting on the Visibility Track[3.4.4] or the moon state [12.1.2].

    3.4.6 MOON ANd TAiL WiNdIf playing with the advanced environment rules, the Britishplayer determines whether the moon appears or disappearsand the direction of tail winds [12.1.2-12.1.3]. If not playingwith these rules assume no moon or tail winds are present.

    3 . 5 R a i d P r e p a r a t i on

    After selecting the target and setting twilight and the weather,the British player plots his raids.

    3.5.1 rAid FOrCeSThe British player gets a number of raids [4.3] to plot.

    In the Berlin scenario the British player gets the followingraids:

    1 x Main Force raid

    3 x Mosquito raids

    In the Downall scenario the British player gets the followingraids:

    2 x Main Force raids

    5 x Mosquito raids

    1 x Decoy raid

    In both scenarios up to two Mosquito raids may be exchangedfor Gardening raids via a one-for-one swap. Furthermore, twoMosquito raids may be exchanged for a single Decoy raid.

    3.5.2 rAid pLOTTiNGAfter determining the raids for the scenario, the British playerplots each raid on a planning map [4.0].

    The Main Force raid must be plotted to bomb the selectedtarget. A Mosquito raid is plotted to bomb any city of theBritish players choice. A Gardening raid must be plotted tomine a mine hex. Decoy raids have no target.

    3 . 6 S t r i p p i n g C i t y F l a k

    deSiGN NOTe: Lat n th wa th was nsucnt fak toco all cts. Som tagts woul b st o fak to bolstncs lswh.

    In the Downfall scenario only, after the Britishplayer has plotted his raids the German playerplaces three Flak Stripped markers on city boxeson the map.

    The cities must have printed ak values of 0 to have a FlakStripped marker placed. Markers cannot be placed on citiesthat cannot be the target of a raid [3.3.1]. (In other words:Aachen, Mnchen Gladbach and Saarbrcken cannot bestripped of ak.)

    The selected cities do not have any ak at all in the game andcannot make ak attacks when bombed or when a STRAYINGBOMBERS card directs them to attack.

    3 . 7 C a r d D e c k s

    Remove those cards from the deck that are not applicable tothe scenario being played [6.0].

    Both players shufe their card decks. Then they each draw

    eight cards from the top and secretly look at them. Eachplayer keeps ve cards from the eight, then shufes the restback into his deck, which is placed face down to become hisdraw pile.

    Once the hands are ready play can begin.

    3.7.1 dOWNFALL SCeNAriOIn the Downfall scenario, instead of drawing eightcards and selecting a hand of ve the British playersearches through the British card deck and selects anysingle bombing card he wishes. Then he shufes the deck anddraws four more cards to make up a hand of ve.

    4 . 0 P L O T T I N GBefore play starts the British player secretly chooses a ightpathfor each raid. He plots this by drawing the ightpath on theplanning map.

    The British player is not required to plot for all of his raids (inother words he doesnt have to use all the raids he is assigned).Raids that are not plotted never enter the map. However, theBritish player must plot all his Main Force raids.

    4 . 1 R a i d I D

    The British player should assign an ID letter from A to J(excluding I) to each raid. This means each raid correspondsto one of the raid boxes on the map. When plotting the raid

    on the planning map note the raids ID next to its ightpath.

    4 . 2 F l i g h t p a t h s

    A ightpath is a series of lines drawn on the planning mapdescribing a route that leads from an entry hex to a hexcontaining a target and then to an exit hex.

    The entry hex must be a Mandrel Screen hex. The exit hexmust be a hex adjacent to the England space. A raid may usethe same or different hexes for entry and exit. The routefrom the entry hex to the target hex (inclusive) is termed theoutbound route. The route from the target to the exit (notincluding the target hex) is the return route.

    4.2.1 LeGS ANd WAypOiNTS

    The ightpath comprises a series of legs. A leg is a line drawnbetween two waypoints. A waypoint is an imaginary pointwithin a hex. The hex containing the target city must alwayshave a waypoint plotted.

    A leg must follow the hex grain on the map. It can go down acolumn of hexes, or it can go along a row of hexes. Where itgoes along a row the line should be drawn either on one sideor the other of the hexspines. (See the illustration overleaf.)

    A maximum of four legs may be drawn on the outbound routeto the target hex and four legs on the return route from thetarget to the exit hex.

  • 7/29/2019 BomberCommand RULES

    8/28

    GMT Gams, 2012

    B O M B E R C O M M A N D8

    Note that each waypoint passed en route to the target adds

    one disruption to the raid when it comes to resolve bombingor mining.

    Raids may enter on turns later than game turn 1, in which case

    the rst turn number written on the planning map should bethe turn of entry.

    Raids may, on the turn that they enter the map, move onlyone hex instead of two, in which case write the turn of entryin the rst hex of the ightpath.

    4 . 3 Ty p e s o f R a i d s

    There are four types of raid in the game.

    4.3.1 MAiN FOrCe rAidSMain Force raids must be plotted to bomb the selected target.Main Force raids occupy a hex but trail a bomber streambehind them [7.2.1].

    4.3.2 MOSqUiTO rAidSMosquito raids occupy only one hex and do not have abomber stream.

    Mosquito raids must plot a city target to attack. It can be anycity of the British players choice that is not being attacked byanother raid. Occupied cities can never be targeted.

    On reaching its target city a Mosquito raid places a bombingmarker as normal. When bombing is resolved the Britishplayer scores 1 VP for each Mosquito raid bombing attack(increase to 3 VPs if the target is Berlin).

    If attacked by nightghter units, the British player mustannounce the raid is a Mosquito raid [9.9]. Any inltrated

    exAMpLe: Th uls o not sc actl how to mak th lottng ma, but h s a suggston o how t coul b on.dnt colous ha bn us o ach fghtath an a small k has bn awn on on s to ncat whch colou an idltt a assgn to ach a. Tun numbs nt to ach fghtath ncats wh th a ns ach gam tun.

    in ths aml, Man Foc e (n black) s lott to attack Bmn (tagts a mak wth an x). On tun 1 t onl mosa sngl h, on to th ma [s 4.2.2]. ras B an C ( an gn) a Mosuto as, tagtng Wlhlmshan anOsnabck, sctl. Th Mosuto as tal as scots to th Man Foc [s 4.4.1] bo bakng out n h i5 (makwth a sta) to bomb th tagts. in ths sml lan th cts a attack on tun 4, cng th Gman as to whch s thtagt o th Man Foc. All th as tun to englan on tun 8. Though th t hs a C6 an C7, th lott has awnth lns on nto th englan sac to not th tun o tun. ra F (n blu) s a Ganng a that nts on tun 2 . it muststo mong on ntng h H3 [s 4.3.3] wh t las mns bo tunng.

    iLLUSTrATiON: Flghtath A fs along a h column whlfghtaths B an C f along a h ow [s 4.2.1]. B an C alott abo an blow th hsn, so that B fs though hse5, F5 an G5, whl C fs though e6, F5 an G6.

    4.2.2 pLOTTiNG TUrNSIn addition to plotting the legs, the British player plots thehex the raid will end each game turn in. He does this bywriting the game turn number in the hex on the plottingmap. Raids always move two hexes each turn, so if the raidenters on game turn 1 he puts 1 in the second hex of theightpath, 2 in the fourth hex of the ightpath, 3 in thesixth hex and so on.

  • 7/29/2019 BomberCommand RULES

    9/28

    GMT Gams, 2012

    B O M B E R C O M M A N D 9

    Tame Boar unit immediately leaves the raid after attacking (itcannot keep up with the Mosquitos). See also 9.9.2.

    Mosquito losses are gured differently from those of otherraids [9.9.1].

    4.3.3 GArdeNiNG rAidSGardening raids occupy only one hex and do not have abomber stream.

    Instead of bombing a city the British player plots a mine hexas the target for each Gardening raid. Any mine hex may bechosen but two raids cannot mine the same hex.

