DAVID CHILD-DENNIS<strong>Battle</strong> <strong>of</strong> <strong>Britain</strong>June 2010<strong>Battle</strong> <strong>of</strong> <strong>Britain</strong>Game OverviewThe game portrays the events the game play by placing their<strong>of</strong> one day in the <strong>Battle</strong> <strong>of</strong> <strong>Britain</strong>,the 8 th August 1940 and is player on the opposite side <strong>of</strong> theraid plot markers facing the RAFcentred on the concept <strong>of</strong> RAF board, in the grey ‘Luftflotte’Sector Stations within 11 Group raid assembly squares. In theRAF Fighter Command, as they event <strong>of</strong> an RDF site being destroyed,the marker will beexisted in August 1940. Thereare five such Sector Stations, placed so that the RAF playerBiggin Hill, Kenley, Tangmere cannot see the raid details on theHornchurch and Northolt. To marker.each <strong>of</strong> these sector stations wereThe RAF player will set upattached satellite airfields, mosttheir squadrons on the appropriate‘Squadron Readiness Board’<strong>of</strong> which were quite primitive interms <strong>of</strong> repair and maintenancewith a squadron on each <strong>of</strong> thefacilities. One player will takecategories. One squadron, perthe RAF and control all the sectorstations, allocating defendingairfield, will always be on‘Alert’ at the beginning <strong>of</strong> thefighters to attack the Luftwaffegame. There were no standingraids as they occur. Where possible,each sector station should bepatrols at this time.controlled by a single player, Each raid marker will movethereby giving the game the through each <strong>of</strong> the boxes onelement <strong>of</strong> tension that developedwithin 11 Group as fighter on the map, until they reach theirtheir specific raid track, markedsquadrons were removed as nonoperationaland replacements fighters or turn back. Once anytarget, are destroyed by RAFwere increasingly difficult to get. <strong>of</strong> these events occur, the raidmarker is immediately removedThere are three German Luftflottecommands split betweenfrom play; it being assumed theLuftwaffe has beaten a hastyLuftflotte 3 (Cherbourg) andretreat, unhampered by bombLuftflotte 2 (at Cap Blanc Nezloads. An unloaded Do.17Z,and Ghent). Again, it is preferablethat there is a player forslightly nose down, could outruna Hurricane on a good day!each <strong>of</strong> these headquarters.Players will see that the raidThe Luftwaffe player(s) opentracks are interlinked in someContentsSequence <strong>of</strong> play 3Generating Raids 4Air Combat 4Attacking Targets 6Victory Conditions 7Advanced rules 8Background 11areas. The Luftwaffe playermay follow any <strong>of</strong> these interlinksas he sees the situationdevelop. This is to give theLuftwaffe player a reasonabledegree <strong>of</strong> tactical manoeuvre,which is historically correct.However, London is the finaldestination <strong>of</strong> all raids and oncethis is reached, the Luftwaffereturns home and all raid markerson London are automaticallyremoved. It should be rememberedthat the London metropolitanarea was not, at thistime, the target, but there weresignificant industrial targets thatwere attacked on the outskirts.For the purposes <strong>of</strong> the game,these targets are not identified.Each Luftflotte HQ canmount three raids per day – oneeach at morning, midday andafternoon. To simplify play, allmorning raid markers must beout <strong>of</strong> play before the middayraids commence. The middayraids must be complete beforethe afternoon raids arelaunched. Once the three raidsare complete, the game is finished.Each raid should take nomore than about 15 minutesplaying time, so a completegame should take no more thanan hour at most.Design CreditsOriginal Concept: John ArmatysRules/Design: David Child-DennisDeveloper: Matt IrsikContact the author:davidchild@slingshot.co.nz
Sequence <strong>of</strong> PlayEach turn in <strong>Battle</strong> <strong>of</strong> <strong>Britain</strong> follows the sequence listed below. Players <strong>of</strong> both sides go through the list in order, performingeach part as described before going on to the next item.1. The Luftwaffe player rolls 2D6 adding the total <strong>of</strong> the dice together to establish the number <strong>of</strong> aircraft in a raid. EachLuftflotte HQ, rolls for three raid cards. One in the morning, at midday and the afternoon <strong>of</strong> the 8 th August. This makes for atotal <strong>of</strong> nine Luftwaffe raids during the game. Set up all RAF squadron markers on the ‘Readiness Board’ at their listed airfieldswith one squadron at each being placed at ‘Standby’ or ‘5 Minutes readiness’. There are no RAF standing patrols.2. Move all aircraft markers one square along the raid track or between any adjacent objective markers linked by a raidline. The Luftwaffe player always moves first. Move any squadron markers on the ‘readiness board’ up one level <strong>of</strong> readiness3. Attempt to intercept enemy raids with RAF fighters that occupy the same square or objective marker. RAF Fightersquadrons may not attempt to deliberately by-pass enemy raids in the same square. Fighters that fail an interception testimmediately return to base.4. Resolve combat between intercepting fighters and bombers. Determine casualties.5. Bombers that have been intercepted and lost the action to the fighters must immediately return to their home base.Fighters engaged in combat immediately return to their home base. Bombers winning the interception combat continue.6. Check to see if the bombers attack the target box or objective they now occupy. If they don’t, they move to the next boxor objective on their raid track in step 2. All raid markers reaching London are removed from play once they have deliveredtheir attack, or been driven <strong>of</strong>f by fighter attack.7. Go to step 2 and continue the raid sequenceuntil all raiders have returned to base.8. Attempt to repair damage.Event & Tactical CardsThe game uses two sets <strong>of</strong> cards thatallow players to influence game outcomes.Event cards allow for the repair <strong>of</strong>facilities, the replacement <strong>of</strong> casualties inaircrew and aircraft and assistance fromadjoining Groups. Tactical cards allowplayers to add or subtract from the enemy’s,or their own, dice rolls duringinterception and combatmoves. At the beginning <strong>of</strong>each raid cycle, each side(RAF and Luftwaffe) mayselect three ‘event cards’and two ‘tactical cards’.Only one tactical card maybe used per round <strong>of</strong> com-bat. Once used they are discardedand may not be reusedin the current game.Event cards may only be usedonce per game turn, but maythen be returned to the pilefor reuse in the next raid cycle.Page 3BATTLE OF BRITAIN