Nightfighter Ace Rules Booklet

Page 1

RULES OF PLAY


TABLE OF CONTENTS 1.0 INTRODUCTION.. ....................... 2 2.0 GAME EQUIPMENT.................... 2 3.0 GAME SET-UP............................ 5 4.0 HOW TO WIN THE GAME.. .......... 6 4.1 Ending the Game.................... 6 4.2 Determining Victory................ 6 5.0 SEQUENCE OF PLAY.................. 6 5.1 Game Play Outline.................. 6 6.0

CONDUCTING SORTIES.............. 6.1 Sortie Preparation................... 6.2 Conduct Sortie....................... 6.3 Return to Base....................... 6.4 Completing the Sortie..............

6 7 7 7 7

[1.0] INTRODUCTION Nightfighter Ace: Air Defense Over Germany, 1943-44 is a solitaire game which places the player in command of a German nightfighter in the middle of World War II. Each turn consists of several days, during which a combat mission will be flown from one of many bases in Europe, attempting to intercept incoming British bombers. As time progresses and players rack up kills, they may use the experience gained to improve their odds of success by purchasing skills. As their prestige increases, they may request transfer to other nightfighter bases in an attempt to get “closer to the action” or request a newer type of nightfighter. Awards and ace status help to narrate the player’s eventual goal: to become the top nightfighter ace of the war. The rules are numbered and presented in sets of major sections, each section divided into numerous major and secondary cases. The rules cross-reference other rules using (parentheses), so for example you will see, “When using the forward guns (only), you may fire an Extended Burst (7.2.13)”, meaning Rule Case 7.2.13 is related to this rule. The rules of this game have been arranged both for ease of comprehension on first reading and for ease of reference later. To familiarize yourself with this historical game, first look at any of the Aircraft Display Mats, the map, and the playing pieces, then give the rules a quick read through. Please don’t try to memorize them. Follow the set-up instructions for play and then read Section 2.0 that describes the game equipment. Section 3.0 provides the framework to help you get started. As questions arise simply refer back to the rules. After a few minutes of play, you will find yourself becoming familiar with the game mechanics.

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7.0

INTERCEPTION AND COMBAT.... 8 7.1 Interception.. ......................... 8 7.2 Bomber Combat..................... 8 7.3 British Nightfighter Combat. . .... 12 7.4 Post-Combat........................ 12

8.0 LANDING PROCEDURE............. 12 8.1 Normal Landing.................... 12 8.2 Forced Down. . ...................... 12 9.0 CREW INJURY.......................... 13 9.1 Injury Types......................... 13 9.2 Injury Effects and Duration.. ..... 13

10.0 DEBRIEFING. . ........................... 13 10.1 Crew Skills.......................... 13 10.2 Awards and Prestige Events...... 14

10.3 Promotions.......................... 14 10.4 Prestige Level and Prestige Points...................... 15 10.5 Reassignment to a Newer Aircraft. . ............................. 16

11.0 OPTIONAL RULES..................... 17 11.1 Multi-Player. . ....................... 17 11.2 Ace Pilot Cards..................... 17 11.3 Pilot Fatigue. . ....................... 17 11.4 Extremely Optional Rule: The Assassination of Adolf Hitler......................... 17 12.0 DESIGNER’S NOTES.................. 18 13.0 HISTORICAL NOTES.. ................ 18

[2.2] AIRCRAFT DISPLAY MAT

Online support is available for this game. Visit us on the Web: http://www.compassgames.com (tip: navigate

to the Rules and Downloads area for the game) By email:

sales@compassgames.com

We also recommend you visit the official game discussion topic on ConsimWorld to share your play experience with others. You will find the Nightfighter Ace game topic by visiting http://talk.consimworld.com and navigating to Era: World War II, Western Front, Nightfighter Ace individual game discussion area. You can also find us on BoardGameGeek.

[2.0] GAME EQUIPMENT [2.1] GAME INVENTORY

Your copy of Nightfighter Ace includes: • One countersheet die-cut counters

of

221

9/16”

• Sixteen Aircraft Display Mats • Three Player Aid Cards • One Bomber Target Mat • One Pilot and Crew Status Display Mat

The 16 Aircraft Display Mats provided correspond to each of the 32 German aircraft type available. This mat helps track the status of your crew and systems, including available armaments at your disposal and electronics, and the wound status of the crewmen. Each Mat also has Sortie Tracks containing individual Travel Boxes to track the progress of your sortie. Select the appropriate Display Mat corresponding to the aircraft type you have selected for play (3.1). This mat is the centerpiece when conducting game play and carrying out sortie assignments. The use of this mat is explained in the appropriate rules section.

• One Operations Display Mat • Forty Ace Pilot Cards • Sixty Combat Cards • This Rulebook • One Logsheet • Two 6-sided and one 10-sided die • Box and Lid If any of these parts are missing or damaged, please contact Compass Games by e-mail at sales@compassgames.com. © 2018 Compass Games, LLC.

Nightfighter Ace: Air Defense Over Germany, 1943-44


[2.3] OPERATIONS MAP

This map is used to record the phase of the moon and the current weather, as well as give you an overall picture of the target areas.

[2.4] PILOT AND CREW STATUS MAT [A2]

[2.6] COMBAT CARD DECK

There are 60 cards in the deck. The deck is used for offensive fire, who shoots first in combat, defensive fire, etc. The top section (Firepower/Hits) denotes any damage done to the target based on the adjusted Firepower value of the nightfighter. The Contact section is referenced for the first fire round of each Pass. The bottom Defensive Fire section indicates how many hits the bomber applies to the nightfighter. Note the backside of these cards are labeled “Combat” and include a red background around the card border to help distinguish it from the optional Ace Pilot cards below.

[2.7] ACE PILOT DECK

This Mat is used to track the status of your pilot and crew with regards to awards, medals, and skills.

[2.5] BOMBER TARGET MAT [B10]

There are 40 nightfighter pilots in this deck, used for players who wish to recreate an historical pilot during the time frame of the game. Their use is optional. Note the backside of these cards are labeled “Ace Pilot” to help distinguish them from the Combat cards.

[2.8] THE PLAYING PIECES

There are 221 playing pieces in one die-cut sheet included with Nightfighter Ace. These playing pieces are referred to as markers and are placed on either the Aircraft Display Mat to track the status of your aircraft and crew, or on the map to determine your aircraft’s location. Markers are provided for individual aircraft, bases, formations, ammo rounds, random events, and the status of crew and systems.

There are markers for each German aircraft you may fly, as well as for enemy aircraft you may encounter. Friendly aircraft markers are placed on your Aircraft Mat Display. Enemy aircraft markers are used on the Bomber Target Mat [B10]. Note that aircraft markers with a yellow band through their name are available At Start. Base Zone

[2.8.1] Game Markers Aircraft Location

Used to record the status of bombers you are attacking.

Yellow stripe = available At Start Friendly

Nightfighter Ace: Air Defense Over Germany, 1943-44

Enemy

© 2018 Compass Games, LLC.

These markers indicate what zone the aircraft is currently based at, for fuel consumption purposes. These markers are used on your Aircraft Display Mat. 3


Historical Unit

NCO Rank

Random Event Front

Unit ID

Back

These markers indicate what unit an aircraft is currently assigned to. They are included mainly for historical interest. These markers are used on your Aircraft Display Mat.

As Random Events (6.1.6) occur, most are resolved immediately. Some have lasting effects, and others may be resolved later. These markers help you remember any such effects, and are used on your Aircraft Display Mat.

Airfield

Ammunition Location

These markers indicate the current airfield an aircraft is operating from. These markers are used on your Aircraft Display Mat. Note: All Base Zone, Historical Unit, and Airfield markers are color-coded by their shared location. Officer Rank Front

Back

There are four NCO ranks in the game, each with its own marker. This marker is placed on your Pilot and Crew Status Mat [A2] Note: The NCO Rank of “Unterfeldwebel” (not pictured above) is provided as a bonus marker; it is not used during play. We thought players may wish to have the marker in case they decide to incorporate it as a house rule. Medals and Awards

There are several medals and awards available, including the Wound Badge, the Iron Cross, the Operational Flight Clasp, the German Cross in Gold, and the Knight’s Cross. The name for each Medal and Award is listed on the back side of the marker for identification purposes. These markers are used on the Pilot and Crew Status Mat [A2] There are five Officer Ranks in the game. A marker is provided for each of the Officer Ranks achievable during play (the final Officer Rank of Oberstleutnant is only possible after play ends so no marker is needed). These markers are used on your Pilot and Crew Status Mat [A2]. Point Tracking for Pilot and Crew Status

Crew Skills

You must track your ammunition fired during combat. These markers are used on your Aircraft Display Mat. Damage

As you take damage from enemy aircraft, use these markers to record it on your Aircraft Display Mat. These markers are used on your Aircraft Display Mat and the Bomber Target Mat [B10]. Crew Status

During combat, your crewmen may become wounded or even killed. Use these markers on your Aircraft Display Mat to record their status. Sortie/Combat Status

Crew members can gain skills as they gain experience. These markers are used on your Pilot and Crew Status Mat [A2]

These markers record the status of your sortie during flight (Moon Status, Current Weather, Raid Target) or during combat (Range, Bomber Stream) and are used on your Aircraft Display Mat and the Operations Map.

These Point markers are used to help track Experience Points, Prestige Points, and Prestige Level on your Pilot and Crew Status Mat [A2]. 4

© 2018 Compass Games, LLC.

Nightfighter Ace: Air Defense Over Germany, 1943-44


[3.0] GAME SET-UP Game set-up consists of selecting your base and aircraft type, preparing your log sheet, and placing the corresponding Aircraft Display Mat in front of you for initial marker placement prior to conducting your first patrol. You should also have the various charts and tables set nearby, as they will be referred to frequently.

[3.1] BASE AND AIRCRAFT SELECTION

[3.1.1] In order to streamline play, all nightfighter bases are clustered into geographical zones. They are included by name for historical purposes, however, for game purposes, any base in the same group is considered identical. These Base Zones allow for the proper amount of endurance to be burned off when intercepting incoming raids, as shown on the Aircraft Play Charts. The unit assignments are also included for historical purposes, but have no impact on game play, other than I/NJG 1, which is the only unit that flies the He219 nightfighter. [3.1.2] The Base Zones are: DUTCH

Melsbroek, Schiphol, Deelen, St. Trond, Twenthe, Leeuwarden, Venlo, Gilze-Rijen (Although closest to the action, they suffer from Intruder attacks starting in April 1944.)

BREMEN

Vechta, Schleswig-Holstein, Stade, Grove

FRENCH

Florennes, Dijon, Juvincourt

BERLIN

Stendal, Parchim, Werneuchen

MUNICH

Schleissheim, Neubiberg

MÜNSTER FRANKFURT

Base

Aircraft Available

Starting Base Zone

I/NJG 7

Munster

Any

Munster

Any

Frankfurt

IV/NJG 4 Rhein-Main Any

Frankfurt

IV/NJG 2 Mainz

[3.2] PREPARE SORTIE LOG SHEET

[3.2.1] Prepare a narrative of your flying career by recording the following information into the header of your Sortie Log Sheet. Type: this is the aircraft type you selected Pilot: the name of your pilot

[3.3] AIRCRAFT DISPLAY MAT SET-UP

Münster Mainz, Rhein-Main

Unit

Base

Aircraft Available

1

I/NJG 3

Vechta

Bf110F-4, Do215 B-5

Bremen

2

II/NJG 3

Schleswig-Holstein

Bf110F-4, Do215 B-5

Bremen

3

III/NJG 3

Stade

Bf110F-4

Bremen

4

IV/NJG 3

Grove

Ju88R-1

Bremen

5

I/NJG 4

Florennes

Bf110F-4, Do215 B-5

French

6

II/NJG 4

Dijon

Bf110F-4, Do215 B-5

French

7

III/NJG 4

Juvincourt

Bf110F-4

French

8

I/NJG 5

Stendal

Bf110F-4

Berlin

9

II/NJG 5

Parchim

Bf110F-4

Berlin

10

III/NJG 5

Werneuchen

Bf110F-4a

Berlin

11

II/NJG 2

Melsbroek

Ju88R-1

Dutch

12

III/NJG 2

Schiphol

Bf110F-4

Dutch

13

I/NJG 6

Neubiberg

Ju88R-1, Bf110F-4

14

II/NJG 1

St. Trond

Ju88R-1, Bf110F-4, Do215 B-5

Dutch

15

III/NJG 1

Twenthe

Ju88R-1, Bf110F-4

Dutch

16

IV/NJG 1

Leeuwarden

Ju88R-1

Dutch

17

I/NJG 101

Schleissheim

Ju88R-1, Bf110F-4, Do215 B-5

Munich

18

II/NJG 6

Neubiberg

Bf110F-4

Munich

19

I/NJG 2

Gilze-Rijen

Ju88R-1

Dutch

20

I/NJG 1

Venlo

Ju88R-1, Bf110F-4, Do215 B-5, He219A-0*

Dutch

Starting Base Zone

Munich

*Not available to starting players. It takes a minimum Prestige Level of 7 to fly the He219 series of aircraft. Players may disregard this restriction if desired, but it is not recommended.

Nightfighter Ace: Air Defense Over Germany, 1943-44

Unit

[3.2.2] The Sortie Log Sheet is used to capture information about each sortie, including which targets have been damaged or shot down, in helping determine your victory level (4.2).

[3.1.3] Base Assignment. At the start of the game, players begin by either rolling randomly for a starting base and choosing one of the aircraft listed as flying there, or by choosing a desired starting location and plane. Roll 1d20 on the chart below. Roll

[3.1.4] Additional Bases. The following bases may be transferred to, at a cost of 2 Prestige Points, after the start of the game:

© 2018 Compass Games, LLC.

[3.3.1] Place in front of you the Aircraft Display Mat that corresponds to the aircraft type selected. You will be referencing this display continuously while conducting sorties to record the status of your aircraft and crew. [3.3.2] Initially place the following markers on your Aircraft Display Mat. • Place your aircraft marker in the Hanger Box. • Place your current Zone, Base, and Unit markers in the boxes at the top. • Place Ammo markers on the appropriate Ammo Boxes (“x3” means 3 markers, for example). Some boxes are marked with the infinity symbol (∞); for game purposes, you cannot run out of Ammo for these weapons.