    In the Raids Move Phase Gardening raids stop moving whenthey enter their target hex, even if they have only moved onehex that turn [7.2].

    In the Bombing Phase if a Gardening raid is in itstarget hex, the British player places a Mine markeron the hex to show it has been mined. The Britishplayer scores VPs equal to the value of the minehex, less VPs equal to the error value for disruption sustainedby the raid at the moment of the attack [10.5.2]. (Minimumscore is 0 VP.)

    4.3.4 deCOy rAidS

    deSiGN NOTe: dcos w om om tanng unts anomatons o jammng aolans.

    A Decoy raid trails a bomber stream just like a Main Forceraid [7.2.1].

    Decoy raids do not have a target and simply y whatever paththe British player plots for them. He may plot up to eight legsin total for each Decoy raid.

    Decoy raids cannot be plotted to enter or pass through a hexcontaining a city or occupied city or aireld.

    The moment the German player attacks a Decoy raid, theBritish player must admit it is a Decoy raid.

    Attacks against Decoy raids benet from a +1 modier.

    4 . 4 M u l t i p l e R a i d s

    Two raids may not be plotted to end a turn in the same hex.Also the bomber stream portion of a raid must not end a turnoverlapping with another raid or bomber stream in the samehex.

    4.4.1 MOSqUiTO eSCOrTSMosquito raids are an exception to the rule that raids cannotend a turn in the same hex. They can be plotted to travel witha Main Force or Decoy raid and then break out from thatraid somewhere along the route. While travelling togetherthe Mosquito raid is considered to be part of the Main Force

    or Decoy raid. It does not appear separately on the map andis not attacked separately.

    The plot should have the Mosquito raid break away from theparent raid. Plot a leg from a hex on the parent raids routeto a new hex. The Mosquito raid must end the turn it breaksaway in a different hex from the Main Force or Decoy raid itbroke out from.

    Mosquito raids break out the moment the raid counter (notthe stream) rst enters or leaves the hex where the split takesplace (British players choice).

    When it breaks out the Mosquito raid appears in the hexwhere it splits from the raid, as if it had just moved intothat hex, and then moves. (The new raid may be attackedby Himmelbett and area ak in this hex.) At the moment itbreaks out, the Mosquito raid is considered to have moved asmany hexes as the Main Force has.

    exAMpLe: A Mosuto a baks out n th st h th ManFoc nts. it has tho mo on h at that ont an can

    onl mo on mo h.Not that th Mosuto a cannot bak out n th scon hnt, snc t woul b cons to ha mo two hs anwoul tho ha to llgall n ts mo n th sam h asth Man Foc. it coul, how, bak out whn th a lasthat h n th ollowng gam tun.

    A Mosquito raid cannot bomb while travelling with the MainForce or Decoy raid; it must rst break away. It cannot bombin the hex where it breaks out.

    Any nightghter units that have inltrated the Main Forceraid remain with the Main Force after a Mosquito raid hassplit. They cannot inltrate the Mosquito raid.

    Once broken away from the Main Force a Mosquito raidcannot rejoin it or end the turn in the same hex.

    4 . 5 D o w n f a l l P l o t t i n g

    In the Downfall scenario there are some changes to the targetselection and plotting process.

    4.5.1 THe TArGeTS FOr TONiGHTIn the Downfall scenario the British player must select TWOtargets. The red and pink target selection chits are dividedinto two target sets: one marked Target A and the othermarked Target B. When selecting targets the British playerputs each set into a separate container and pulls one targetselection chit randomly from each.

    The British player must y twoMain Force raids: one against eachselected target. Both raids use theMoon value shown on the Target Achit [12.1.2].

    If a chit has an oil target symbol on it, the British player keepsa secret note of this [10.3.1].

    4.5.2 FOLLOW-Up rAidSIf a Follow-Up Raid chit is selected as the TargetB chit, then BOTH raids are own against thetarget indicated by the Target A chit. However,the second Main Force raid must enter the mapat least four game turns after the rst Main

    Force has entered.exAMpLe: i th st Man Foc nts on gam tun 2, thscon Man Foc ma not nt an al than gam tun 6.

    Rule 10.6 describes how follow-up raid bombing is resolved.

    4.5.3 SHOrT NiGHTSIf Twilight begins on game turn 13 or earlier AND the TargetA chit is worth 2 or more VPs, the British player ignores allFollow-Up Raid chits from the Target B cup when pulling achit. Continue pulling chits until a non-Follow-Up Raid targetappears.

  • 7/29/2019 BomberCommand RULES

    10/28

    GMT Gams, 2012

    B O M B E R C O M M A N D10

    5 . 0 S E Q U E N C E O F P L A Y

    Players perform activities in the following order:

    DRAW CARDS. (Sk ths has on th st gam tun.) Bothplayers may discard any number of cards from each hand.Then, both players draw up to three cards into their hand.However, their hand cannot exceed 5 cards [6.1].

    FIGHTERS MOVE. Inltrated units can leave raids [9.4.3].

    The German player moves his nightghter units [7.1]. Move TE and SE units up to 2 hexes.

    Move TE units with Scramble markers up to 1 hex andremove the Scramble marker.

    Units without a GCI Intercept marker decrement their Fuelmarkers by one [7.5-7.5.1].

    Do NOT yet place nightghter units into city or beacon boxes.

    SCRAMBLE. Place nightghter units on their aireld hex[7.4.2] and the corresponding Fuel markers on the FuelTrack. Mark TE units with a Scramble marker. Move SE unitsup to 1 hex but do not mark them with a Scramble marker.Patrols may attack [9.2.4, 9.2.5]. Check losses for scrambling

    units. Declare intruders [12.2.1].RAIDS MOVE. Remove all raid and bomber stream counters[7.2]. The German player can, if he wishes, mark the formerly-occupied raid hexes with Track markers [7.2.5].

    Raids are considered to move to their next plotted destinationhex. No counters are yet placed or moved on the map.However, raids and bomber streams that exit the map placetheir counters in the England space [7.2.4].

    If a raid or bomber stream moves through an area ak hexplace a Flak Combat marker in the hex.

    If a raid or bomber stream moves through an activeHimmelbett hex place a GCI Combat marker in the hex.

    If a raid ies over a city it is plotted to bomb, place a bombingmarker there on its Bomb Drop side [10.2]. Nightghterunits deployed on beacons or cities in an adjacent hex at thismoment may react and move into the hex [9.5.2].

    While a raid or any part of its bomber stream is bombing a city,nightghter units in that hex may declare Wild Boar attacksagainst the raid [9.5.1]. City ak will also attack the raid. PlaceWild Boar and/or Flak Combat markers on the city.

    After all raids have moved and all Combat markers have beenplaced [9.1.2], roll GCI [9.3], ak [9.6.1] and Wild Boar[9.5.1] attacks. Remove Combat markers after each attack isrolled.

    RAID DETECTION. Roll to detect raids [8.2]. A success

    means raid counters and bomber stream counters are placedon the map.

    TAME BOAR. Any TE unit in the same hex as a detected raidor bomber stream counter, OR in the same hex as a bombingmarker, OR stacked on a beacon in an adjacent hex to adetected raid or bomber stream counter, may try to inltrate[9.4.1].

    After resolving all inltrations, resolve Tame Boar attacks. TheAir Defence of Great Britain may attack intruders [12.2.3]after which the intruders may make attacks in the Englandspace [12.2.4] .

    DEPLOYMENT. Stack nightghter units on cities or beaconsin their current hex [7.3] if desired. Units in Himmelbetthexes may have GCI Intercept markers placed on them [9.3].

    RECOVERY. Perform the following actions in strict order:Move units from the Rearm & Refuel Box to the Ready Box[7.4.5]. Recover nightghter units by moving them into theRecovery Boxes [7.4.4]. Check for recovery losses. Patrolsmay attack [9.2.4]. Recovering units then move to the Rearm

    & Refuel Box, unless diverting, in which case remove themfrom play [7.4.4]. Units in the Closed Aireld Box move intothe Rearm & Refuel Box [7.4.6]. Remove raids in Englandfrom play [7.2.4]. Main Force and Decoy raids in Englandcheck for losses [7.6]. Conrm Mosquito losses [9.9.1].