[3.4] PILOT AND CREW STATUS [A2] MAT

Place nearby the Pilot and Crew Status [A2] Mat. This is where you will record your rank, promotions, awards, and medals, as well as skills purchased for yourself and your crew. Place either the Unteroffizier (if starting as an NCO pilot) or Oberleutnant (if starting as an officer pilot) marker in the Rank Box. Note that some historical pilots begin as Leutnant, not Oberleutnant.

[3.5] COMBAT CARD DECK

Shuffle the Combat Card deck at the beginning of the game and then every other month (third, fifth, etc.) or as needed.

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[4.0] HOW TO WIN THE GAME GENERAL RULE

A full game consists of completing numerous sorties up to and through July 1944. The game may end early if your pilot is killed in action. While the results of each sortie may result in promotion and the gaining of prestige (in the form of Prestige Points), the overall victory level is determined at the end of play based on total number of bombers shot down.

[4.1.3] The game immediately ends, regardless of date, should you as pilot be killed in action. [4.1.4] Once the game has ended, you can determine victory.

[4.2] DETERMINING VICTORY

[4.2.1] Consult your Sortie Log at the end of play and add up the number of enemy bombers shot down during your career. [4.2.2] Based on the total number of bombers shot down, your victory level and performance as a nightfighter pilot can be determined below. DEFEAT 0-4 Bombers shot down You are a disgrace to the Luftwaffe, your family, and yourself. After the war you return to the bombed-out city that was once your home, and wish you’d done better. DRAW 5-10 bombers shot down You have fulfilled your obligations to the nation and you are an ace. Book and movie offers after the war are probably not in the cards, however. MARGINAL VICTORY 11-30 bombers shot down You have enjoyed success as a nightfighter pilot. You are one of the aces currently assigned to the Nachtjagd. Your crew respects your abilities, and Headquarters assigns you to training in late 1944.

You are one of the Nachtjagd’s top aces, and have gained the respect of your peers. You are often mentioned in the nation’s papers and are offered command of an Air Division in late 1944.

2. CONDUCT SORTIE

You are the scourge of the skies and the pride of the entire Luftwaffe. Your legendary exploits place you at the top of the Nachtjagd elite and are mentioned prominently in propaganda efforts. Your peers are amazed at your steel nerves and flying skill. You retire peacefully after the war.

[4.1] ENDING THE GAME

[4.1.2] If it is determined after calculating repairs or recovery time that your next sortie would commence after July 1944, the game immediately ends.

g. Move from the Takeoff Endurance Box to the raid location Endurance Box

DECISIVE VICTORY 61+ bombers shot down

CASES

[4.1.1] The game ends upon completion of the final sortie in July 1944. No sorties are conducted after the last entry of the Sortie Log in July 1944.

SUBSTANTIAL VICTORY: 31-60 bombers shot down

a. Check for Spoof Raids (6.2.2)

b. Attempt to Intercept (7.1). If successful, conduct Combat (7.2, 7.3). c. Move to the next Endurance Box and repeat step b. until reaching the Landing Box or Forced Down 3. RETURN TO BASE a. If this is a Dutch airbase in April 1944 or later, check for Intruder Attack (8.1.4)

b. Attempt to Land the aircraft (8.1)

4. DEBRIEFING

[4.2.3] Should you be killed in action, you still (posthumously) determine your victory level.

a. Receive any Experience Points earned and upgrade Crew Skills (10.1)

[5.0] SEQUENCE OF PLAY

c. Receive any Prestige Points earned via Awards and Events (10.2) or Promotions earned (10.3)

GENERAL RULE

Nightfighter Ace adheres to a discrete sequence of play for conducting numerous sorties. At its most abstract level, the sequence revolves around conducting sorties with a debriefing action at the end of each sortie. While there are no discretely numbered “game turns” as with other turn-based systems, game play is broken down into increments of time, as reflected by the Sortie Log. The game begins in August of 1943 and sorties are carried out up through July of 1944. During the time period covered by the game, Bomber Command flew two large raids per week on average, which is why your nightfighter will fly two sorties per week. The following game play outline begins once a base and aircraft has been selected and the corresponding Display Mat has all markers placed (3.0, Game Set-up).

[5.1] GAME PLAY OUTLINE

1. DETERMINE INCOMING RAID INFORMATION

a. Consult the Raid Chart [A1] (6.1.1)

b. Enter the result on the Sortie Log on the row corresponding to the sortie c. Move your aircraft to the Takeoff Box on the appropriate Endurance Track d. Check for Weather (your sortie could be cancelled, 6.1.4) e. If this is a Full Moon sortie, check to see if the raid has been cancelled (6.1.5) f. Check for Random Electronic failure (6.1.6)

6

© 2018 Compass Games, LLC.

b. Receive any Awards earned (10.2)

d. Spend Prestige Points to change bases or aircraft (10.4, 10.5) e. If the next sortie will be delayed due to injury (9.0), aircraft damage (7.2.19), or transfer to a new base (10.5), record the delay on the Sortie Log Game play is conducted per the above sequence and is repeated until the game ends (4.1, Ending the Game), at which time victory can be determined (4.2, Determining Victory). The precise activities performed as outlined above are covered in the appropriate rules sections.

[6.0] CONDUCTING SORTIES GENERAL RULE

You will be assigned numerous sortie assignments as a nightfighter pilot during the course of your career, with the goal of completing each sortie successfully and surviving the war. Successful sorties may increase your rank or lead to advancement of your skills or those of your aircrew. Each sortie assignment is represented on the Aircraft Display Mat with individually named Endurance Tracks, each consisting of multiple Endurance Boxes that the aircraft will travel through. Sorties are conducted by placing and advancing your aircraft marker on the Track corresponding to your sortie assignment and checking for any possible encounters for each Endurance Box entered until returning to base. Just as the nightfighter bases are clustered geographically to streamline play, so are the bombing targets. The Raid Chart [A1] lists the Nightfighter Ace: Air Defense Over Germany, 1943-44


actual target name, followed by the geographical Target Area to which it belongs. What matters for game purposes is knowing what Target Area that the target is part of. That will determine how much endurance the nightfighter has when it attempts to intercept the raid. Example: The player rolls for an incoming raid in October 1943. He rolls a “7” which indicates the target city is Kassel. On his Aircraft Endurance Track, after takeoff and checking for Random Electronics Failure, he would move his plane ahead to the “Ruhr” Endurance Box, wherever that might be, depending on what base he takes off from. He then possibly loses Endurance Boxes due to Spoof Raids (6.2.2).

CASES

[6.1] SORTIE PREPARATION

[6.1.1] Consult the Raid Chart [A1] and roll 2d6 under the appropriate month column for when the sortie will commence. The resulting sortie assignment should be written on your Sortie Log in the next open row. Sorties are conducted by placing the aircraft marker on the corresponding Endurance Track for the sortie and checking for possible encounters for each Endurance Box entered. [6.1.2] Locate the Endurance Track that matches the Base Zone where your aircraft is stationed and move your aircraft from the Hangar Box to the Takeoff Box at the beginning of the Endurance Track. [6.1.3] Confirm that the Aircraft Display Mat has all markers properly placed on it (3.0, Game Set-up) to begin your patrol assignment. [6.1.4] Check for Weather at takeoff by rolling 1d10 on the Weather Chart [B9]. A result of “Socked In” means your sortie is cancelled unless you are an Ace (5+ kills), in which

case you may take off. If the sortie has not been aborted due to weather, place the Current Weather marker in the appropriate box on the Operational Map. [6.1.5] If this is a Full Moon turn (noted on the Sortie Log) then roll 1d6. On a roll of 1, the raid was cancelled and so there is no sortie. Otherwise, place the Moon State marker in the appropriate box on the Operational Map. [6.1.6] Check for Random Electronics Failure by rolling 2d6 and consulting the Random Electronics Failure Table on the Aircraft Damage Listing Chart [A4]. If your Radar Operator (“Funker”) has the Electronic Maintenance skill, or you roll for a device not present on your aircraft, treat the result as “no effect.” Otherwise, apply the effects immediately. If you roll a 12, roll 2d6 again and consult the Random Effects Chart [C1]. [6.1.7] If the sortie was cancelled for any reason, return your aircraft marker to the Hanger Box. You may still conduct the Debrief Phase (10.0).

[6.2] CONDUCT SORTIE

[6.2.1] Move the aircraft marker from the Takeoff Endurance Box to the raid location Endurance Box. (For example, from the Takeoff Box, move directly ahead to the Berlin Box, if the raid is headed to one of the Berlin targets.) Notice there are several targets listed for each Target Area. For example, the Berlin Target area includes Berlin, Leipzig, Brunswick, and Magdeburg. [6.2.2] Check for Spoof Raids. Roll 2d6 and consult the Spoof Raid Success Chart. Add +1 to the roll starting in 1944. If the Spoof Raid was successful, move your aircraft marker either one or two Endurance Boxes as noted on the Chart. Note: Spoof Raids were used to deceive German ground controllers into sending the nightfighters in the wrong direction (see the Historical Notes for details).

[6.2.3] In each remaining Endurance Box, roll to intercept, modifying the roll for the Moon State, radar sets, current jamming level, and applicable skills. Conduct Combat (7.2, 7.3) if interception occurs. [6.2.4] Move to the next Endurance Box and repeat until the aircraft has gone through all Endurance Boxes and has moved to the Landing Box (8.0) or has been shot down (7.2.19, Nightfighter Damage).

[6.3] RETURN TO BASE

[6.3.1] If you are landing in the Dutch Base Zone in April 1944 or later, roll 2d6 for possible intruder attack while landing. If a 2 is rolled, a British Mosquito II nightfighter attacks your aircraft before landing. Resolve as per a normal nightfighter encounter per 7.3, British Nightfighter Combat. [6.3.2] Finally, land your aircraft (8.1). Roll 2d6 and consult the Landing Chart [B7], taking into account all the modifiers listed to determine the outcome of your landing attempt. If a Crash Landing result is obtained, roll 1d6 for each crewman (including your pilot) on the Crew Injury Chart, going directly to the Severity section (everyone on the aircraft will be wounded in some manner).

[6.4] COMPLETING THE SORTIE

[6.4.1] A sortie concludes once the aircraft has returned to base by entering the Landing Box on its Endurance Track (or if the sortie was aborted and the aircraft was returned to the Hanger Box) and resolved any possible encounters there. The sortie also is concluded should your aircraft be shot down or the pilot be killed. If the aircraft and your pilot survived landing back at base, place the aircraft marker in the Hanger Box to indicate the sortie has ended. The Debriefing Phase will occur prior to the next sortie being determined.

OPERATIONS MAP EXAMPLE

It is the full moon of August 1943, and the player places the “Moon State” counter on the full moon box, to remind him it is +2 to interception rolls this sortie. He rolled an “8” for the weather, and when it comes time for landing, that roll will receive a “+1”. Finally, he places the raid target marker on the “Frankfurt” box as that is where the British are headed.

Nightfighter Ace: Air Defense Over Germany, 1943-44

© 2018 Compass Games, LLC.

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[6.4.2] Update your log sheet, totaling the number of confirmed enemy bombers shot down (7.2.20). [6.4.3] Proceed to the Debriefing Phase (10.0) where you may gain Experience Points, Prestige Points, Awards and Promotions. You may also spend Experience and Prestige Points to purchase skills for your pilot and crew, or to rebase and/or change to more advanced aircraft.

[7.0] INTERCEPTION AND COMBAT GENERAL RULE

Combat takes place during a sortie when an interception occurs, or if an intruder attacks during landing (6.3.1). Your objective as pilot is to target and shoot down as many enemy bombers as possible, while withstanding any possible defensive fire or enemy nightfighter attack. Combat against enemy aircraft is voluntary, and may consist of several “Passes,” with each pass possibly consisting of several combat rounds.

CASES

[7.1] INTERCEPTION

[7.1.1] After moving into any Endurance Box on the Endurance Track other than the Takeoff or Landing Box, check to see if you intercept enemy aircraft (exception: Spoof Raids, 6.2.2). Roll 1d10, using any applicable modifiers as listed on the Interception Chart [B1] and determine the result. [7.1.2] If a natural 1 is rolled, then the pilot is lost, and no interception occurs in this Endurance Box or the next. Advance the aircraft marker two Endurance Boxes. If this moves the aircraft marker into (or past) the Landing Box, then the sortie is over; go to the Return to Base Phase (6.3). [7.1.3] If no interception occurs and the roll is not a natural 1, move the aircraft marker to the next Endurance Box. If this is not the Landing Box, repeat 7.1.1, otherwise go to the Return to Base Phase (6.3). [7.1.4] If an interception occurs, roll 2d6 and consult the Aircraft Target Chart [A3]. Use the column that matches the current month to determine the aircraft type intercepted. Write the type of target on the next open space on the Sortie Log (Halifax, Lancaster, etc.). If the potential target is faster than your nightfighter, no interception can occur, and no roll is made. This check should include current engine status, as a damaged engine would reduce your speed by 3, for example. If the target rolled is a “Mosquito NF” (any type) then you have encountered an enemy nightfighter; this combat is handled differently than an encounter with a bomber (Nightfighter Encounter, 7.3). 8

[7.1.5] Bomber Stream. If an interception roll indicates “Bomber Stream,” then a special series of interceptions may occur in the same Endurance Box. The first target is considered to be intercepted, as in 7.1.4. After completing combat with the first target (either shooting it down or breaking off), roll for a second interception in the same Endurance Box. Continue rolling for, intercepting, and attacking targets until you fail to intercept, are out of ammunition, are shot down, encounter a Mosquito nightfighter, or consider yourself too badly damaged to continue. You may also stop the series of interceptions at any time, based on your situation. Pilots with the “Bomber Stream” skill do not roll to intercept; all potential targets in that case are automatically intercepted, one after the next. The encounter ends only on the other criteria. Historical Note: The German nightfighter aces referred to this as “swimming in the Bomber Stream” and it could result in multiple kills. For example, Martin Drewes killed 5 bombers within 30 minutes, Tino Becker got 6 within 30 minutes, and Wilhelm Herget got 8 in the space of only 50 minutes. There are many other examples.

[7.2] BOMBER COMBAT GENERAL RULE

Combat against bombers is conducted in a series of “passes” (as your fighter flies past the bomber on an attack run). Each Pass can have up to 3 rounds of combat, depending on the starting range (7.2.2) of the Pass. There can be multiple Passes made against a bomber. Each round of combat, both planes normally have a chance to fire their weapons. If a you shoot at a British bomber, the bomber’s rear guns normally fire back (as long as the gunner is not dead), inflicting the number of hits stated on the card. These hits are all random hits on the Nightfighter Damage Chart [B6]. If a you shoot at a Mosquito IX bomber, there is no return fire (as they have no rear guns). Finally, if you use a “Schräge Musik” attack against a bomber, no return fire is possible (British bombers did not have a belly gun turret). In this case, you do not even flip a defensive fire card for the bomber.

CASES

[7.2.1] Begin by determining if you will be firing with your forward guns or your Schräge Musik (if so equipped, 7.2.16). If using the forward guns, you must use them all; you cannot use just some of them. Historical Note: The “Loffel” button on the left of the control column fired all the forward weapons, the “Knopf” button on the right fired the Schräge Musik (if present.) [7.2.2] If firing the forward guns, determine the range (long, medium, short) for the first round © 2018 Compass Games, LLC.

of combat for this Pass. The further out you start, the more combat rounds you will have to fire in the Pass (but note that accuracy increases as the range decreases). If you are using the Schräge Musik, you will be firing from below the bomber, and must choose either medium (considered “normal” range for this weapon) or short range. [7.2.3] Choose where on the bomber you are attacking; this is the Aim Point. Possible Aim Points are Port Wing, Starboard Wing, Airframe, and Gunner. When using the Schräge Musik, you must choose one of the Wing Aim Points. [7.2.4] When using the forward guns (only), you may fire an Extended Burst (7.2.14) at the risk of jamming a gun or blinding your pilot. [7.2.5] Once all these choices have been made, flip over the top card from the Attack Deck. This is the combat card for the first combat round of the Pass. Follow the instructions on the card as far as damage inflicted and who shoots first. [7.2.6] Flip a second card; this is the defensive fire card from the bomber. The only information that matters on the bomber’s card is the “DEFENSIVE FIRE: n” (where n is a number of random hits inflicted on your nightfighter). [7.2.7] As the nightfighter is faster than the target, the range decreases by one each round of combat (long range becomes medium range, medium becomes close). A nightfighter that starts at close range must either break off and end combat, or wheel around and try to make a second Pass. The longest Pass possible would be three rounds, starting at long range, firing, moving to medium range, firing, then moving to close range, firing (and then breaking off or wheeling around to start another Pass). [7.2.8] No matter the range, in the first round of combat of each Pass, the Combat Card text determines which aircraft fires first. All other combat is considered to be simultaneous; ignore any text on the card to the contrary in the second or third rounds. If there is another Pass, then first round of combat is again dictated by the text on the card as to which aircraft fires first, and subsequent rounds are simultaneous. [7.2.9] After the first round of combat, you must decide whether to attack again (if possible; if you started at close range, you must wheel around for a second Pass if you wish to keep attacking) or whether to break off. If there is another round of combat you will again flip over two cards from the Attack Deck, the first being your attack on the bomber, and the second being the bomber’s defensive fire. [7.2.10] A bomber will automatically begin to “corkscrew” (a defensive maneuver) starting on the second round of the first Pass and continuing on all subsequent combat rounds in all Passes until combat is complete. However, a bomber Nightfighter Ace: Air Defense Over Germany, 1943-44


which has at least one engine out, or with 2 points of controls damage, cannot corkscrew. On some cards, the bomber begins to corkscrew before you even get to shoot. [7.2.11] If you choose to break off the attack, the bomber gets away with whatever damage it has (and may yet crash en route home.) The combat is ended, and you may decide to land (ending the sortie) or continue to the next Endurance Box. [7.2.12] If you decide to make another Pass, you must wheel around to get into a firing position again, from whatever range is desired. You may start the next Pass at whatever range you wish; the range you started the previous Pass is irrelevant. However, the downside to making a second Pass is that you may lose the target in doing so. Roll 1d6, and on a 1-2 the target aircraft has escaped into the darkness as you came around. This roll may be modified by +1 if the Funker has the Radar Operation skill, and by +1 if the target has H2S radar and the nightfighter has a Naxos 350 detection radar (which detects H2S emissions). Example: A nightfighter attacks from medium range. The card states he attacks first. The second round occurs at close range, and although the card states he fires first again, this is ignored, and firing is simultaneous. He then is forced to break off and come around for his second Pass. He luckily rolls a 4 and does not lose the bomber. On this second Pass, he again attacks from medium range. The card states the bomber shoots first, so it does. On the second round, which occurs at close range, the card states the bomber shoots first, but this is ignored, as it is the second round of the Pass. Firing is simultaneous at this point. [7.2.13] Range effects on Combat. At long range, both aircraft generate one less random hit (-1 hit). At medium range, there is no modification. At close range, the nightfighter generates +1 random hit (although this is normally cancelled if the bomber is defensively “corkscrewing” by the -1 random hits that corkscrewing provides) as does the rear gunner of the target aircraft. [7.2.14] Extended Burst. You may risk firing an Extended Burst from your forward weapons (only) in order to achieve more hits. Although this (usually) results in more damage to the bomber, it may also result in a jammed weapon and/or “blinding” of the pilot. If you wish to attempt this, you must have 2 ammo points remaining in at least one of your forward weapons and must be at medium or long range. Notice that if your only firing weapons (due to jamming or ammo depletion) have infinite ammo supply, you may not employ extended burst. Prepare for combat normally Nightfighter Ace: Air Defense Over Germany, 1943-44

by choosing an Aim Point, then roll 2d6 before pulling a combat card: 2

Target destroyed (expend 2 ammo)

3

+4 hits (expend 2 ammo)

4

+3 hits (expend 2 ammo, pilot is blinded)

5

+2 hits (expend 2 ammo)

6

+2 hits (expend 2 ammo, then 1 weapon jams)

7

+1 hit (expend 2 ammo)

8

+1 hit (expend 2 ammo, then all forward weapons jam)

9

+1 hit (expend 2 ammo, pilot is blinded, then 1 weapon jams)

10

+1 hit (expend 2 ammo)

11

+1 hit (expend 2 ammo)

12

All weapons jam before any damage is done

Note that each firing weapon expends two points of ammo, if possible. Any extra hits received are random hits to the aimed area. The extra hits from an Extended Burst only occur if at least 1 hit is achieved normally from the firing card. Weapon jams occur after firing, so all firepower counts (exception: a roll of 12 results in no firing). A “blinded” pilot may not conduct any attacks in the next combat round. You may break off or wheel around to start a new Pass, however. Blinded pilots receive a -1 modifier to reacquire a target for a subsequent firing Pass (exception: He219 pilots are never blinded due to the location of their weapons). [7.2.15] Gun Jam. If the card indicates a “gun jam,” roll to determine which gun system jams (if more than one is firing). Reduce the firepower total from any jams, then check the adjusted firepower on the card to get the damage result against the bomber. [7.2.16] Schräge Musik. “Schräge Musik” (Slanted, or Jazz Music) was the German term for an upwards-firing cannon, installed normally at a roughly 70-degree angle in the fuselage behind the cockpit, and firing non-tracer ammunition for surprise. It was extremely deadly. To reflect the use of Schräge Musik there are some special rules. [7.2.16.1] Schräge Musik always is considered to target the “Wing” area (port or starboard, player’s choice.) [7.2.16.2] If you decide to make a Schräge Musik attack, you must decide to attack from medium (“normal”) Schräge Musik range, or from close Schräge Musik range. Flip a card to start the attack. If the card contains the © 2018 Compass Games, LLC.

line “SM Attack: Aborted,” you were spotted, and the bomber begins to corkscrew immediately, spoiling the Schräge Musik attack (you do not expend ammo, however). The bomber does not defensive fire. If you wish to finish off the bomber with forward weapons, you must then roll to make another Pass, with the bomber conducting a corkscrew defensive maneuver. [7.2.16.3] If the flipped card does not contain the line “SM Attack: Aborted,” then the attack is conducted by the nightfighter and damage applied. The Schräge Musik Gunnery skill also gives a bonus “Fuel Tank” hit if any hits are scored at all against the British bomber. [7.2.16.4] Attacking from close range with Schräge Musik means you are very close underneath the bomber (as some nightfighter pilots chose to do—they sometimes came back to base with the bomber’s trailing aerials draped on their plane). This gives +1 random hit, at the expense of possibly being hit by falling debris from the bomber. After attacking from close range with Schräge Musik, roll 2d6; on a roll of 2 or 12, you take 1d6 worth of debris damage in random hits. [7.2.16.5] If the flipped card contains the line “SM attack: -n NF Hits,” it means the bomber detected the nightfighter just as firing began and managed to avoid some of the damage. Reduce the random damage to the bomber by 1 or 2, whichever n happens to be on the card. [7.2.16.6] No matter how many defensive fire hits are listed on the card, the use of Schräge Musik means that the bomber does not return fire on the first round of the first Pass, as it has no defensive guns that can shoot downwards (and normally, had no idea the nightfighter was there to begin with). [7.2.16.7] Schräge Musik does not occur from one of the standard ranges; instead, it occurs from below. However, for the purposes of making a Pass, it is considered to be at close range; therefore, the nightfighter must make a second Pass or break off and end combat after a Schräge Musik attack. Making a second Pass and attacking with Schräge Musik again requires you to advance your aircraft marker one Endurance Box, as it takes considerable time to wheel around and sneak back under the bomber, which, if it survived the first Schräge Musik attack, has probably been corkscrewing for quite some time. If the player does not want to advance another Endurance Box (or does not have one to spare) he may consider wheeling around after the Schräge Musik attack and finishing off the bomber with his forward guns on the second Pass.

9


Historical Note: Schräge Musik was an extremely devastating weapon. Despite losing hundreds of bombers to it, the British were completely unaware of its existence for a long time, until a bomber finally survived a Schräge Musik attack and came back with numerous holes, punched upward into the bomber. [7.2.17] Aim Skill. Besides the mandatory Aim Point required before every attack, a player with the “Aim” skill itself applies 1 extra damage to the enemy plane of the selected aim type (not an additional random hit but a hit of the type aimed at). Example 1: A pilot with the Aim skill is attacking a bomber and has selected “Airframe” as his selected aiming point. He gets enough firepower to achieve a “GP” result when an Combat Card is flipped. He therefore applies the Airframe Grouped Damage result to the bomber (1 damage point against Controls, 1 on the Airframe, and 3 random damage rolls.) He now also applies 1 extra Airframe hit due to the skill. Example 2: A pilot with the Aim skill is attacking a bomber and has selected “Airframe” as his selected aiming point. He only has enough firepower to achieve a 2 result on the bomber. The Aim skill still triggers in this case, and the bomber receives the regular 2 random damage rolls and an airframe hit.

the Bomber Random Damage Table under the column matching your Aim Point for as many Hits as the Random number lists. If the result was “GP+1”, then after applying the Group Damage, apply a Random Hit as well (7.2.18.1). [7.2.18.3] A “DE” result means the aircraft is immediately destroyed. Such a result encompasses such things as bombs exploding, fuel tanks exploding, the entire tail section being shot off, or a wing being sawn off. When a target is destroyed, circle it on the Sortie Log sheet.

[7.2.19] Nightfighter Damage. German nightfighters receive damage from the Combat Card deck via bomber defensive fire. [7.2.19.1] All damage from bomber defensive fire is rolled randomly on the Nightfighter Damage Chart [B6]. If you receive a fuel tank hit, and roll an explosion, the game ends (no parachuting attempt allowed in that case). Go immediately to 4.2 to check for your level of victory.

[7.2.18.4] A second damage result against a system already knocked out is “no effect” instead. You can only kill the tail gunner once, for example. However, most systems (Engines, Wing, Airframe, Controls, etc.) require multiple damage results to destroy.

[7.2.19.2] Engine damage does not preclude a nightfighter from finishing a combat; it only hampers or precludes further interceptions that sortie. Of course, if both engines are knocked out, the nightfighter must immediately glide to a forced landing (8.2.2), or the crew can bail out (8.2.1).

[7.2.18.5] If a bomber meets its damage threshold for the airframe, either wing, control surfaces, or has all engines knocked out, it is considered shot down. A fire in the fuel tanks also results in a lost bomber, as all crew bail out. Obviously, an explosion in the fuel tanks is catastrophic and also results in the loss of the bomber. An explosion in the bomb bay also destroys the aircraft.

[7.2.19.3] Nightfighters can take damage from bombers that explode from a bomb bay hit (if the bombs are still on board and an 8 or higher is rolled for explosion) if the nightfighter is at close range when this occurs. On a 2d6 roll of 2 or 12, the nightfighter takes 1d6 Random Damage in that case. Bombers are still considered loaded with bombs in the first 3 Intercept Boxes after the Takeoff Box.

[7.2.18] Bomber Damage. To determine damage to a bomber, cross-reference the nightfighter’s current Firepower (after any Gun Jams, 7.2.15) with the closest column (without going over) on the Attack Deck card flipped for the attack. For example, if your Firepower is 11, use the “8” column on the card. The result on the card will either be a number, a “GP” (Grouped Damage), or a “DE” (Destroyed) result. The Attack Deck Results Chart [B2] describes each possibility. [7.2.18.1] A numbered result represents the number of Random Hits to roll for on the Bomber Random Damage Table on the Bomber Damage Chart [B3]. Roll 1d10 and refer to the column that matches the Aim Point used during the attack. Roll as many times as the number generated, after modifying for range, any skill the nightfighter pilot or crew may have, and then subtracting 1 Hit if the bomber is corkscrewing. [7.2.18.2] A“GP” (Group Damage) result means that damage has been done specifically to the Aim Point chosen. Consult the Bomber Damage Chart [B3] and check for the corresponding Aim Point under “Group Damage.” This will list a number of Hits on particular bomber systems as well as a “Random” number of Hits. Apply the specific system Hits, then roll 1d10 on 10

BOMBER MAT EXAMPLE

The player is attacking a Halifax, and decides to start at medium range with his forward weapons. He chooses the starboard wing as his aim point, and his combat card indicates indicates he has inflicted a “GP” (grouped) damage result. Referring to Chart B3, this gives the Halifax a starboard wing hit, two engine hits (both on engine #3), a control surfaces hit, and one random hit. The random hit is luckily on the fuel tanks - and a roll of “8” on chart B4 indicates a fire. The bomber is destroyed. © 2018 Compass Games, LLC.