    BOMBING. Resolve bombing for bombing markers currentlyon their Resolve Bombing side [4.3.2, 10.2-.5], then removethe bombing marker. Gardening raids that reached theirtarget hex this turn place Mine markers in the hex.

    END PHASE. Flip bombing markers from Bomb Drop toResolve Bombing [10.2]. Move the Game Turn marker onespace forward. If it moves into a space containing a Patrolcounter, place that counter in the Patrol Pool box [9.2.4].

    6 . 0 C A R D S

    Cards represent events, technology, tactics and operationsnot explicitly described elsewhere in the game. There are 110cards, split into two 55-card decks: one for the British playerand one for the German.

    Cards marked as All are used in both scenarios. Some cardsare marked as being used only in the Berlin scenario or theDownfall scenario. Only add these cards to the deck in therelevant scenario, otherwise remove them from play.

    6 . 1 D r a w i n g C a r d s

    When setting up each player draws eight cards and picks veof them to make his starting hand. The others are shufedback into the deck, which is placed face down to become thedraw pile [3.7]. (EXCEPTION: In the Downfall scenario theBritish player picks one bombing card then draws four morecards to make up his hand [3.7.1].)

    From the second turn onwards, each player draws up to threecards into his hand from his draw pile at the beginning of theturn. A hand cannot exceed ve cards.

    Before drawing cards players may discard any number ofcards from their hand face up into the discard pile. If all cardshave been drawn from a players draw pile, no further cardsmay be drawn by that player. (In other words no card may be

    drawn more than once per game.)6 . 2 P l a y i n g C a r d s

    When a card is played, read the instructions and apply theeffect, then discard it. Discarded cards form a discard pile.They are discarded face up so the opponent can see them.

    Unless otherwise indicated, cards can be played at any timeexcept for the Draw Cards Phase. Cards that affect a detection,attack, inltration, scramble, recovery or defensive re diceroll must be played immediately before making the roll. (Thisincludes cards that do not directly modify a roll, such as cardsthat change the jamming level.)

  • 7/29/2019 BomberCommand RULES

    11/28

    GMT Gams, 2012

    B O M B E R C O M M A N D 11

    If a TE unit is marked with a Scramble marker, itcannot be moved more than one hex. However,regardless of whether it moves or not, remove theScramble marker.

    7.1.1 JUTLANdA unit not marked with a Scramble marker must expend allits movement to move from the Jutland Box to hex I1, or viceversa. A unit marked with a Scramble marker cannot leave

    the box.

    7 . 2 R a i d M o v e m e n t

    Raids are not moved on the map. Rather they move accordingto the secret plot kept by the British player.

    At the beginning of the Raids Move Phase remove all raidand bomber stream counters from the map. (A raid onlyappears on the map when revealed in the Raid DetectionPhase [8.2].) Now the British player checks his plot and noteswhere the raids have moved to and what hexes they havemoved through. If they move through active Himmelbett orarea ak hexes, or pass over their target city and commencebombing, the British player must declare this to his opponent

    [9.1.2, 10.2].Raids move exactly 2 hexes each turnnever more or lessthan this. (EXCEPTIONS: On the game turn that they enterthe map they may move one hex if this has been plotted[4.2.2]. Also, Gardening raids must stop upon entering theirtarget hex, even if they have moved only one hex [4.3.3].)

    It costs one hex to enter the map in a Mandrel Screen hex. Itcosts one hex to exit the map from an exit hex [7.2.4].

    7.2.1 BOMBer STreAMSMain Force and Decoy raids have a bomber stream. Thisvaries in length according to the scenario.

    In the Berlin scenario the stream extends two hexes behind

    the raid counter. It occupies the last two hexes the raidtravelled through [7.2.2].

    In the Downfall scenario the stream occupies the same hex asthe raid counter. However, the British player has the optionof extending it one hex behind the raid if he wishes [7.2.3].

    The bomber stream is part of the raid. An attack on any partof the stream is the same as an attack on the raid itself. Wherea rule refers to a raid, assume it means the raid counter andbomber stream counters together.

    When the raid is detected and the air picture is claried theraid and its stream must be marked on the map [8.2.1].

    7.2.2 BerLiN rAid STreAMS

    In the Berlin scenario because the raid and bomber streamare three hexes long, it takes two game turns for the entireraid to pass through a hex.

    A raid that bombs a target city is said to be travelling over thatcity box within the hex. This means that any trailing bomberstream does so too and is vulnerable to any city ak or WildBoar attacks in both turns it takes to transit the target.

    If the air picture is claried in the Raid Detection Phase[8.2.1] place a stream counter in each of the last two hexesthe raid passed through. (Note that if the raid doubles backon itself it is possible for the trailing counter of the bomberstream to occupy the same hex as the raid counter.)

    exAMpLe: Th Btsh la las a ca wth an elctoncWaa smbol. Th Gman la can la two cas wth eWsmbols to cancl t. How, th Btsh la s NOT allowto thn la two eW cas to cancl on o th Gman laseW cas.

    6.2.4 MULTipLe FUNCTiONSSome cards may be used in different ways, as indicated bythe use of OR in the text. Such a cards function must beannounced when it is played and cannot subsequently bechanged.

    exAMpLe: A vHF ca s la b th Gman la to moan nltaton oll. i th Btsh la subsuntl las aTiNSeL ca th vHF ca cannot ha ts uncton chang to

    cancl that ca.

    7 . 0 M O V E M E N T

    Units move on the map as follows:

    7 . 1 N i g h t f i g h t e r M o v e m e n t

    In the Fighters Move Phase, the German player movesnightghter units up to two hexes. Movement is not required;nightghters can remain in their current hex if the Germanplayer wishes.

    6.2.1 CArdS ANd MOdiFierSSome cards are used to modify dice rolls. Multiple cards maybe played by either player to modify the same dice roll. Totalthe modiers and apply them to the roll.

    6.2.2 CANCeL CArdSSome cards are able to cancel other named cards. To do thisplay the cancellation immediately after the named card isplayed. It cannot be delayed until later or applied retroactively.

    The cancellation negates the named card and all of its effects.The cancelled card is placed on its players discard pile.

    6.2.3 CArd SyMBOLSThere is another way in which cards can be cancelled. Eachcard carries one of four symbols: Electronic Warfare, Aircraft/Equipment, Operations and Bombing.

    If a player plays a card, his opponent can cancel that cardby playing any two cards of the same symbol type. These twocards are placed on the discard pile and any effects describedon them are ignored.

    Note that a card that is being used to cancel in this fashioncannot itself be cancelled. No chains of cancellation are

    allowed.

  • 7/29/2019 BomberCommand RULES

    12/28

    GMT Gams, 2012

    B O M B E R C O M M A N D12

    iLLUSTrATiON: A Bln scnao a tals two bombstam counts bhn t. Ths counts a otat to show thcton o tal but th la s NOT u to o ths.

    7.2.3 dOWNFALL rAid STreAMSIn the Downfall scenario a raid will normally take one gameturn to transit a hex.

    If the air picture is claried in the Raid Detection Phase [8.2.1]place one bomber stream counter in the raid counters hexOR the British player can choose to place that stream counter

    in the last hex the raid moved through.

    iLLUSTrATiON: Ths a bgan th ras Mo phas n hC6, ts t h, om whch t mo nto th englan sac. inct, th a count an st bomb stam count occu twotual hs n th englan sac, lang th tal o th stambhn n th t h.

    7.2.5 TrACK MArKerSAt the beginning of the Raids Move Phase whenremoving raid and bomber stream counters fromthe map, the German player may, if he wishes,place Track markers in the hexes the raid andstream counters used to occupy. Track markers are an ammofor the player and have no effect on play. The Germanplayer can place and remove these as he wishes.