Nightfighter Ace: Air Defense Over Germany, 1943-44


[7.2.19.4] Special note for Do335 series aircraft: when a Do335 takes damage to the “port engine” this actually is applied to the forward engine. Any damage to the “starboard engine” is applied to the rear engine. Bomber Combat Example: After a successful interception, the player, flying an He219A-7/R2, rolls for a target on the Aircraft Target Chart [A3], with the result being “Lancaster.” The player has chosen to use his forward weapons at medium range, with an Aim Point of “Port Wing.” He flips an combat card, #53 in this case, and shoots first according to the card instructions. It indicates a “gun jam.” Because the aircraft has three sets of forward-firing cannons, the player rolls 1d6 to randomly determine which have jammed (assigning each set of cannons to either the 1-2, 3-4, or 5-6 result first). He rolls a 3, indicating the Mk 103 cannons have jammed. The jam reduces the attack firepower to 18, the remaining firepower of the other two cannon systems. The player uses the 16-firepower column on card #53, which is a result of “GP.” The player then consults the Attack Deck Results Chart [B2] to see that “GP” is Group Damage. Since the Aim Point was declared to be the Port Wing, the Port Wing Group Damage column on the Bomber Damage Chart [B3] is used to apply damage. One hit each is given to the Controls, Engine, Port Wing, and Airframe. There is also one Random damage. Rolling 1d10, the player rolls a 1, resulting in a wound to the British tail gunner. A roll of 1d6 is made against the Severity portion of the Crew Injury Chart on the Aircraft Damage Listing [B4]. A roll of 4 indicates this is a severe wound. Now the bomber card is flipped, and card #59 says “Defensive Fire: 3 HITS,” so the player now receives 2 random damage hits on the Nightfighter Damage Chart [B6], as he subtracts one hit due to the fact the tail gunner was seriously wounded. Notice had the combat been simultaneous, the player would have taken the full 3 hits, as the serious wound would have not taken effect until the second round of combat. The current range also affects defensive hits. From long range, the bomber inflicts one less hit, from close range, the bomber inflicts one extra hit. Finally, if the German pilot has the “A.C.M.” skill he reduces incoming damage by one hit each time he is shot at. On the second round of combat, the British tail gunner is penalized again for having a serious wound. It is now close range. The German flips card #29 from the attack deck. With the jammed Mk103 cannon, Nightfighter Ace: Air Defense Over Germany, 1943-44

he still fires on the 16-firepower column, which gives a result of “DE.” The range modifier of “+1 HITS” is cancelled by the bomber’s “-1 HITS” for corkscrewing on the second round, but this is immaterial, as the random damage hit modifiers do not change the fact a “DE” (bomber destroyed) was the result. The bomber flips over card #54 to reveal that the nightfighter receives 2 HITS this round but gets a third hit due to close range giving the bomber +1 hit. (This would be lowered back to 2 hits total due to British tail gunners “SW” wound.) The player would then roll three times on the Nightfighter Damage Chart [B6] to see what the three random hits were that he received.

Use the following formula: On a 1d10 roll of 1 a damaged bomber will crash before reaching home. Add 1 to this possibility for each of the following:

[7.2.20] Bomber Loss Due to Battle Damage. It is possible that a bomber will not make it back to England, even if you did not inflict enough damage to shoot it down before you had to break off combat for whatever reason.

• Each engine Out (not just damaged) • Any system that is 1 point short of aircraft destruction Example: A bomber has one engine damaged, two knocked out, and two hits on the port wing. Since the port wing can only take 3 hits, that would add 1, and the knocked-out engines add 1 each. The damaged engine does not have an effect. Therefore, this bomber crashes en route home on a roll of 1-4 on a 1d10. You receive credit for a kill only if this was spotted by someone. On a 1d6 roll of 1 or 2 you receive credit for this kill (exception: Random Event #9 gives you credit without a die roll).

AIRCRAFT DISPLAY MAT EXAMPLE

It is August 1943, and the British are attacking Frankfurt. The player is currently flying a Bf110 G-4/U-6, stationed at Parchim (near Berlin). After takeoff, the player rolls a “4” on the Random Electronics failure chart, which indicates his Homing Device has failed. He actually has one on this aircraft, so he marks it with an “INOP” marker. He moves his aircraft marker from the takeoff Endurance box ahead to the “Frankfurt” Endurance box, representing fuel spent catching up to the raid. Fortunately, his roll of “6” on the Spoof chart means no additional fuel is lost going the wrong direction. In the Frankfurt Endurance box, he encounters and successfully intercepts a Halifax bomber. Although he shoots it down with his forward facing weapons, return fire from the bomber has damaged his airframe for 1 hit, and seriously wounded his Funker. The player decides at this point to abort the sortie and head back to base. © 2018 Compass Games, LLC.

11


[7.3] BRITISH NIGHTFIGHTER COMBAT

[7.3.1] Sometimes a target is listed as a British Mosquito Nightfighter (“Mosquito NF,” any type—do not confuse them with the Mosquito bombers). If this occurs, roll for initiative on the Initiative Chart [B11]. If the you win the initiative, you may attack the British Mosquito only if your aircraft is at least as fast as the Mosquito (in practical terms, this means you’re flying in an He219, Ta154, or a Ju88G, as no other German planes are fast enough to catch a Mosquito). If you aren’t fast enough, the encounter is over. [7.3.2] If the British nightfighter wins the initiative, it attacks from medium range, choosing “Airframe” as its targeted area. British nightfighters use the same gunnery deck as the German nightfighters, with the same limitations and possibilities of gun jams, etc. If a gun jam occurs, the attacking Mosquito breaks off and the encounter is ended. If the British nightfighter scores a “GP,” “GP+1,” or “DE” hit against your aircraft, use the rules for Bomber Damage (7.2.18) to determine the damage, except for the random hits; roll those on the Nightfighter Damage Chart [B6]. If a number comes up, roll that many times on the Nightfighter Damage Chart [B6], not the Bomber Damage Chart [B3]. [7.3.3] You may return fire with your rear guns (if any) by flipping a card and applying hits to the Mosquito (if any). [7.3.4] The British nightfighter then moves to close range for the second round of the Pass, if your aircraft has survived. At this point you have three options: 1. Break off. You make violent and unexpected turns and dives, in order to break away and end combat. Roll 1d6: 1-4

Success

5-6

Failure, Mosquito fires from close range this round

Modify this roll by:

1-4

Success

5-6

Failure, Mosquito fires from close range this round

Modify this roll by: • -1 for the ACM Skill • +1 for each damaged engine • +2 for each engine that is knocked out If successful, the you get to attack the Mosquito from close range, then combat ends. (This is the only time when a slower German aircraft may shoot at a Mosquito). If you fail, the Mosquito makes its second and final attack from close range, and again, the defensive ACM modifier is used (-1 random hit) if you have that skill. Obviously, if you have suffered significant damage on the first round, this would probably be a poor choice. If the British nightfighter did minimal damage the first round, this might be a good option. Regardless, combat ends after firing from close range, no matter who is doing it. The planes (if both are still flying) go their separate ways. 3. Bail out. Even if not shot down on the first round, the you may decide to bail out of your aircraft instead of suffering a second, potentially fatal round of combat. If engine damage or crew injuries make the first two options very risky, then parachuting to safety is an option. This choice ends combat before the Mosquito fires a second time; roll for each crew member to parachute out on the Parachute Chart [B8] (8.2.1).

[7.4] POST-COMBAT

You may abort your sortie after combat if you desire for any reason (usually due to damage). Simply move forward along the Endurance Track to the Landing Box, and roll for landing (8.0). The pilot receiving a Serious Wound (9.2.2), leaking fuel tanks, or oxygen system damage require you to abort. Damage cannot be repaired while airborne.

• -1 for the ACM Skill • +1 for each damaged engine • +2 for each engine that is knocked out If the you successfully break off, the combat ends and the Mosquito does not get to fire a second time. However, if you fail to break off, you still get your defensive ACM for -1 random hit if you have the ACM skill. The British Mosquito makes a second attack, then breaks off and ends the combat. 2. Attempt to gain initiative. You may attempt to turn the tables on the Mosquito and attack it during the second round. Roll 1d6: 12

[8.0] LANDING PROCEDURE GENERAL RULE

Upon entering the Landing Box of the Endurance Track, you begin the Landing Procedure. You may also be forced into making a Forced Landing due to battle damage before reaching the Landing Box. Even without any battle damage, landing can be a hazardous procedure at night. If landing at a Dutch airfield later in the war, you may even be attacked before you can land.

© 2018 Compass Games, LLC.

CASES

[8.1] NORMAL LANDING

[8.1.1] Total up all modifiers and roll 2d6 on the Landing Chart [B7], then apply the results. Weather, the phase of the Moon, aircraft damage, crew skill, and injuries all affect the chances of a safe landing. [8.1.2] If the result is a Rough Landing, each crew member receives a Light Wound, and the aircraft is damaged enough that it will miss the next sortie while undergoing repairs. However, an NCO pilot can utilize the scrounging ability to avoid losing a sortie for repairs (10.3.3). Otherwise, place an “R” in the Raid Target column of the next line of the Sortie Log. [8.1.3] If the result is a Crash Landing, go to the Severity section of the Crew Injury Table on the Aircraft Damage Listings Chart [B4]. Roll 1d6 for each member of your crew to determine the severity of their injuries. Crew members may be forced to sit out a sortie or even need to be replaced, depending on the severity of the injury. In addition, your aircraft is too damaged to be repaired; you will be assigned to another aircraft (10.5.5). [8.1.4] Starting in April 1944, nightfighters that land at any Dutch airfield must make an encounter roll before making their landing roll. Roll 2d6; if a 2 is rolled, a Mosquito II nightfighter attacks your aircraft. Resolve as per a normal nightfighter encounter per 7.3, British Nightfighter Combat.

[8.2] FORCED DOWN

It may be that a nightfighter is forced down after a combat (for example, if both engines are hit and knocked out). In such a case the aircraft would not make it back to base. The player has two options at this point: bailing out or making a forced landing. [8.2.1] Bailing Out. You and your crew can bail out of the aircraft. A wounded crew member has a significantly worse chance of bailing out without further injury or death, depending upon the severity of their wounds. Having the parachute skill improves the chances of successfully bailing out. Roll 1d6 for each crew member, apply any applicable modifiers, then consult the Parachute Chart [B8] to determine the result of the bail out attempt. Apply any injuries to crewman who bail out as in 9.0. Even if the pilot bails out without injury, you will miss the next sortie as he and the crew return to base and are assigned to a new aircraft. Place an “R” in the Raid Target column of the next line of the Sortie Log. [8.2.2] Forced Landing. You can attempt to make an emergency forced landing in a field or on a road. You might choose this option if there are any crew members that are unlikely to survive Nightfighter Ace: Air Defense Over Germany, 1943-44


bailing out. Roll 2d6 and consult the Landing Chart [B7], applying any applicable modifiers. Apply the results as in 8.1, Normal Landing, but do not apply 8.1.4 as the British nightfighters will not find you at a forced landing. Even in the event of a safe landing result, you will miss one sortie as you travel back to your base. Place an “R” in the Raid Target column of the next line of the Sortie Log.

[9.0] CREW INJURY

[10.0] DEBRIEFING GENERAL RULE

During the Debriefing phase, after each sortie, you will have the chance to increase or add to the skills of your pilot and crew, receive awards, be promoted, and change bases and aircraft. These items are tracked on the Pilot and Crew Status Mat [A2].

CASES

[10.1] CREW SKILLS

[9.1] INJURY TYPES

Crewman may be injured during Combat (7.0) or through landing (8.0) or being forced to bail out of a stricken aircraft (8.2.1). Wounds are classified as Light, Serious, and Killed in Action.

[9.2] INJURY EFFECTS AND DURATION

[9.2.1] Light Wound (LW). Miss 1 sortie while recuperating. If this is the pilot, place an “R” in the Raid Target column of the next line of the Sortie Log. For any other crewman, use a temporary replacement crewman in that position; he will have no skills. [9.2.2] Serious Wound (SW). If the pilot receives a Serious Wound you must immediately break off combat and abort the sortie, returning to base; move your aircraft marker to the Landing Box on the Endurance Track and make a normal landing attempt (8.1). Note the negative die-roll modifier. After landing, roll 2d6 and consult the Serious Wound Resolution Chart [C2] to determine the severity of the wound and how many sorties the crewman will miss. If this is any other crewman than the pilot, use a temporary crewman as a replacement. He is considered to not have any skills. It is possible that the replacement crewman may advance in skills enough that you would not want your old crewman back, once he is released from the hospital. You are not required to take the old crewman back, but you may if you want to. It is your choice. [9.2.3] Killed in Action (KIA). If this is any other crewman than the pilot, simply replace with a brand-new crewman for the next mission. The replacement has no skills or points. If the pilot is KIA, the game ends at that point; see 4.2 to determine your level of victory.