    7 . 3 D e p l o y m e n t

    German nightghter units cannot be placed in city or radiobeacon boxes unless they are deployed to them.

    In the Deployment Phase, nightghter units in the same hexas a city or beacon can be deployed by stacking them on thatcity or beacon box. A unit stacked on a city or beacon can bestacked on another city or beacon in the same hex by movingthe counter directly from one to the other in the DeploymentPhase. Units marked with Scramble markers may not deploy.

    Units stacked on cities and beacons can be moved off themin the Fighters Move Phase at no additional movement cost.

    iLLUSTrATiON: A downall scnao a occus on o two

    hs.

    The British player can choose where the stream counter goesat the moment he has to place it. If he places the stream inthe last hex moved through, the raid and its stream is treatedas being two hexes long for all subsequent combat that turn.However, in the next Raids Move Phase the raid reverts tooccupying a single hex for all purposes, including combat.

    deSiGN NOTe: Ths ablt to tmoal lngthn th stam san abstacton to ocom som o th ganulat o th h g.

    7.2.4 exiTiNG THe MApA raid that starts in or enters an exit hex [4.2] can exit themap at a movement cost of one hex. A raid that exits the map

    is placed in the England space. It may not re-enter the map.A raid that starts the Recovery Phase in the England spaceis removed from the map. Main Force or Decoy raids mustbe stacked with all their bomber stream counters before theycan be removed. If the raid is a Main Force or Decoy raid theBritish player rolls for recovery [7.6].

    In the Berlin scenario a Main Force or Decoy raid that exitsthe map may still leave a portion of its bomber stream on themap. Calculate the position of the bomber stream countersas if the raid counter occupied virtual hexes beyond the exithex. Bomber stream counters are also placed in the Englandspace when they exit; stack them beneath their parent raid.

    iLLUSTrATiON: in ths h th s a Se unt stack on a ctan a Te unt stack on a ao bacon. Th manng Teght unt s not lo at all.

    7 . 4 S c r a m b l e a n d R e c o ve r y

    deSiGN NOTe: On som nghts ght unts took mo casualtsom takng o an lanng than n combat.

    7.4.1 AirFieLdSThere are a number of airelds marked on the map. Each ismarked with the designation of the nightghter unit that isbased there.

  • 7/29/2019 BomberCommand RULES

    13/28

    GMT Gams, 2012

    B O M B E R C O M M A N D 13

    Nightghter units placed in the Ready Box, Rearm & RefuelBox and the Closed Aireld Box are considered to be at theirairelds. Units at their aireld or in a Recovery Box cannotattack or be attacked. They cannot move, although units inthe Ready Box can scramble [7.4.2].

    7.4.2 SCrAMBLeNightghter units in the Ready Box may scramblein the Scramble Phase. To scramble a unit, place

    it in the hex its aireld occupies, or in the JutlandBox if based there.

    If it is a TE unit, place a Scramble marker on it. The Scramblemarker is not removed until after the unit has moved nextturn. If it is an SE unit move it up to one hex away and do notplace a Scramble marker.

    Units with Scramble markers cannot attack any raids (thoughthey may be attacked), nor can they deploy to any cityor beacon box [7.3], nor can they be marked with a GCIIntercept marker [9.3].

    When units scramble they roll for accident losses. Roll 2 diceand consult the Scramble Table, modifying the dice roll as

    indicated and cross-reference the result with the weather inthe aireld hex.

    The value is the number of nightghters lost to accidents. AD next to the number means the unit is depleted (not all theaircraft were able to get off the ground) [9.8.1]. Detachmentsignore D results when scrambling.

    7.4.3 reTUrNiNG TO BASeAt any time the German player may direct a unitto return to base. Place a Return to Base markeron that unit.

    Depleted units or detachments that are forcedto deplete through combat or card play must return to base[9.8.1]. Units in a raid box that are ordered to return to base

    must leave the raid in the next Fighters Move Phase [9.4.3].A unit marked as returning to base can move, but cannotdeploy, inltrate a raid, or make any kind of attack. It is notrequired to recover unless its Fuel marker is in the 0 space ofthe Fuel Track [7.5].

    When a unit recovers, remove the Return to Base marker.

    7.4.4 reCOveryRecovery is the term used for nightghter units landing at anaireld. Units recover during the Recovery Phase.

    Nightghter units may recover in any Recovery Phase at theGerman players option. However, nightghter units mustrecover at the end of play if they are still on the map [11.0].

    Units must also recover in the Recovery Phase if their Fuelmarker is in the 0 space of the Fuel Track [7.5].

    In the Recovery Phase, if the recovering nightghter unitis in the same or adjacent hex to the aireld at which it isbased, place it in the Recovery Box bearing the designationof its own Jagddivision. Units based in Jutland must be in theJutland Box to do this.

    If it is not in the same or an adjacent hex to its own aireld itis placed in a divert Recovery Box bearing the Jagddivisiondesignation corresponding to the hex currently occupied bythe unit (this can be the same Jagddivision the unit comesfrom).

    Nightghter units adjacent to the aireld where they arebased can elect to divert if the German player wishes. Placethem in a divert box as described above.

    Units in a Raid Box that are forced to recover use any singlehex of the raid or bomber stream that the British playerchooses as their location. The German player announces theunit is recovering, then the British player removes the unitfrom the Raid Box and places it in any hex currently occupied

    by the raid or the bomber stream. The nightghter unitrecovers from that location.

    After all recovering units have been placed in the RecoveryBoxes, roll 2 dice for each unit and consult the Recovery Table.Cross-reference the roll with the weather in the Jagddivisionthe unit is landing in or diverting to, modifying the dice rollas indicated.

    The result is the number of nightghters lost on recovery.If the result has a symbol next to it, the recovery was socalamitous that the unit is removed from the game.

    Units that do not roll a result are placed in the Rearm& Refuel Box, unless they diverted: in this case they areremoved from the game and cannot rearm and refuel. Units

    placed in the Rearm & Refuel Box on their depleted side areimmediately ipped back to their full strength side. Units thatare removed from the game are placed aside and cannot re-enter play.

    7.4.5 reArM & reFUeLAt the beginning of the Recovery Phase, before any recoveriesare rolled, units are moved from the Rearm & Refuel Box tothe Ready Box. They can scramble again in subsequent turnsif the German player wishes.

    7.4.6 CLOSed AirFieLdSAfter all recoveries have been rolled in the Recovery Phase,units in the Closed Aireld Box [9.2.5] are moved to the

    Rearm & Refuel Box.7.4.7 OUT OF reCOvery rANGeA recovering nightghter unit is out of recovery range if it ismore than two hexes from a hex in a Jagddivision that is incontinental Europe. A line is drawn on the map to indicatethe limit beyond which units are out of recovery range.

    Any unit that recovers while out of recovery range must rollon the Fog column regardless of the actual weather and add+4 to the recovery dice roll in addition to all other modiers.

    7.4.8 ALLied TerriTOryIn the Downfall scenario 4.Jagddivision has been disbanded.This is now Allied Territory. A nightghter unit that attempts

    to recover while in an Allied Territory hex and which is not ina hex adjacent to its aireld must divert to 3.JD. Recoveringnightghter units in Allied Territory hexes may be out ofrecovery range [7.4.7].

    7 . 5 F u e l

    All nightghter units must track their use of fuel.

    There are Fuel markers for each nightghterunit in matching colours (yellow for the Berlinscenario, red for Downfall). Use the 5/8 markersfor SE units and 1/2 markers for TE units. Each Fuel markerhas a value on it; this is its endurance value.

  • 7/29/2019 BomberCommand RULES

    14/28

    GMT Gams, 2012

    B O M B E R C O M M A N D14

    Each unit may not spend more turns on the map than itsendurance value. Once its endurance is used up the unit mustrecover.

    When a unit scrambles place its Fuel marker on the spaceof the Fuel Track that corresponds to the value on the Fuelmarker. (This space is marked with the aircraft type of theunit.) At the end of each Fighters Move Phase while it ison the map, move the units marker one space to the left.