Nightfighter Ace: Air Defense Over Germany, 1943-44

[10.1.1] The various crew members may increase in skill during the course of the year. For every 4 sorties flown, regardless of kills, each crewman gains an Experience Point, which he may spend to “buy” skills. Sorties that are skipped due to injury, plane repair, or other reasons do not count toward gaining Experience Points (but since there is still a Debriefing Phase, skills may still be purchased with existing Experience Points). The skills cost different amounts of Experience Points to purchase. Some skills are restricted as to which crew member may have them. The pilot (only) starts the game with 1 Experience Point (if an officer) or 2 Experience Points (if an NCO). This is granted for graduating from flight school, and for the NCO, for general experience from (typically) longer service prior to flight school. The skills confer various benefits during game play, as listed below. The cost to buy each skill is listed after the skill name in parentheses. [10.1.2] Skills Aim (6) - [Pilot only] This skill gives you the ability to apply one “bonus” hit of the picked type which was aimed at. Players may aim at a Wing (Port or Starboard), Tail Gunner, or Airframe. This skill only applies to forward attacks. The Aim skill should not be confused with the mechanic by which a player “aims” at a particular area of the target plane. That mechanic is always done, in case a Grouped Damage result is rolled for. Air Combat Maneuvering (A.C.M.) (4) [Pilot only] Air Combat Maneuvering reduces by 1 the number of random hits received when taking defensive fire from bombers or when attacked by a British Nightfighter.

© 2018 Compass Games, LLC.

Bomber Stream (3) - [Pilot only] When a Bomber Stream result occurs on the Interception roll, this skill allows the pilot to continue to intercept bombers in the same Endurance Box without making a roll. The bombers are automatically intercepted, one after the other, until the nightfighter is out of ammo or damaged enough that you decide to end the interceptions. Electronics Maintenance (2) - [Funker only] This skill negates the result of a “Random Electronics Failure” check after takeoff, except for one due to a Random Event. Expert (3) - [Pilot only] A pilot may become an Expert in his current series of aircraft: Bf110, Ju88, DO215/217, He219, or Ta154. This skill allows you to redraw one firing card per interception, if you wish. You must use the results and/or events of the new card, even if it does less damage. This skill applies to all aircraft in the series for which it was purchased. Place an aircraft marker of the same type in the Skills Box of your Pilot and Crew Status Chart. Gunnery (5) - [Pilot or rear gunner] This skill gives the pilot an extra random hit when firing, if any hits were scored normally when firing forward guns and if a Group Damage result occurs (GP). For a rear gunner, this applies when firing the rear guns. This does not apply to Schräge Musik (7.2.16) attacks. Landing (1) - [Pilot only] This skill allows a -1 modifier on the Landing Chart [B7]. Leadership [Ace Card Schnaufer only] This skill allows Schnaufer’s crew to earn experience at the rate of 1 point per 3 missions, instead of 4. Navigation (2) - [Pilot only] This skill negates the “Unsure of Location” result in the Interception chart and converts that result into simply “no interception.” Parachute (1) - [All crew] This skill allows a -1 modifier on the Parachute Chart [B8]. Radar Operation (5) [Funker only] The Funker gets an additional +1 when rolling for intercepts, assuming the radar set on the nightfighter is operational. 13


This also adds +1 when attempting a second Pass on a target. Schräge Musik Gunnery (6) - [Pilot only] This skill gives the pilot a bonus Fuel Tank hit if any hits are scored at all. This is only applicable during a Schräge Musik (7.2.16) attack. Situational Awareness (S.A.) (2) [All crew] The Situational Awareness skill gives a +1 to the Initiative roll. Weapons Maintenance (2) [All non-pilot crew] This skill converts the first (only) “Jammed Weapon” result on the gunnery chart into a normal “miss” result, once per sortie.

[10.2.2] The Iron Cross Second Class. The Eisernes Kreuz 2 (or EK2) is awarded upon downing the first enemy aircraft. [10.2.3] The Iron Cross First Class. This is awarded upon downing a second aircraft.

Historical Note: The EK2 and EK1 were awarded on a points system, 1 point required for the EK2, 3 points for the EK1, but one had to have the EK2 before receiving the EK1. As a two-engine bomber was worth 2 points, and a four-engine bomber was worth 3 points, players in Nightfighter Ace will receive them after the first and second kills they achieve regardless of what type of bomber they shoot down.

[10.2] AWARDS AND PRESTIGE EVENTS

[10.2.4] The Operational Flight Clasp (Frontflugspange). This clasp was given in three classes: Bronze (after 20 flights), Silver (after 60 flights), and Gold (after 100 flights). Only the first clasp confers a Prestige Point to you.

GENERAL RULE

Game Note: The Operational Flight Clasp in Gold is not obtainable within the 12 months of the game, as there are only theoretically 96 flights, but is included for historical interest and/or player variants.

The various awards in the game are representative of the major awards given to nightfighter pilots. Each award confers one Prestige Point (10.4) to your pilot (and also raises his Prestige Level by one), which you may spend to upgrade aircraft or obtain a transfer to a new unit. There are also events which confer Prestige Points to pilots, listed after the awards.

CASES

[10.2.1] The Wound Badge. This award was given in three classes, Black, Silver, and Gold. To receive the Wound Badge in Black, your pilot must have been injured during combat (or in parachuting from a stricken aircraft or during a landing). On the first award of the Wound Badge in Black, place the marker with its 1 side up. Keep track of a second wound by flipping the Wound Badge in Black to the 2 side. Upon receiving a third wound, the pilot is awarded the Wound Badge in Silver, placed on the 3 side. Track a fourth wound by flipping the Wound Badge in Silver counter to the 4 side. Finally, upon receiving a fifth wound, the pilot receives the Wound Badge in Gold. No further tracking is required at that point. Note that the Wound Badge only gives you a single Prestige Point for the first award, not for each class of badge or each wound.

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[10.2.5] The German Cross in Gold. This award was sometimes derogatorily referred to as “Hitler’s Fried Egg” due to its size and gaudy design. It is awarded automatically after 20 kills. Besides the award of a Prestige Point, it is a prerequisite for transfer to I/NJG 1 if you wish to fly the He219. [10.2.6] The Knight’s Cross. This highly coveted award was given to successful nightfighter pilots. Although in reality the award came at many different kill totals, for this period of the war the following formula will be used: • At 30 kills, the roll 1d6 to receive the Knight’s Cross, with success on a roll of 1. • Each succeeding kill gives a -1 modifier; roll again each time at the end of a sortie in which a new kill (or kills) were achieved. Note this means the Knight’s Cross is automatically awarded at 35 kills if all previous die rolls were failures.

[10.2.6.1] To receive the Oakleaves addition to the Knight’s Cross, you again begin to check at 40 kills, with success on a 1d6 roll of 1.Each succeeding kill gives a -1 modifier; roll again each time at the end of a sortie in which a new kill (or kills) were achieved. Note this means the Oakleaves to the Knight’s Cross are automatically awarded at 45 kills if all previous die rolls were failures. [10.2.6.2] To receive the Oakleaves and Swords upgrade to the Knight’s Cross, you repeat the same procedure as for the Oakleaves (10.2.6.1) starting at 60 kills. [10.2.6.3] The Oakleaves, Swords, and Diamonds upgrade to the Knight’s Cross is automatically awarded upon reaching 100 kills. [10.2.6.4] Each level of the Knight’s Cross confers a Prestige Point to you. [10.2.6.5] Each subsequent award of the Knight’s Cross (Oakleaves, Swords, and Diamonds) involves a loss of a sortie as you travel to Berlin to receive it from Hitler himself. Historical Note: There were many awards of the Knight’s Cross, and also the Oakleaves, but only five nightfighter pilots received the Swords. Of those, just two pilots, Helmut Lent and Heinz-Wolfgang Schnaufer, received the Diamonds. [10.2.7] Ace Status. Upon reaching Ace status (5 kills) you receive a Prestige Point. In addition, you may choose to ignore the automatic sortie abort on a “socked in” Weather result at take-off (6.1.4). [10.2.8] Downing a Mosquito. If you achieve a confirmed kill of a Mosquito (either bomber or nightfighter) you receive a Prestige Point. This is a one-time award; no further points are given regardless of how many other Mosquitoes you shoot down. [10.2.9] Downing a B-17 Bomber. If you achieve a confirmed kill of a B-17 bomber (from the Day Combat Random Event) you receive a Prestige Point. This is a one-time award; no further points are given regardless of how many other B-17s you shoot down.

[10.3] PROMOTIONS

[10.3.1] At certain times during the game, you may attempt to have your pilot promoted. There are promotion tracks, one for officer pilots and another for NCO (non-commissioned officer) pilots. You will choose one track at the start of the game. [10.3.2] Officer pilots start as Oberleutnants (exception: some Aces start as Leutnants).

© 2018 Compass Games, LLC.

Nightfighter Ace: Air Defense Over Germany, 1943-44


Unlike some branches, where higher ranking officers found themselves removed from the fighting, in the Nachtjagd a pilot was still a pilot, although they might end up commanding units at various levels. Each promotion confers a Prestige Point to a pilot. Front

value aircraft for use, although this is somewhat offset by the extra starting Experience Point and abilities. Front

Back

Back

[10.4] PRESTIGE LEVEL AND PRESTIGE POINTS GENERAL RULE

New pilots did not, as a general rule, receive the latest and most advanced aircraft to fly. These were generally distributed first to the ace pilots who had proven themselves. To represent this, Nightfighter Ace uses the concept of “Prestige Points” and an overall “Prestige Level.” As a pilot’s Prestige Level increases, newer and more advanced types of aircraft will be available for use. Prestige Points can be used to upgrade to newer aircraft, to get reassigned to a new unit/base, or to request a skilled replacement crewman if needed.

CASES

The officer ranks are: • Leutnant – Some historical Ace cards start you as a Leutnant. No special abilities. • Oberleutnant – your normal and lowest possible officer starting rank. No special abilities. • Hauptmann – allows you a one-time reassignment to a new unit at the cost of one Prestige Point. Notice this is voluntary; you are not required to pick a new assignment. In either case, you are given command of a Staffel (as a Staffelkapitän) in your unit (roughly 12 aircraft). This command is only relevant for roleplaying purposes. • Major – allows you another one-time reassignment to a new unit/base at the cost of one Prestige Point. Notice this is voluntary; you are not required to pick a new assignment. In either case, you are a given command of a Gruppe (as a Kommandeur) in your unit (roughly 36-48 aircraft). This command is only relevant for role-playing purposes. • Oberstleutnant – no game impact as it occurs at the end of the game; however, it is included as another metric by which you may judge your performance. Note: The named Officer Rank is back-printed on the markers for ease of identification. There is no marker provided for Officer Rank of Oberstleutnant since it occurs only at the end of the game. [10.3.3] NCO pilots start as Unteroffiziers. NCO promotions, unlike officer promotions, do not confer a Prestige Point. However, NCO pilots start with 2 Experience Points instead, and have abilities that come with rank that officers do not get. This does make it a little more difficult for the NCO pilots to unlock the highest Nightfighter Ace: Air Defense Over Germany, 1943-44

• Unteroffizier – the lowest starting NCO rank. Allows the scrounging ability. If the aircraft had 4-5 hits from a mission, the damage is repaired in time for the next sortie on a 1d6 roll of 4-6 (8.1.3). • Feldwebel - allows the “scrounging” ability, except the effect is automatic. • Oberfeldwebel - allows the “working the system” ability. If an Oberfeldwebel loses a crewman, he “works the system” to get a new crewman who comes with 4 Experience Points. • Stabsfeldwebel - no game impact as it occurs at the end of the game; however, it is included as another metric by which you may judge your performance. Note: The NCO Rank of “Unterfeldwebel” (not pictured above) is provided as a bonus marker; it is not used during play. We thought players may wish to have the marker in case they decide to incorporate it as a house rule. [10.3.4] Promotion mechanics. The first promotion attempt is made after the 4th month of service (after the last sortie of November 1943) and the second attempt after the 8th month of service (after the last sortie of March 1944). The final promotion attempt is made at the end of the game. (after the last sortie of July 1944).

[10.4.1] Prestige Points. Every time a player receives an award of any type (or a follow-on award, such as the Oakleaves to the Knight’s Cross, etc.) he receives a Prestige Point. Keep track of your current total of points on the Pilot and Crew Status Chart [A2]. You also receive a Prestige Point for achieving your fifth kill (you have become an Ace), for shooting down a Mosquito, and for each promotion (if an officer). Prestige Points may be spent on the following items: • 1 Point: Upgrade to a newer aircraft in the same general series (Bf110, Do215/217, Ju88, He219) • 2 Points: Upgrade to a newer aircraft in a different general series • 2 Points: Reassignment to a new unit (lose 1 sortie while transferring) • 2 Points (and possess the German Cross in Gold): Reassignment to 1/NJG 1 (also lose one sortie) • 1 Point: When receiving a replacement crewman, he arrives with 2 Experience Points (unspent) • 1 Point: Receive a new aircraft in the same general series so as to not lose a sortie due to repairs. For example, if your aircraft is shot up enough to need repairs, but the next sortie occurs during the full moon, you may wish to consider doing this. You can only upgrade to an aircraft if your pilot’s current Prestige Level is high enough to allow you to fly it (10.4.2).

Promotion to the next higher rank occurs on a successful 1d6 roll of 1-4, with the following modifiers: • -2 per award of the Knight’s Cross (or subsequent upgrade) during the period • -1 per 10 kills during the period • -1 per award of the Iron Cross 1st Class or the German Cross in Gold • +1 each aircraft lost due to crash landing You may have multiple + or - modifiers depending on how the period went; all modifiers apply. © 2018 Compass Games, LLC.

[10.4.2] Prestige Level. A pilot’s Prestige Level starts at 0. Every time a pilot receives a Prestige Point, his Prestige Level increases by 1. It never decreases. Unlike Prestige Points, which can be saved and spent as desired, the Prestige Level is your pilot’s overall prestige within the Luftwaffe and is used to “unlock” more advanced aircraft, which can then be purchased with Prestige Points. Your pilot’s 15


Prestige Level can only increase as the game progresses; it never decreases, even if you spend all your Prestige Points. Once your Prestige Level reaches 9, increases no longer need to be tracked; that is the highest level needed to fly any aircraft. Prestige Points, however, can still be earned (and spent), even if you are currently at level 9 Prestige. Example: A player has shot down two bombers in his Bf110F-4. This means his pilot’s Prestige Level is currently 2 (1 because he received the Iron Cross Second Class, and then one more for receiving the Iron Cross First Class). He wants to upgrade to the Bf110G-4/U6. Despite the fact he can afford to upgrade by spending a Prestige Point, he cannot, as it requires a Prestige Level of 3 to be able to upgrade to it. He could, however, spend a Prestige Point to upgrade to the Bf110G-4/U1 or the Bf110G-4/U5, as either of those aircraft require a Prestige Level of 2 for use.

[10.5] REASSIGNMENT TO A NEWER AIRCRAFT

You may be reassigned to a newer model aircraft under certain circumstances. [10.5.1] There are 5 “series,” or general subtypes of aircraft, in the game. Basically, these groups of aircraft are all made by the same manufacturer. It is easier to upgrade to an aircraft in the same general subtype as your current aircraft than it is to upgrade to a completely different aircraft, as you are already generally experienced with cockpit layout, etc. The five subtypes are: • Bf110 (10 aircraft) • Dornier 215, 217, 335 (6 aircraft) • He219 (10 aircraft) • Ju88 (5 aircraft) • Ta154 (1 aircraft) [10.5.2] If you want a newer model of aircraft, you may spend one Prestige Point and receive it. It must be of the same general subtype as your previous aircraft. For example, 1 Prestige Point will allow a Bf110-F4a pilot to upgrade to any other Bf110 subtype that is currently available. He retains his normal crew.

[10.5.3] You may switch between the major subtypes of aircraft, but this costs 2 Prestige Points (exception: He-219; it may be chosen only by a player who spends 2 Prestige Points to be assigned to I/NJG 1 and who has already been awarded the German Cross in Gold). When switching to a new major subtype of aircraft, your pilot loses two sorties while familiarizing himself with the new major subtype and may fly again on the third sortie after transfer. He retains his normal crew (and may possibly lose or gain a crewman, 10.5.6). [10.5.4] If your pilot is seriously wounded, he is automatically given a new plane for “free” (and a new crew which starts with no special abilities for the other crew members) of the same major subtype which he started on. You may choose any type of aircraft that is currently available at that time in the same general series he was previously flying, and your pilot goes back on flight duty the next turn after his release from the hospital. If he has Prestige Points to spend, you may expend one per crewman to get the previous skilled crew members reassigned back to his plane upon his release. Otherwise, they are assumed to continue flying with a different pilot to which they were assigned during the hospital stay, and your pilot gets a new crew. You must choose an aircraft he is capable of flying with the pilot’s Prestige Level. [10.5.5] A pilot who crash lands his plane or is shot down (and survives) receives a new plane of his old major subtype without having to spend any Prestige Points. For example, a pilot in a Bf110-F-4a is shot down in September of 1943. He could receive a Bf110G-4a/R3 if desired (assuming his Prestige Level is 3 or higher). He retains his normal crew.

SORTIE LOG EXAMPLE This is an example of the first 5 sorties of a Bf110-F4 piloted by “Hans Schmidt.” The first British raid was against Hamburg, but due to the dark moon phase, no contacts were made. The second raid targeted Nuremberg; however, the weather was “socked in.” Since the pilot was not yet an ace, he could not disregard the bad weather and could not fly.

[10.5.6] It may be possible that an aircraft upgrade will add a new crew member. There are between two and four crew on the night fighters in the game. Old crew are retained, and the new crew members arrive with no special abilities (exceptions: 10.3.3, 10.4.1). The same applies to replacement crew for casualties. It is also possible a new plane will have less crewman; in that case, the old crewman is lost to the pilot. If once again needed, he can be transferred back to your crew for one Prestige Point (10.5.4).

The third raid, against Berlin, yielded the first contact, a Wellington bomber, which was shot down (and therefore circled on the log.) The British came against Berlin again, but the bright moon state assisted greatly in interceptions, and 3 bombers were intercepted. After shooting down a Stirling, the nightfighter encountered a Lancaster. Very little damage was done on the first Pass, and the nightfighter lost contact with the target when he wheeled around for a second Pass. In the next Endurance Box, another Lancaster was encountered, and this time it was shot down. The fifth and last British raid was against Mannheim. After downing a Halifax, a Lancaster was intercepted, but after doing very little damage, it was lost when the nightfighter wheeled around and attempted a second Pass. 16

© 2018 Compass Games, LLC.

Nightfighter Ace: Air Defense Over Germany, 1943-44


[11.0] OPTIONAL RULES Nightfighter Ace includes the following optional rules; any combination can be adopted at the player’s choosing.

[11.1] MULTI-PLAYER

Despite the fact Nightfighter Ace is designed as a solitaire game, it can be played cooperatively or competitively by 2 or more players. [11.1.1] Cooperative Play. Two players can fly in the same unit and assist each other in interceptions. Although nightfighters did not fly close together (such as day fighters do) they could assist each other with contact reports. To simulate this cooperation, assign one of the two nightfighters to go first in each Endurance Box. If that player intercepts a bomber, he radios a contact report to the second player, who receives a +1 to his Interception roll. This +1 only occurs if the lead player intercepts, and only for the Endurance Box in which the interception occurred. Players may alternate the lead role each box, but if one aircraft has better radar than the other, it obviously makes better sense to have that aircraft be the lead. [11.1.2] Competitive Play. Two players can fly in the same or different units and compete for the best score. When it comes time for return fire from the bombers, the opposing player can flip the card. If a Mosquito Nightfighter encounter occurs, the opposing player rolls for initiative, and also is not limited to choosing airframe as the aim point; he can choose either wing or airframe, and also can initiate the attack from any range.

[11.2] ACE PILOT CARDS

of the pilot’s status at the start of the game (August 1943). For example, many start with kills, experience points, awards, etc. Simply adjust the Pilot and Crew Status Chart [A2] to reflect the situation and place the Ace Card on the upper left side in the box provided to allow you to refer to it as needed. You are now ready to start flying as that Ace starting in August 1943. [11.2.1] Starting unit. The Ace Cards merely list units that the pilot had served in at some point in the war; you should pick one from that list. Alternately, with less historical accuracy, you may choose a unit at random. Start with any aircraft available at that unit, however, priority should be to an aircraft the pilot is an “expert” with. [11.2.2] Ace abilities. Each card lists the special abilities of that particular ace. If experience points are listed, you may spend them (or save them) as desired. Many times, a specific skill is listed instead, such as “Bomber Stream” or “Schräge Musik Gunnery.” Every Ace starts with the “Expert” skill in at least one series of aircraft, such as Bf110, Ju88, etc. [11.2.3] Historical Ace Victory. Some of the aces listed on the cards were already near their kill totals by August 1943; some had not even started yet. Regardless of starting kills, you should consider your career a defeat if you do not match or exceed the pilot’s historical total. For example, Martin Drewes starts with 5 kills but ended the war with 52 total. If you play his Ace Card, you would have to get 47 kills (to add to his starting 5) to not be defeated. So, for example, if you only got 40 kills with Martin Drewes, that would normally be a substantial victory, but because you played the historical ace (and had the benefit of his abilities) it would instead be a defeat.

[11.3] PILOT FATIGUE

Obviously, running nonstop operations will eventually take a toll on a pilot’s judgment, flying capabilities, and attention. Pilot fatigue includes the stress of continuous combat in addition to the physical fatigue. The following optional rules simulate this effect on the pilots. [11.3.1] Fatigue Level. Pilot fatigue level starts at 0. Each sortie flown causes the pilot to gain 1 Fatigue Point. Each sortie not flown, for any reason (socked in weather, the British don’t fly a raid, or you just don’t fly) removes 2 Fatigue Points. Record your fatigue on the Sortie Log sheet.

In order to add what amounts to Historical Scenarios in the game, 40 cards have been included, one for most of the top nightfighter aces in the war. Each card includes special instructions for its use, and a “snapshot” Nightfighter Ace: Air Defense Over Germany, 1943-44

[11.3.2] Annual Leave. A pilot may take leave (the military term for vacation time) for a week (two sorties). He may do this once during the game. When he returns, his fatigue level is set at 0.

© 2018 Compass Games, LLC.

[11.3.3] Fatigue Effects. The following effects occur at different Fatigue Point levels: 1-5

No effect

6-11

Add +1 to parachute die rolls

12-17

Add +1 to landing and +1 to parachute rolls

18-23

Add +2 to landing, +1 to parachute rolls, and have -1 for initiative rolls

24+

Add +2 to landing, +2 to parachute rolls, and have -1 for initiative rolls. Also, you now are “lost” on a roll of 1-2 during interception (this is still negated by the Navigation skill, however).

[11.4] EXTREMELY OPTIONAL RULE: THE ASSASSINATION OF ADOLPH HITLER

For those with a taste for the truly strange, I came across a unique situation while researching the game and offer this thought: in the book Laurels for Prinz Wittgenstein, the author recounts how the Prince was surprised that his pistol was not removed prior to his meeting with Hitler and how it would have been possible to “bump him off” right then and there. As a member of the aristocracy, Wittgenstein obviously loved Germany, but was not too fond of Hitler. Procedures changed drastically for meeting with Hitler after the July 20th, 1944 assassination attempt. However, if a player wishes to assassinate Hitler, use the following rules. [11.4.1] The attempt happens when meeting with Hitler to receive either the Oak Leaves, Swords, or Diamonds update to the Knight’s Cross. [11.4.2] The attempt must occur prior to the 5th sortie of July 1944. [11.4.3] Roll 1d6 for the number of pistol shots you get off. Each shot creates a wound on Hitler. Roll 1d6 per the normal wound procedure (1-3 = LW, 4-5 SW, 6 = KIA). The wounds add up: 2 LWs = SW, and 2 SWs = KIA. Obviously if you roll a “KIA” he is killed. [11.4.4] If this does not kill Hitler, his bodyguards kill you immediately, and the game ends. [11.4.5] If this does kill Hitler, you are considered by many to be a true hero of Germany. However, his bodyguards still kill you immediately, and the game ends.

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[12.0] DESIGNER’S NOTES After the success of The Hunters and the work on Silent Victory was done, I once again started to think of how to make a fun, yet playable, solo game based on the system (but on a different topic). My love of aircraft night fighting in World War II began to roll around in my head. I had designed a computer game awhile back called Defending the Reich with Jim Lunsford, based on a board game I had created, which did quite well. But a computer can track many things that need to be abstracted in a board game, which makes it difficult to portray. I was very worried about four issues: giving the player enough decisions to make to make it “fun,” keeping it reasonably historical, keeping it very playable, and making it have a high replay factor. I felt The Hunters had a high amount of decision making (certainly when compared to B-17: Queen of the Skies) and yet some people still complained. Although The Hunters was extremely wellreceived, you can be sure this issue is always in my mind when designing a solo game. One major change in Nightfighter Ace is the ability to choose your crew improvements instead of randomly rolling for them. As these greatly impact on your combat capability (and survival), it is a major decision players have to make. If anything, this game will hopefully point out that night fighting was an extremely dangerous line of work. Players will be hard-pressed to survive the entire year. There will no doubt be many questions as to why I chose the time frame that I did. First, early in the war, night fighting was still in its infancy, and to be honest, not much was really going on until 1942. Before “Die Katastrophe” in July 1943, the Himmelbett system of ground radar control was the only real tactic used, and although it perhaps deserves a game itself, I was more interested in focusing on the “Zahme Sau” (Tame Boar) system of night fighting, which basically started in August of 1943. Hence, the start date. By keeping the start at August 1943, I was able to keep a very complex situation reasonably simple. Including night fighting before July 1943 or including the “Wilde Sau” single-engine fighters after July 1943 would have greatly expanded the scope of the game and made it somewhat unwieldy. Therefore, by just focusing on (mostly) radar-equipped nightfighters from August 1943 to July 1944, I was able to keep the scope of the game manageable. I would hate to see a game I designed just sit on a shelf somewhere, collecting dust. I’d much prefer to have the counters get worn down and the charts sporting coffee stains :) So playability was a very important design objective for me.

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Despite all that, it is a very complex situation. Radars, homing devices, jamming, spoofing— it was the birth of aerial electronic warfare. The game probably is a bit more complicated than The Hunters due to this, but hopefully not excessively so. A single sortie should be playable in about 10 minutes. The multitude of interesting British jamming devices have been simplified into an abstracted jamming level that increases as time goes on in order to keep things playable without having a computer. It works as a reasonable abstraction of the jamming situation. As I’ve said before, there’s a fine line to walk here between historical accuracy, playability, and complexity. I hope that once again I’ve hit this goal. Good luck, and Happy Hunting!

[13.0] HISTORICAL NOTES Nightfighter Ace is a solitaire game covering the night defense of Germany during the crucial 1943-1944 period. This was chosen for several reasons. Later in the war the Allies had total air dominance; earlier, not much was happening. Additionally, this period (mid-43 to mid-44) covers a time when both sides have significant forces to utilize and significant actions happened—the battle truly hung in the balance. Nightfighter Ace also covers a period of amazing technical advances by both sides and the first inkling of what the future of electronic warfare would bring.

BOMBER COMMAND

Although Britain’s Bomber Command had many commanders, the one who will always be remembered is Sir Arthur “Bomber” Harris. Taking command in late February 1942, he was totally committed to strategic bombing and probably felt it could win the war. Earlier in the war, great care had been taken to avoid civilian casualties, and bombing was generally restricted to naval docks and obvious military facilities and factories. Harris, however, realized that Bomber Command was somewhat of a “blunt object” when it came to the force it could apply to the enemy. Although the “area bombing” policy did not originate with Harris, he certainly pursued it with an almost fanatical zeal. The Directive of 14 February 1942 stated that the “primary object of your operations should now be focused on the morale of the enemy civil population and in particular, of the industrial workers.” Part of the impetus for this turn of events was the relative failure of Bomber Command in the early part of the war to achieve anything at all, other than losses. The infamous “Butt Report” of August 1941 analyzed bomb drop photos taken from raids. Mr. Butt concluded that only a small fraction of bombs (ranging from 1/3 to 1/10, based on the © 2018 Compass Games, LLC.

target area and weather conditions) landed within a five-mile radius of the aiming point! This meant that given the current technology, precision bombing was not simply not feasible, and even area bombing was of dubious value. The reality of this new directive meant area bombing against cities. A great many arguments have been made for and against the morality of the policy, which is beyond the scope of this article. It seems, however, that no one in World War II really held the moral high ground. The Americans pursued a similar policy when fire-bombing the cities of Japan, and certainly Hitler started off with the blitz against London. Part of the British reasoning was given after the war by Dr. Noble Frankland, who said, “The great immorality open to us in 1940 and 1941 was to lose the war against Hitler’s Germany. To have abandoned the only means of direct attack which we had at our disposal would have been a long step in that direction.” Another directive, this one from a Casablanca meeting on 21 January 1943, stated: “Your primary object will be the progressive destruction of the German military industrial and economic system, and the undermining of the morale of the German people to a point where their armed resistance is fatally weakened.” Harris interpreted the new directive as giving him carte blanche to attack any German industrial city of 100,000 inhabitants or larger and said, “The new instructions therefore made no difference.” Harris took his battered command and rebuilt it with these directives in mind.