    (Note this means that a unit that scrambles does not movethe marker until after the unit has moved next turn.) Adjustthe Fuel marker even if the unit does not move during theFighters Move Phase. In the Recovery Phase, any unit with itsFuel marker in the 0 space must immediately recover [7.4.4].

    7.5.1 GCi FUeL

    deSiGN NOTe: Gun fng Hmmlbtt mssons wotat n an out o th ln om th als.

    Units marked with GCI Intercept markers do notdecrement their Fuel markers during the FightersMove Phase [9.3]. As a reminder, ip the Fuelmarker to its GCI side.

    7 . 6 R a i d R e c o ve r yWhen a Main Force or Decoy raid recovers the British playerrolls two dice for bomber losses on the Recovery Table, usingthe column for the weather in the England space [7.2.4] andmodifying the dice roll as indicated.

    The disruptions/ak damage modier is computed bytotalling all disruptions and ak damage on the raid intoa single number; every full ve disruptions/ak damage(ignore any fractions) adds 1 to the roll.

    The result rolled on the table is the number of bombers lost; symbols are ignored.

    Mosquito and Gardening raids never roll for recovery.

    However, Mosquito raids that have taken any losses must rollto conrm those losses [9.9.1].

    7.6.1 FidO

    deSiGN NOTe: Fog instgaton an dssal Oaton wasa mans o ssng og om Btsh als b us o .

    The British player may activate FIDO by playinga WEATHER card. Place the FIDO counter inthe England space. If Fog is in effect, apply a -3modier to raid recovery rolls.

    8 . 0 D E T E C T I O N

    To be able to counter a raid, the German player needs to

    know where it is.

    8 . 1 J a m m i n g Tr a c k

    deSiGN NOTe: Th Jammng Tack gsts th gnalctnss o Gman communcatons an aa, an o thBtsh jammng ot aganst thm.

    Mark the jamming level by placing the Jamming Level markerin the correct space of the track. The starting jamming level is5 in the Berlin scenario and 6 in the Downfall scenario.

    If Naxos and Beleuchter markers are placed on the trackdue to the play of cards, keep them in the same space as theJamming Level marker.

    The play of cards can increase or decrease thejamming level. Move the Jamming Level markerto mark the changes. Increases and decreasesare cumulative. However, the Jamming Levelmarker cannot be moved any further than theleft-most space of the track.

    At the bottom of each space on the Jamming track theinltration value is printed. Roll against this number to

    inltrate a Tame Boar nightghter unit into a raid [9.4.1].The presence of Naxos and Beleuchter markers may affectdetection [8.2] or modify inltration rolls [9.4.1].

    8 . 2 R a i d D e t e c t i on P h a s e

    In the Raid Detection Phase the German playerdetermines whether he has detected any raids.Roll 2 dice and compare the result with thejamming level. The roll can be modied by theplay of a card.

    The results are as follows:

    If the roll is less than the jamming level, no raids aredetected.

    If the roll is equal to the jamming level only the followingraids are detected:

    - Raids currently inltrated by one or morenightghter units.

    - Main Force and Decoy raids if the Naxos marker ison the Jamming Track.

    If the roll is one greater than the jamming level, all raidsare detected. Place raid counters on the map. In addition:

    - If the Naxos marker is on the Jamming Track the airpicture is claried. Place bomber stream counters onthe map [8.2.1].

    If the roll is two or more greater than the jamming level,

    all raids are detected and the air picture is claried. Placeraid counters and bomber stream counters on the map[8.2.1].

    Do not place any raid counters for undetected raids. If a raidis detected, the British player places a raid counter in thehex that it occupies as noted on the plot. The British playerdoes NOT have to indicate which raid counter on the maprepresents which raid box.

    Note that raids may be detected on one turn and then notdetected the next. Only place raid and bomber streamcounters as directed by the dice roll.

    8.2.1 Air piCTUre CLAriFiCATiON

    If the air picture is claried, detected Main Force and Decoyraids place bomber stream counters on the map. In the Berlinscenario place a bomber stream counter on the map trailingout behind a raid in each of the last two hexes it had beenplotted to move through [7.2.2]. In the Downfall scenarioplace a single stream counter in the same hex as the raidcounter OR in the last hex moved through [7.2.3].

    Bomber stream counters are removed, along with the raidcounter, when the raid next moves [7.2]. In the Berlinscenario on the rst turn a Main Force raid enters the map, itis possible that one or both bomber stream counters cannotbe placed, in which case ignore the excess counters.

  • 7/29/2019 BomberCommand RULES

    15/28

    GMT Gams, 2012

    B O M B E R C O M M A N D 15

    8 . 3 R a i d I n f o r m a t i o n

    The British player is not required to tell the Germanplayer what the ID letter of a raid is, though he can if hewishes. However, this information may become apparentto his opponent during play when a raid takes losses; whennightghter units are added to a Raid Box; when Disruptmarkers, Flak Damage markers and Mosquito Hunt markersare added to a Raid Box; or when Flak Damage markers are

    expended. See also advanced rule 12.5.

    9 . 0 C O M B A T

    The German player can attack raids to inict bomber lossesand disrupt them. Four types of attacks can be used againstraids in the game: GCI, Tame Boar, Wild Boar and ak attacks.

    The British player may be able to attack German nightghterunits, via the play of SERRATE or PERFECTOS cards, withPatrol counters or by attacking intruders in the Englandspace. These attacks inict nightghter losses.

    Patrols may also attack nightghters scrambling from airelds,forcing them into the Closed Aireld Box.

    A player is never required to make attacks.

    9 . 1 G e r m a n A t t a c k s

    This section describes attacks by German nightghters andak on British raids.

    9.1.1 MAKiNG ATTACKSTo make an attack the German player indicates a raid andannounces the type of attack.

    Raids Move Phase. At the end of the Raids Move Phasethe German player resolves all the GCI, ak and WildBoar attacks denoted by the Combat markers placed onmap [9.1.2]. Each attack begins with the German player

    indicating the Combat marker being resolved. The Britishplayer keeps a mental note of the ID letter of the raidbeing attacked but does not have to declare the raidsidentity to his opponent [8.3]. After the attack is resolvedthe Combat marker is removed.

    Tame Boar Phase. In the Tame Boar Phase the Germanplayer will indicate a nightghter unit occupying a RaidBox on the map [9.4.1]. That unit attacks the raid whosebox it is in. The British player must announce the weathermodier for the attack.

    When any nightghter unit attacks, the British playerannounces if there is any ak damage on that raid [9.8.4].Once the target raid and type of attack have been announced

    the German player rolls 2 dice to resolve the attack [9.7].Each nightghter unit attacks separately. They cannotcombine together in an attack. Flak attacks cannot combinewith any other kind of attack.

    9.1.2 MOveMeNT ANd COMBATRaid movement can trigger combat. In the Raids Move Phasethe British player must declare when a raid or bomber streamenters an active Himmelbett hex [9.3], an area ak hex[9.6.1], or a hex containing a city that the raid is bombing[9.5.1]. The British player does not have to state whether thetriggering movement is that of a raid counter or the bomberstream trailing behind it, or what the ID letter of the raid is.

    pLAy NOTe: in th Bln scnao ths mans a Man Foc odco a wll tgg combat ach tun t taks to tanst sucha h, whl a Mosuto o Ganng a wll onl tgg anattack on th tun t nts th h. in th downall scnao allas onl tgg attacks on th tun th nt th h.

    Place an appropriate Combat marker on that hex for eachseparate GCI, ak and Wild Boar attack the raids movementtriggers. If multiple raids enter that hex, place a Combatmarker for each combat that each of the raids triggers.

    All attacks resulting from movement must be declared beforethey are rolled for (or in other words, once the German playerhas committed to an attack by placing a Combat marker, hecannot change his mind after the dice start rolling). Onceall Combat markers have been placed for all raids resolvethe attacks in any order the German player wishes except asspecied in 9.1.3.

    9.1.3 MULTipLe ATTACKS iN A HexWhere multiple attacks take place in a single hex resolvecombats in the following order:

    1st GCI attacks

    2nd Flak attacks

    3rd Wild Boar attacks

    exAMpLe: A a nts a ct h an bgns bombng. Tha two nghtght unts stack on th ct. A Flak mak antwo Wl Boa maks (on o ach nghtght attack) alac. Th fak attack s sol bo ach o th Wl Boaattacks.

    Multiple raids may transit the same Himmelbett or areaak hex in a Raids Move Phase. If multiple raids are being

    attacked in a hex attacks are resolved in the following order:

    1st Main Force raids

    2nd Decoy raids

    3rd Gardening raids

    4th Mosquito raids

    In other words: all attacks on a Main Force raid must beresolved before any attacks on a Decoy raid, Gardening raidor Mosquito raid.

    It is up to the British player to track the ID letter of each raidbeing attacked in the correct orderhe does not have to tellthe German player which raid is being attacked.

    9 . 2 B r i t i s h A t t a c k sThe British player may attack German nightghter units.

    9.2.1 reSOLviNG BriTiSH ATTACKSBritish attacks on nightghter units are rolled onthe GCI column.

    ADGB and Patrol attacks use the combatstrength printed on the counter. SERRATE andPERFECTOS attacks use the combat strengthlisted on the card. Dice roll modiers apply toBritish attacks, as if making a nightghter attack.

  • 7/29/2019 BomberCommand RULES

    16/28

    GMT Gams, 2012

    B O M B E R C O M M A N D16

    Apply losses to the nightghters [9.8.2]. If a disruption results,deplete the unit. (This is in addition to any other depletionresulting from play of a SERRATE or PERFECTOS card.)

    9.2.2 SerrATe ANd perFeCTOSPlaying a SERRATE or PERFECTOS card permits the Britishplayer to select a nightghter unit, deplete it and roll for anattack using the combat strength printed on the card.

    9.2.3 Air deFeNCe OF GreAT BriTAiNIf there are intruder units in the England space, the ADGBcounter may make a single attack against them in the TameBoar Phase [12.2.3].

    9.2.4 pATrOLSIn the Downfall scenario the British player has a pool of Patrolcounters that he keeps face up in the Patrol Pool box on themap [3.2.2]. He can use counters in the pool as follows:

    (1) In the Scramble Phase, after nightghter units scramblethe British player can use Patrol counters to attack anyscrambling units. (Alternatively, they can attack its aireld[9.2.5].)

    (2) In the Recovery Phase the British player can use Patrol

    counters to attack units in Recovery Boxes.

    A unit or aireld may not be attacked by more than one Patrolcounter in any phase.

    The weather modier for the attacks is based on the hexthe nightghter unit is scrambling in or for the Jagddivisionwhere the unit recovers.

    Using a Patrol counter expends it, but it will return later inthe game. After using a Patrol counter, place it on the GameTurn Track a number of spaces to the right of the Game Turnmarkers current position equal to the counters combatstrength.

    exAMpLe: Th 3 patol count s n on Gam Tun 2.

    plac t n th Tun 5 sac.When the Game Turn marker enters the space containing aPatrol counter, return it to the Patrol Pool box.

    9.2.5 AirFieLd ATTACKSInstead of attacking a scrambling nightghter unit in theScramble Phase, the British player can use a Patrol counter tomake an attack on its aireld. The attack takes place beforescramble losses are rolled [7.4.2].

    Roll 1 die and add the Patrol counters combat strength:

    If the result is less than 6 the nightghter unit scramblesnormally. Roll for scramble losses.

    If the result is 6 or more place the unit in the Closed

    Aireld Box and do not roll for scramble losses.Aireld attacks cannot take place against aireld hexesaffected by Heavy Cloud or Fog.

    Using a Patrol counter expends it. Place it on the Game TurnTrack as per rule 9.2.4.

    9 . 3 G C I ( H i m m e l b e t t )

    deSiGN NOTe: Hmmlbtt was th conam o a mtho ontcton un th cton o a goun contoll. A thn lno ntcton ons an om dnmak to Fanc.

    A line of Himmelbett hexes is marked on the map.

    In the Deployment Phase the German playercan place GCI Intercept markers on TE units

    in Himmelbett hexes. (Also on SE units in theDownfall scenario [9.3.1].) Place a marker onlyif a unit is in a Himmelbett hex within the area of its ownJagddivision. Only one unit per hex may be marked with aGCI Intercept marker. Units marked with Scramble markerscannot be marked for GCI Intercept [7.4.2].

    While a unit is marked with a GCI Intercept marker, theHimmelbett hex it occupies and both adjacent Himmelbetthexes are active. However, adjacent hexes can only be activeif they are in the same Jagddivision as the unit.

    exAMpLe: Th act Hmmlbtt hs o th GCi intct-mak unt a H5 an H6 (hghlght n llow). H i5 snact bcaus t s not n th sam Jagson.

    When a raid or a portion of the bomber streampasses through an active Himmelbett hex in theRaids Move Phase, the British player places a GCICombat marker there [9.1.2]. If multiple raids passthrough the hex, place one Combat marker for each raid.

    After all Combat markers have been placed resolve a GCIattack for each marker placed. Choose one GCI Intercept-

    marked unit (only) that is either in or adjacent to theHimmelbett hex to make the attack. The unit may attack onlyif the hex where the Combat marker is placed is in the sameJagddivision.

    A raid may be attacked by GCI no more than once per activehex it moves through. (EXCEPTION: If a STRAGGLERS:HIMMELBETT card is played all GCI Intercept-markedunits within three hexesincluding those not in the sameJagddivisionmay attack in one of the active hexes movedthrough.)

    A unit marked with a GCI Intercept marker may attackmultiple raids in a Raids Move Phase, including raids that

  • 7/29/2019 BomberCommand RULES

    17/28

    GMT Gams, 2012

    B O M B E R C O M M A N D 17

    move through the same hex. However, it cannot attack thesame raid twice in the same phase.

    Units marked with GCI Intercept markers cannot moveexcept to return to base [7.4.3]. If the unit is marked witha Return to Base marker for any reason, the GCI Interceptmarker is removed and the Himmelbett hexes associated withit are no longer active.

    Units marked with GCI Intercept markers do not decrement

    their Fuel markers in the Fighters Move Phase [7.5.1].

    9.3.1 GeBieTSNACHTJAGddeSiGN NOTe: Lat n th wa sngl-ngn ghts wus to atol th man ntaton lans an t to shoot ownMosutos. Ths om o ghtng was ttl Gbtsnachtjag.

    In the Downfall scenario the German player can assign GCIIntercept markers to SE units in Himmelbett hexes. This ishandled in exactly the same way as for TE units.

    Me262 and SE units that attack Mosquito raids while markedwith GCI Intercept markers are considered to be makingMosquito Hunting attacks [9.9.2].

    9.3.2 ANTi-OBOe OperATiONS

    deSiGN NOTe: Sngl-ngn ghts t to count thbombs bng us to mak tagts wth OBOe.

    If a GCI Intercept-marked SE unit scores a disruption resulton a Main Force raid that is bombing in that hex, cancel anyOBOE modier that might apply to the raids target marking.

    9 . 4 Ta m e B o a r

    deSiGN NOTe: Tam Boas w Te nghtghts that woult to nltat th bomb stam an swm ns t, nng anckng o tagts.

    Only TE units may make Tame Boar attacks.

    9.4.1 iNFiLTrATiON

    The following TE units may try to inltrate raids in the TameBoar Phase:

    (1) A TE unit in the same hex as a detected raid or bomberstream counter.

    (2) A TE unit stacked on a radio beacon in an adjacent hexto a detected raid or bomber stream counter.

    (3) A TE unit in the same hex as a city marked with a bombingmarker (see also 9.4.2).