NEW WEAPONS, NEW TECHNOLOGY

Harris was able to begin more effective area bombing due to several advances in technology and in an organizational change. In March 1942 the British were using GEE, a navigational aid which only could range out to about the Ruhr (it consisted of ground stations in England and a receiver in the bomber). Next came Oboe, which had one station keeping the plane on course, and a second station indicating when the bombs should be dropped. Again, this system was line of sight, limited by the curvature of the earth, and was generally installed in certain Mosquito bombers. A third system came online in January 1943. Known as H2S, it was a downward-looking radar that could identify cities based on shape, especially if they were near rivers or a coastline, due to the difference in returns from water and land. With H2S and Oboe, the British were finally able to put a little bit of accuracy into their night bombing attempts. Another attempt to improve accuracy came with the formation of the special group in August 1942 dedicated to target marking and navigation, Number 8 Group, more commonly Nightfighter Ace: Air Defense Over Germany, 1943-44


known as the 8th Pathfinder Force (8 PFF). Despite Harris’ objections, the group was formed on orders from above and was supposed to contain the most highly-skilled navigators in Bomber Command. However, as anyone who has served time in a military organization can attest, it is unlikely the other Groups transferred out only their very best crews to help create the Pathfinders. The Pathfinders did not have an immediate impact, although they did in time. Using Oboe-equipped Mosquito bombers and dropping colored marker flares to mark the drop points for the main force, 8 PFF generally improved Bomber Command’s aim in time.

OPERATION MILLENIUM

After taking command, Harris knew he needed a victory badly; something to boost the crews’ morale, not to mention something to boost the morale of England itself. And so he came up with the idea of the “Thousand-Plane Raid.” This bold stroke truly was a great risk; he was using not only virtually every bomber he had, but, in order to make the force exceed 1,000 planes, he had to use virtually all of his training units as well. Had something gone wrong he could have wrecked the entire force. Still, planning pressed on with the target of Cologne. New tactics were going to be used here as well, a “concentrated bomber stream” over the target. Previously, smaller raids would travel in a dispersed stream over the target in the time span of several hours or more. Now, the entire 1,000 plane force was expected to drop their bombs in a 90-minute span. The “boffins” (WWII slang for scientist geeks, essentially) told the crews that the risk of collision was about 1 in 1000 (a somewhat unfortunate number given the size of the raid). Many crews were extremely skeptical, as this was to be the tightest grouping ever flown, and they expected large amounts of air to air collisions. Fortunately, the boffins were correct and there was exactly one collision. Despite the dire potential for disaster, Operation Millennium went off with barely a hitch. 1,043 bombers were sent on 30-31 May 1942, with 898 claiming to have hit the target. Over 600 acres of Cologne had been heavily damaged, with Bomber Command losses below 5%.

THE BATTLE OF THE RUHR

After a building effort, Bomber Command decided to launch a campaign to hurt the most concentrated area of German industry, and the most well protected. From March to July 1943 the British embarked on the “Battle of the Ruhr.” Part of the reason is that this area was within Oboe range. They launched over 43 attacks, doing major damage to Duisberg, Essen, Wuppertal, the Krupps works, the Rheinmetall-Borsig plant, and others. Losses were about 4.7% of the sorties dispatched, very close to the maximum sustainable rate of Nightfighter Ace: Air Defense Over Germany, 1943-44

5%. Reasonably significant damage was done, although some raids were close to useless due to cloud cover or inaccurate target marking. The Ruhr attacks can be considered a British success although they came with a high cost.

“DIE KATASTROPHE”

The series of raids on Hamburg, starting 24-25 July 1943, brought about two new events in the Bomber Offensive: the use of “Window” and the firestorm. On the night of 27-28 July 1943, a bizarre set of conditions led to the world’s first firestorm as most of Hamburg was destroyed. An estimated 40,000 Germans died in the attack, and over 1 million fled the city afterwards. Albert Speer, Hitler’s Minister of Armaments, wrote “Hamburg…put the fear of God in me.” The German response to Hamburg was nearpanic, and one can truthfully say it revolutionized the German night fighter defensive system. After Hamburg, the nightfighters had a new sense of urgency in their mission, and new tactics were emplaced. The conditions that lead to the firestorm included the hot, dry weather preceding the attack, the increased use of incendiaries (mainly so that the less-capable bombers could fly higher), and the fact that the firefighters were busy fighting previous fires. A very concentrated bombing attack from the 787 bombers dispatched led to one huge conflagration. The hot air rose, and the fires sucked in oxygen from the cooler air around, acting as a gigantic bellows, creating wind in excess of 100 mph. The temperatures reached levels estimated to be above 1000 degrees Centigrade, well above the temperatures used by funeral homes to cremate human bodies, and in fact, many of the dead were literally cremated. It was the largest disaster to date, and the Germans simply referred to it as “Die Katastrophe.” Part of the success of Hamburg was also the low casualties suffered by Bomber Command. The use of “Window” (which was now referred to as “chaff” or radar-blinding aluminum foil strips) jammed the German defensive radars and Airborne intercept radars. This essentially rendered the current German nightfighter defensive system of “DUNAJA” useless. Changes would have to be made and made quickly. The Germans responded by abandoning their DUNAJA tactics and inventing two new tactical methods of nightfighter control, WILDE SAU (Wild Boar) and ZHAME SAU (Tame Boar), which will be discussed below. © 2018 Compass Games, LLC.

THE BATTLE OF BERLIN

Harris felt that he needed to apply a knockout blow to Germany. Buoyed with recent successes such as Hamburg and the attack on the Peenemunde V-weapon research site, he decided that Berlin needed to be a primary target of Bomber Command. He wrote, “We can wreck Berlin from end to end if the USAAF will come in on it. It will cost us between 400-500 aircraft. It will cost Germany the war.” Sadly, he was being a bit optimistic. Several things stood in the way of the operation. Berlin was over a thousand miles away, which meant it was well beyond Oboe and GEE range. The only good marking system, H2S, did not work well at Berlin, as nothing really stood out to give a clear and recognizable return on the scope. Berlin also was heavily defended by FlaK and searchlights, and the new German tactics worked around the “Window” jamming strips. From November 1943 to March 1944, 19 of the 35 large raids organized went against Berlin, with results that were highly questionable at best. Losses on some missions exceeded 10% of the force, and the “Battle of Berlin” is generally viewed today as a defeat for Bomber Command.

CONFOUND AND DESTROY

In November 1943, a new group in Bomber Command was formed, Number 100 Group, which had the mission of electronic countermeasures. Their motto, Confound and Destroy, accurately described their mission as they contained Mosquito nightfighter squadrons as well as Electronic Intelligence (ELINT) and Electronic Warfare (EW) squadrons. The main heavy jamming EW squadron, the 214th, was equipped with American B-17 bombers, known to the British as Fortress IIIs. Due to equipment problems, they were not immediately available for duties, as it took some time to install the various electronic aids in the aircraft. In fact, due to the unavailability of the heavy jamming device “Jostle,” they installed Airborne Cigar first. So for the first seven months, 100 Group’s operations were mainly 19


concerned with intruder operations. Eventually, they would be a huge help to Bomber Command’s mission. The Mosquito squadrons often participated in “spoof” missions, intended to draw German nightfighter assets away from a main force raid. They would drop bundles of Window to hide the fact that only a small force was involved. Additionally, squadrons such as Number 141 would also attack the German nightfighter fields in an attempt to catch their German counterparts in the act of taking off or landing, and to, in general, harass them. In late April and May, the jamming squadrons finally started making Airborne Cigar and Mandrel missions.

ELECTRONIC WARFARE COMES OF AGE

One of the fascinating sub-elements to the whole nightfighter story is that of the electronic war which was also being waged at the same time. This battle swayed back and forth, a contest of the “boffins” as the British would put it. The British began placing various electronic devices into their bombers to assist them in surviving. One of the first, called “Boozer,” gave a warning if the aircraft was being “painted” by German Würzburg GCI, or FuG202 or 212 airborne intercept radars. Unfortunately, this device generated a huge number of false alarms, due to the fact that many such signals would be detected when flying as part of a bomber stream, most of which having nothing to do with that particular bomber. The crews generally disliked the device. The next important device was “Monica,” which was another tail-warning radar that alerted the crews to the presence of airborne

intercept radar, specifically FuG202, 212, and the 220 series. In response, the Germans (after discovering the device in a downed bomber) developed the FuG227 “Flensburg” device, which homed in on the Monica transmissions. The British eventually ordered the removal of Monica when they found out in mid-1944, but not until many crews had already died due to its existence. Another example of the electronic war comes from the navigation aid “H2S,” which was a vital part of Bomber Command’s navigation, especially to targets beyond the range of Oboe. However, once again the Germans discovered the existence of the device from a downed bomber and created the FuG350 “Naxos,” which homed in on the H2S transmissions. Eventually the British discovered this and had crews only use H2S for brief moments when needed in an attempt to reduce interceptions assisted by the FuG350.

AFTER BERLIN

Bomber Command continued operations and was also detailed to provide heavy support for the upcoming Operation Overlord (the D-Day invasion of occupied France). At that time, they switched to attacking mainly transportation targets, such as railyards. After Overlord, the transportation targets were still getting hit, but oil became the new focus of operations. Despite this, Harris continued to focus on area bombing of cities despite the criticism of his superiors. It is interesting to note that oil targets were of primary concern to Bomber Command in 1939 and 1940, however, they did not possess the tools to strike at them. Now that they did, the leadership of Harris obstructed oil targeting to a degree, in order to pursue area bombing to the

final end. Still, oil targets were hit in conjunction with the USAAF and this contributed greatly to the German fuel shortages. Bomber Command grew in strength as the Luftwaffe waned, and the new technology developed by the Germans toward the end of the war was too little, too late.

MORALE ISSUES

Aircrews in Bomber Command suffered a significant amount of stress during their combat operations. When the stress became too great, the men could crack under the pressure. One US bomber crewman remembered, “The worst part was being awakened for briefing, sullenly eating the breakfast, going to briefing, and awaiting the moment when the blue curtain was pulled back, revealing our target and the route to it. When it was France or the Lowlands, instant relief occurred. When the target was deep in Germany, utter terror.” Indeed, the occurrence of neurosis cases in Bomber Command was about four times higher than the rest of the RAF. Naturally, this stress was directly related to the crews’ very real fear of death. Given the 5% loss rate, a crew had only about a 25% chance of surviving a full 30 mission tour. Although a 5% loss rate doesn’t sound very high, it is somewhat analogous to playing Russian roulette 30 times with a gun that has 20 chambers. Even the nonmathematically inclined crews realized the odds of survival were not good. The official term for crew members who just couldn’t go on flying anymore was “Lack of Moral Fibre.” This term carried extremely harsh connotations, in essence, the men were being officially called cowards. LMF symptoms were usually seen in crews that dropped their bombs early so that they could obtain a higher altitude over the target (if they indeed even reached the target) and in crews that had a high incidence of early return to base for “mechanical” troubles. The LMF regulations were extremely harsh, bordering on draconian; crewmen were essentially made into pariahs. They were sometimes drummed out of the service and prevented from obtaining high-paying jobs in the civilian world. Later, they were more likely to be reassigned to the Army, or Navy, or were pressed into working in the coal mines. The main concept was to make being branded as “LMF” so utterly repugnant that men would rather die than have it happen to them. In many cases, the program worked.

THE AFTERMATH

It is difficult, if not impossible, to accurately measure the effect that Bomber Command had on Germany’s loss of the war. Certainly, the proponents of Strategic Bombing for the sake of “destroying the enemy’s morale” were dead wrong. Still, the overall effect

H2S installed in a British bomber 20

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Nightfighter Ace: Air Defense Over Germany, 1943-44


should take into account the huge amount of resources the Germans had to divert into defending their cities from night attack. That the bombing usually had little effect on Germany’s production is a very curious situation but can be partially explained by the fact that Germany was not running a total war economy even as late as early 1943, as much of Germany’s industrial capacity was under utilized. Finally, many of the machine tools and dies used in production were many times found undamaged, and after digging them out of the rubble, they were up and operating again in a short period of time. However, the critical chokepoint of oil production was probably the most important target that was hit, and this happened much later in the war, after the British almost lost the night bombing war. With over 55,000 dead, the men of Bomber Command certainly should have the respect of all who benefited from the defeat of Nazi Germany. To that end many sacrifices were made in the dark of night.

NACHTJAGD STATUS OF THE NIGHTFIGHTERS

In 1943 the German nightfighter system had pretty much matured under the guidance of the commander, General Kammhuber. He had built a line of radar defenses known as the “Kammhuber Line” utilizing the Himmelbett (Four-Poster Bed) system of nightfighting. Also known as Dunkelnachtjagd, DUNAJA used a Himmelbett setup to track an inbound bomber, as well as the intercepting nightfighter, and brought them together close enough for the nightfighter to complete the action. It was a tightly-controlled example of Ground Control Intercept (GCI) and worked very well. However, one of the main drawbacks was that the Himmelbett “boxes” could only process a very limited amount of contacts per hour. Once the bombers got past the Himmelbett line, they could be attacked by FlaK at the target and possibly by fighters using the Kombinierte Nachtjagd or KONAJA. KONAJA used searchlights in combination with FlaK and nightfighters at the target area. By 1942, such zones were used around important targets, such as Berlin, Hamburg, Cologne, Frankfurt, and Darmstadt.