    To inltrate, the German player points at an eligible raid orbomber stream counter, or at a city with a bombing marker.He rolls 2 dice and compares the result to the inltrationvalue printed on the bottom of the Jamming Track in the

    space occupied by the Jamming Level marker [8.1].The roll can be modied by:

    ? the play of cards

    +1 the Beleuchter marker is on the Jamming Track

    ? weather modier for that hex (units adjacent to morethan one hex of a raid should specify the hex they areinltrating into to determine this modier)

    ? the visibility modier

    -2 the inltrating unit is NOT stacked on a beacon (see also9.4.2)

    The results are as follows:

    If the modied roll is less than the inltration value theunit does not inltrate.

    If the modied roll is equal to the inltration value onlypart of the unit inltrates. Deplete the unit and place it inthe Raid Box for that raid. If the unit is already depleted,or is a detachment, do NOT deplete it again but place itin the Raid Box.

    If the modied roll is greater than the inltration valuethe unit inltrates without depleting. Place it in the RaidBox for that raid.

    A unit that fails to inltrate stays in its hex or on its beacon. Itcannot make another inltration attempt that Phase.

    If the unit inltrates successfully the British player tells theGerman player which Raid Box to place the nightghter unitin. Move the unit to that box. The unit can attack that raidin the Tame Boar Phase and in every subsequent Tame BoarPhase that it occupies the Raid Box. A unit cannot make morethan one Tame Boar attack per Phase.

    9.4.2 iNFiLTrATiON ANd BOMBed CiTieS

    deSiGN NOTe: Th actt o a bomb ct was a bacon o-ghtng Tam Boas.

    A TE unit in the same hex as a city marked with a bombingmarker may roll to inltrate, even if no raid is detected orplaced on the map there. It does not suffer the modier of -2for not being stacked on a beacon (even if it is not stacked onthe city). If the roll results in inltration [9.4.1] place the unitin the Raid Box of the raid bombing that city.

    In the Berlin scenario units can inltrate if the bombingmarker is on its Bomb Drop or Resolve Bombingside.

    In the Downfall scenario units can inltrate only if the markeris on its Bomb Drop side.

    Note that it is possible for a TE unit that attacks as a WildBoar in the Raids Move Phase to inltrate and attack again asa Tame Boar in the Tame Boar Phase.

    9.4.3 LeAviNG A rAidAn inltrated unit can leave a raid in any subsequent FightersMove Phase by placing a Return to Base marker on it [7.4.3].The German player announces the unit is moving, then theBritish player removes the unit from the Raid Box and placesit in any hex currently occupied by the raid or its bomberstream. As soon as the Tame Boar unit is placed back on themap it can move normally.

    If the raid exits the map during the Raids Move Phase (i.e. theraid and all of the stream has entered the England space) the

    Tame Boar unit must immediately leave the raid. Place it inthe hex from which the raid exited, marked with a Return toBase marker [7.4.3].

    If a Tame Boar inltrates a Mosquito raid, the Tame Boar unitimmediately leaves the raid after the attack is resolved.

    For recovery while occupying a Raid Box, see 7.4.4.

    9.4.4 TAMe BOAr ATTACKS ANd WeATHerWhen Tame Boar units attack, apply the weather modierfor any hex the raid or bomber stream occupies. The Britishplayer announces the weather modier that applies, but doesnot have to point out which hex the attack takes place in.

  • 7/29/2019 BomberCommand RULES

    18/28

    GMT Gams, 2012

    B O M B E R C O M M A N D18

    9 . 5 W i l d B o a r

    deSiGN NOTe: Wl Boas w ghts that woul attackbombs o cts wth th a o llumnaton om sachlghtsan th glow o th bunng ct.

    Both SE and TE units may make Wild Boar attacks.

    9.5.1 WiLd BOAr ATTACKSIn the Raids Move Phase non-inltrated

    nightghter units can make Wild Boar attacksagainst raids or bomber streams that are bombinga city in the same hex as the unit. Place a Wild BoarCombat marker on the city for each attacking nightghter[9.1.2] and resolve the attacks after all Combat markers havebeen placed.

    A raid is bombing a city each turn the raid or part of thebomber stream is moving through the target citys hex whilea bombing marker is placed [10.2]. A Wild Boar unit canattack such a raid once per turn. (EXCEPTION: The EARLYARRIVAL AT TARGET card can increase the number ofattacks.) See also the Play Note in 9.1.2.

    There are two columns on the Combat Table for Wild Boar

    units. Use the STACKED column if the unit is stacked on thecity that is being attacked [7.3]. Use the LATE column if theunit is not stacked on the city being attacked. A unit stackedon a radio beacon uses the LATE column and must leave thebeacon when it makes a Wild Boar attack.

    If two cities in a hex are bombed simultaneously, each WildBoar unit not stacked on a city may attack one raid, but notboth.

    9.5.2 WiLd BOAr reACTiONIn the game turn when a raid places a Bomb Drop markeron a city, any nightghter unit stacked on a radio beacon orcity in an adjacent hex may react. Move the reacting unit tothe bombed citys hex and make a Wild Boar attack using theLATE column.

    Reaction takes place after all Bomb Drop markers have beenplaced in the Raids Move Phase. Movement by all reactingnightghter units must be completed before any attacksagainst a bombing raid are rolled.

    This is the only occasion in which nightghter units can moveon the map in the Raids Move Phase. Reacting Wild Boarscannot deploy to the city until the Deployment Phase [7.3].

    9 . 6 F l a k

    There are three types of ak:

    City Flak. This represents the ak around a city andis marked by a ak value from 0 to 5 on that city.

    EXCEPTION: Peenemnde has no ak and cannot attackraids at all as indicated by an X in place of a ak value.

    Area Flak. This represents extensive areas of ak coverageand is marked by a ak gun symbol in the hex with a akvalue of 0 or 1 next to it.

    Searchlights. This represents coastal defences. Allsearchlights have a ak value of 0.

    9.6.1 FLAK verSUS BOMBerSFlak attacks in the Raids Move Phase. The typeof ak that attacks depends on whether the raidis bombing a city in the hex or is simply passingthrough without bombing.

    Raid bombing a city. City ak attacks if a raid bombs thatcity by placing a Bomb Drop marker or its bomber streampasses over that city while it is marked with a bombingmarker [10.2]. See also the Play Note in 9.1.2.

    Raid passing through. Area ak attacks if a raid enters itshex or a bomber stream passes through that hex withoutbombing a city.

    City ak does not attack raids that are passing through. Areaak does not attack raids that are bombing a city.

    When ak makes an attack place a Flak Combat marker andresolve the attacks after all Combat markers have been placed[9.1.2]. Place the Flak Combat marker in the hex for area akand on the city for city ak.

    exAMpLe: Man Foc a C nts h J6. it s assngthough an wll nsh th tun n K6. Mosuto a F sltsom th Man Foc n ths h an bombs dotmun botng to K7. Mosuto a H also slts om th a annts J5, wh t bombs Osnabck. Th Flak Combat maksa lac: two n th h an on on th ct. Two wll b o thaa fak attackng as C an H. Th th wll b o thdotmun ct fak attackng a F.

    Flak in a hex may only attack each raid once in each RaidsMove Phase.

    Roll for ak attacks using the Flak columns of the CombatTable. There are three columns in all. Roll to determine thelosses inicted on the raid in the Flak Loss column. Then readacross to the Disrupt column to nd the amount of disruptioninicted and the Damage column to see the quantity of akdamage inicted [9.8.4].

    9.6.2 SeArCHLiGHTS

    deSiGN NOTe: Th sachlght smbols snt coastal lghtsan ncs.

    The STRAYING BOMBERS cards permit city ak andsearchlights to attack detected raid and bomber streamcounters in the same hex. The only way that searchlights canattack raid and bomber stream counters is by play of one ofthese cards. Searchlights have a ak value of 0.

    exAMpLe: A Btsh a stats bombng Hanno. Th Teunt stack on bacon Gtu can act an mak a LATe WlBoa attack. Th Se unt s not stack on a ct o bacon anso cannot act.

  • 7/29/2019 BomberCommand RULES

    19/28

    GMT Gams, 2012

    B O M B E R C O M M A N D 19

    9.8.3 diSrUpTiONRaids can be disrupted by combat results or theplay of cards. The British player places Disruptmarkers equal to the total value of disruption inthe target raids Raid Box on the map. Disruptionresults are cumulative.

    Also add one disruption to the raid for each waypoint on theoutbound portion of the raid (not including the waypoint atthe target). Apply this disruption at the moment the bombing

    is resolved.Disruption results affect bombing and recovery. The Britishplayer reveals disruption levels to the German player whenbombing and recovering.

    9.8.4 FLAK dAMAGe

    deSiGN NOTe: Flak amag man acat an otncontbut to nghtght klls.

    Flak attacks may result in ak damage beinginicted on a raid. For each point of ak damagethe British player places a Flak Damage marker inthe target raids Raid Box on the map.

    When a nightghter unit attacks, the British player must

    declare if that raid has any Flak Damage markers. The Germanplayer can prompt his opponent to check for this. The Britishplayer is only required to say that the raid has markers, nothow many remain.

    deSiGN NOTe: i not usng aanc ul 12.5 ths nomatonmght ala b lan to th Gman la.

    The German player can choose to expend a marker toobtain a +1 modier for that attack. He must decide thisbefore making the roll. The British player removes expendedmarkers from the Raid Box. No more than one marker maybe expended for each nightghter attack.

    9 . 9 M o s q u i t o R a i d s

    When any nightghter unit (NOT ak) resolves an attack ona Mosquito raid, before any cards are played or dice are rolledthe British player must announce the raid is a Mosquito raid.Resolve the attack as normal, but calculate losses differently[9.9.1].

    pLAy NOTe: rmmb to k th ntt o a a sct attack b fak an onl al t as a Mosuto a whnattack b ghts.

    If the attack is a Tame Boar attack the inltrated unit leavesthe raid immediately after the attack is resolved [9.4.3].

    Mosquito raids do not roll defensive re [9.7.2].

    9.6.3 FLAK verSUS NiGHTFiGHTerSSome cards such as WILD BOAR and TRIGGER HAPPY FLAKmay result in nightghter losses to ak.

    9 . 7 A t t a c k R e s o l u t i o n

    To perform an attack roll 2 dice and add the units combatstrength (or ak strength) to the roll. Further modify the rollas indicated on the Play Aid Card and consult the Combat

    Table, using the column appropriate for the type of attack.The result is the number of bombers lost [9.8.2].

    Cards such as CORKSCREW can be played after combat toreduce the losses.

    Results marked with a d inict one disruption on the raid[9.8.3]. Flak attacks inict a number of disruptions equal tothe value in the Flak Disrupt column.

    9.7.1 depLeTiONAs nightghter units ght, they run out of ammo and fuel orsimply become scattered and lost. When a nightghter unitrolls for combat, if doubles are rolled on the dice, depletethe attacking unit [9.8.1].

    British attacks [9.2.1-9.2.4] and the play of cards may alsodeplete nightghter units.

    9.7.2 BOMBer deFeNSive FireWhen a nightghter unit attacks, if a six is rolled on eitherdie (or on both dice) there is a chance nightghters are hitby bomber defensive re. The British player rolls 2 dice andconsults the following table.

    7 or less No losses

    8-11 1 nightghter is lost

    12 or more 2 nightghters are lost

    This second dice roll may be modied by REAR GUNNER orVILLAGE INN cards.

    Do not roll defensive re if the target of the attack is aMosquito raid [9.9].

    9 . 8 C o m b a t R e s u l t s

    Combat results are applied in several ways. Depletion resultsare applied to nightghter units. The British player tracksbomber losses, disruption and ak damage on the Loss Trackand Raid Boxes.

    9.8.1 depLeTiONA unit that depletes is ipped to its depleted side. If a depletedunit depletes again it must return to base [7.4.3]. (If alreadydepleted and returning to base there is no further effect.)

    Detachments, which in effect start depleted, must returnto base when they receive a depleted result. However,detachments are unaffected by depletion effects fromscrambling or inltration [7.4.2, 9.4.1].

    9.8.2 LOSSeSThe Combat Table lists results as losses, representing thenumber of bombers shot down.

    Track bomber losses on the Loss Track printed on the map.There is a set of x1 and x10 Bomber Losses markers for eachraid ID letter. Place these on the Loss Track to total the lossesfor each raid, using the x1 marker to note individual numbers

    and x10 marker for tens. When a raid is attacked incrementthe losses for that raid.

    exAMpLe: Th 1 mak s n th 3 bo o th tack an th10 mak n th 2 bo. Total losss a 23.

    Nightghters may be lost to combat, scrambles or recovery.Track nightghter losses using the Fighter Losses x1 and x10markers on the Loss Track.

  • 7/29/2019 BomberCommand RULES

    20/28

    GMT Gams, 2012

    B O M B E R C O M M A N D20

    9.9.1 MOSqUiTO LOSSeS

    deSiGN NOTe: Th Gmans clam a mo Mosuto losssthan w actuall ach.

    When a Mosquito raid in the England space is removed fromplay in the Recovery Phase, the British player announces thatthe raid was a Mosquito raid and rolls to see how many losseswere actually achieved against it.

    For each loss listed for the Mosquito raid on the Loss Track,roll 1 die. If the roll is 1, the loss is conrmed and the resultingloss stands. If the roll is 2 through 6, no bomber was lost (theMosquito got away).

    After all die rolls have been made, total the number ofconrmed losses and adjust the Bomber Losses markers onthe Loss Track accordingly.

    9.9.2 MOSqUiTO HUNTiNGWhen nightghter units attack Mosquito raids, they areconsidered to be Mosquito Hunting if:

    The attacker is a SE or Me262 unit marked with a GCIIntercept marker [9.3.1].

    The attacker played a TA154 MOSKITO card.

    When a Mosquito Hunting attack is resolved,determine losses against Mosquito raids normally.However, for each loss achieved in a MosquitoHunting attack, also place a Mosquito Huntmarker in the raids Raid Box.

    When rolling to determine Mosquito losses [9.9.1] a numberof loss rolls equal to the number of Mosquito Hunt markers inthe Raid Box conrm the loss on a roll of 1 through 5 insteadof a 1. Any roll of 6 means that no bomber was lost.

    exAMpLe: A Mosuto a has takn th losss an s makwth two Mosuto Huntng maks. Whn chckng losss thst two olls conm losss on a 1 though 5 an th th onl

    on a 1.

    1 0 . 0 M A I N F O R C E B O M B I N G

    The British players objective is to bomb targets with his MainForce raid(s). He scores Victory Points (VPs) for droppingbombs on cities.

    For Mosquito raid bombing see 4.3.2 and for Gardening raidssee 4.3.3.

    1 0 . 1 C i t y M a p s

    There are ve generic city maps, marked A, B, C, D and E,printed on four 8.5 x 11 sheets. (City Map D shares a sheetwith Map E. Ignore Map E when using City Map D and vice

    versa.)The background, depicting rivers, rail lines and built-up areasis for avour only.

    Each city is divided up into hex-shaped areas. (We call themareas to distinguish them from the hexes on the scenariomaps.) There are ve types of areas:

    City Centre. Represents dense urban residential andcommercial areas; also areas of cultural signicance.

    Residential. Represents urban and suburban residentialareas. Also commercial and light industrial zones.

    Industrial. Represents heavy industry and oil rening.

    Transport. Represents ports, warehousing and rail hubs.

    Fields. Any area without a City Centre, Residential,Industrial or Transport icon is a Fields area. Fieldsrepresent surrounding non-urban land.

    iLLUSTrATiON: Aa cons. Not that th a two ntcons o Tansot.

    There is a dashed boundary outside of the Fields areas. Thespace outside this boundary represents the wider countryside(henceforth simply called the countryside). The countrysideencompasses all space outside the boundary and is thereforeadjacent to the outermost Fields areas.

    Each map has a small compass hexagon