TACTICAL INNOVATION: SCHRÄGE MUSIK

Starting in 1942, the Nachtjagd began experimenting with Schräge Musik, literally “slanted music,” which was a slang term for jazz music. In this case, it referred to twin 20mm or 30mm cannon, in a fixed upward firing installation, behind the cockpit so as to not blind the pilot. The cannon were slanted to fire upwards at generally a 70-degree angle from the vertical. By using a specially mounted gunsight, the weapon was extremely deadly, and most pilots became masters at literally sawing off a Nightfighter Ace: Air Defense Over Germany, 1943-44

bomber’s wing with the weapon as they flew hidden beneath the bomber. Normally, Schräge Musik was not fired at the fuselage for fear of detonating the bomb load. This weapon further assisted the German nightfighter pilot since the British bombers lacked defensive gunners that could fire straight down, unlike the B-17 with its belly turret. The British were usually totally unaware of the impending attack until it occurred, and this amazing weapon remained a secret for a year despite no special efforts by the Germans to hide its existence. By the fall of 1943, most German nightfighters had a Schräge Musik installation, and all the newer planes were receiving them.

DIE KATASTROPHE: EVERYTHING IS CHANGED

The Germans seemed to have everything under control up until the point at which Window was introduced and the Hamburg raids began. At that point, the entire Kammhumber line was rendered ineffective by Window. With a virtual snowstorm of tiny foil strips, the British not only completely jammed the Würzburg GCI radars, they also affected the FuG202 and FuG212 airborne search radars. Even before Hamburg, starting with the 1,000 plane raids of May of 1942, it was obvious the tactic of the concentrated “bomber stream” meant that even without Window, very few intercepts could be processed while a large number of bombers penetrated the airspace over a single box. After the use of Window and the disaster of the Hamburg firestorm, it was obvious new tactics would have to be developed and developed quickly.

WILDE SAU AND ZAHME SAU: NEW TACTICS

With DUNAJA having been rendered essentially useless at a single stroke, the Germans listened to Major Hajo Hermann. He was an ex-bomber pilot who proposed an interim nightfighting tactic: the Wilde Sau (Wild Boar) method, which proposed that “normal” day fighters, such as the FW190A-5 and the Bf109G series, could be used to shoot down the bombers by using the illumination provided by the burning target city and the searchlights in the area. The tactic was simple, required no new technology…and it worked. During the first month of Wilde Sau operations, Herrmann’s JG300 scored over 200 victories and a legend was born. As the weather got worse in the late fall, Wilde Sau operations became less effective, and casualties mounted with the worsening weather. But by then, the Zhame Sau method had reached maturity. At the same time that Wilde Sau started, the “Zahme Sau” (Tame Boar) method of interception also began. The bomber stream was now fairly easy to track as it headed into Germany. One reason was the huge clouds of © 2018 Compass Games, LLC.

Window being dropped, and the other was the fact that many bomber crews left their IFF transponders in the on position, as rumor had it that this jammed German FlaK radars. Of course, this wasn’t true, and the transmissions greatly mystified the Germans, who took advantage of the ability to plot the inbound strike. German nightfighters launched and orbited radar beacons, moving from beacon to beacon (“beacon hopping”) per the orders of the ground controllers. As the path (and target) of the inbound mission became clearer, a “running commentary” by ground controllers via R/T to the nightfighters allowed them to converge onto the bomber stream. It was then up to the skill of the individual nightfighter crews to make contact. Once inside the bomber stream, a skilled crew could sometimes make multiple kills within a matter of minutes. Additionally, instead of just a few nightfighters making kills inside tightly controlled Himmelbett boxes, the new tactic allowed the entire nightfighter force to engage the bomber stream, assuming they hadn’t been diverted by a spoof mission or been sent to the wrong location by a bogus “Corona” transmission. It was the beginning of a very long fall and winter for Bomber Command, and the Nachtjagd had finally found an effective tactic that would last them until the end of the war. Bomber Command unit crests are acknowledged Crown Copyright by Her Majesty’s Stationary Office.

THE ELECTRONICS

The following is a short list of key British electronics used from mid-43 to mid-44: Airborne Cigar (ABC) – a jammer that worked against the German R/T transmissions. The jamming signal sent out was a musical sounding warbling tone. It had a range of about 50 miles and did have maintenance problems, being affected by icing and vibration. This device was installed in the Fortress IIIs of 100 Group. Ground Cigar – The ground-based jammer version of Airborne Cigar. Obviously, the main limitation was the range from ground bases in England; however, because it was ground based, larger and more powerful transmitters were used. Corona – Corona was a jamming system used against the German R/T transmissions, but instead of merely jamming the enemy frequency, an attempt was made to give false and misdirecting information by using German speaking operators. Corona was ground-based in southeastern England. Ground Grocer – A land-based jamming system that interfered with German FuG202 and FuG212 AI sets. This was phased out after Window came into use. 21


H2S – this airborne radar actually looked down and was used as a navigation aid by the British in blind bombing over targets too far for Oboe navigation. It used a 10-centimeter magnetron and was extremely helpful for the lead British bombers to navigate with. Unfortunately, it was compromised early, and the Germans developed a homing device for it. Mandrel – Mandrel was a jammer used to limit the effectiveness of the FuGM 80 “Freya” series of Early Warning radars, to include Wasserman and Mammut. It jammed frequencies in the 118128 MHz band, and later versions covered the 68-78 and 138-148 MHz bands. Although with experience the Germans learned to work around the jamming, it was moderately successful. Tinsel – An air-based jamming system that had a microphone placed in the engine nacelle of the bomber; when an enemy R/T frequency was found it was switched on, sending out continuous engine noise. Window – British name for chaff, the “secret” weapon that both sides were afraid to use at first. The initial Window was strips of aluminum, 2,000 to the bundle, cut to 27cm in length. It was capable of jamming FuG202, FuG212 and the Würzburg GCI radars. Boozer – a tail warning device which gave visual indications of FuG202 or 212 “painting” of the bomber, as well as of Würzburg GCI radar. This device was not well liked, as it gave off numerous false alarms due to the large amount of such transmissions over the skies of Germany; it was almost useless. Monica – another tail warning device, Monica was an active system that unfortunately became compromised when a downed bomber revealed its existence. The Germans then developed a detector for it. Serrate – Serrate was a homing device which homed in on German nightfighter radar transmissions, specifically FuG202, FuG212, and FuG220. It was used in British intruder Mosquitoes to good effect. AI Mark IV – An early British Airborne Intercept radar, it was first developed in 1940. It had a maximum range of 6,400 meters and a minimum range of 300 meters. It had two CRT displays to give azimuth and elevation and was reasonably successful. AI Mark VIII – Developed in 1942, AI Mk VIII was a 10-centimeter radar with the maximum range increased to about 10 kilometers. The following is a list of the more important German electronic devices of mid 43 to mid 44: Spanner – Spanner deserves mention as it was probably the world’s first operationally used infrared homing device. The first version had an IR searchlight, but later versions were passive and homed in on the target bomber’s engine 22

heat. It was not produced in large numbers due to the limited range and other problems. Still, it was an intriguing harbinger of future infrared systems. FuG 202 “Lichtenstein BC” – The Germans’ first Airborne Intercept radar, Lichtenstein BC was built by Telefunken and entered service in 1942. Normally this used the quadruple “Mattress” aerial installation in the nose of the aircraft, and used a triple CRT display for altitude, azimuth, and range. It had max/min ranges of 3,500 and 200 meters, respectively. FuG 212 “Lichtenstein C-1” – Basically a slightly improved version of the FuG202, the wide-angle version had a single pole antenna which branched out into 4 dipoles and 4 reflectors. Later the frequency was altered to overcome jamming. FuG 220 “Lichtenstein SN-2” – The Germans developed this in a crash program after the Window jamming of July 1943. First available in September, it was reasonably immune to Window due to the different wavelength it operated from. Unfortunately, the minimum range was between 300-500 meters, so early versions included Lichtenstein C-1 to compensate. SN-2 radar featured the recognizable “Stag’s Antlers” antenna array in the nose. FuG 221a “Rosendaal-Halbe” – This homing device was developed by Siemens and detected Monica transmissions. FuG 227 “Flensburg” – This improved homing device detected Monica and Mandrel transmissions. Mounted in the nightfighters, it remained effective until well into 1944, when the British discovered its existence and were forced to remove Monica from its bombers. FuG 350 “Naxos Z” – Another German airborne homing device, this one detected transmissions from H2S and other British centimetric radars, such as the AI Mark VIII. Unfortunately for the British, H2S was too important not to use. Instead of removing H2S, they instructed the crews to use H2S as little as possible once they discovered that Naxos existed. The Naxos ZR version, mounted in Ju88s, also featured a tail warning radar (detecting British nightfighter centimetric radars). FuMG 80 “Freya” – Freya was the standard German EW (Early Warning) Radar. Later versions included upgrades to the Freya itself, as well as new types such as the FuMo 51 “Mammut” and FuMG 402 “Wasserman.” These radars generally had a range of 125 miles or more, depending on the altitude of incoming contacts. FuMG 62D “Würzburg” – The standard German Ground Control Intercept (GCI) and Gunlaying (GL) radar. Two Würzburg radars were used in the Himmelbett system of nightfighting. © 2018 Compass Games, LLC.

One kept track of the bomber and one kept track of the nightfighter. Würzburg was also used to help direct FlaK defenses.

THE AIRCRAFT

The following is a list of major British Aircraft used in Bomber Command from mid-43 to mid-44: Vickers Wellington – One of the mainstays of Bomber Command early in the war, by 1943 this last of the two-engine bombers needed retirement. The Wellington, or “Wimpy” as it was known, had a top speed of 255 mph at 14,500 feet, and a ceiling of 19,500 feet. It had 8 x .303 machineguns for defense (four in the tail turret, two in the nose, two in each beam position) and could carry 1,500 pounds of bombs out to 2,200 miles. Short Stirling – This bomber was somewhat outdated by 1943, with a top speed of 270 mph at 14,500 feet, and worse, a ceiling of only 17,000 feet, making it more susceptible to FlaK. It had 8 x .303 machineguns for defensive armament, two in the nose, two in the dorsal turret, and four in the tail turret. It could carry 3,500 pounds of bombs out to 2,000 miles. Handley Page Halifax – Some crews argued that the Halifax was just as good or better than the Lancaster. The Halifax, with the Lancaster, became the “standard” bombers of Bomber Command from 1943 until the end of the war. It had a top speed of 260 mph at 18,500 feet, a ceiling of 21,800 feet, and could carry 3,000 pounds of bombs out to 1,900 miles. It had 9 x .303 machineguns in defense; one in the nose, four in the dorsal turret and four in the tail turret. Avro Lancaster – This bomber was the most advanced the British had to offer and would become the backbone of Bomber Command until the end of the war. It was fast, with a top speed of 270 mph, and had a ceiling of 21,000 feet. It could carry 5,500 pounds of bombs out to 2,350 miles range. It had 8 x .303 machineguns for defensive armament, two in the nose, two in the dorsal turret, and four in the tail turret. Perhaps the biggest flaw it had was the escape hatch: only 22 inches wide, it was extremely difficult to escape from. Lancaster survival rates were less than half of other comparable bombers. DeHavilland Mosquito – Certainly one of the most famous aircraft of WII, the “Wooden Wonder” was built in both Canada and England out of virtually all wood for the fuselage. As a result, it had excellent flight performance. The top speed was 370 mph, with a ceiling of 36,000 feet. The bomber versions routinely carried a “cookie” (4,000-pound bomb) or a variety of marking flares, depending on the mission. The Nightfighter version (NFII) in 1943 typically carried AI Mark IV radar, Nightfighter Ace: Air Defense Over Germany, 1943-44


and some were also outfitted with Serrate, a homing device that detected German nightfighter radar transmissions. The British used them in a variety of roles, from “spoof” missions to pathfinder missions. Bomber Command had the bomber versions exclusively but picked up some of the nightfighter versions when they began intruder operations with Number 100 Group in November of 1943. The following is a list of major German Aircraft used in the NachtJagd from mid-43 to mid-44: Dornier Do217 series: The Dornier Do217 started off as one of Germany’s two-engine “Blitz bombers” but became relegated to the night role after their survival in the daylight became questionable. Some of the important night fighter models are: Do215B-5 The Dornier Do215B-5 was essentially similar to the earlier Do 17. This nightfighter model had the Spanner-Anlage infrared sensor system installed, with a FuG 202 AI radar as well. The Do215B-5 had 4 forward firing MG17 7.9mm machineguns, as well as two MG FF 20mm cannon. Defensive armament included 2 x 7.9mm machineguns, one dorsal, one ventral. It had a top speed of 277 mph. Do217J-2 This early nightfighter had a vicious forward firing armament consisting of 4 x MG FF 20mm cannon and 4 x MG 17 7.9mm machineguns. Additionally, it was equipped with the FuG 202 Lichtenstein BC radar. Do217N-1/U1 – This was very similar to the Do217J-2, however, the quad MG FF 20mm cannon were replaced by 4 x MG 151 20mm cannon, which had a higher velocity and better trajectory.

Do217N-2 - This nightfighter incorporated all the changes made to the N-1/U-1. Additionally, later aircraft were delivered with the FuG 220 Lichtenstein SN-2 in addition to the FuG 202. Do217N-2/R22 – The installation of the Rüstsatz 22 (field conversion set 22) Schräge Musik weapons made this one of the most heavily armed nightfighters of the war. Along with the 8 forward firing weapons, this nightfighter had 4 x 20mm cannon installed to fire upward and forward. Messerschmitt Bf110 series: The concept of the Bf110 from the beginning of the war was that of a long-ranged “Heavy Fighter” or Zerstörer. What it mostly ended up being was a target, due to the fact its performance was just a bit below that of the pure fighters of the day. Although it performed well in the early war, especially in North Africa and Russia, by the middle of the war it hopelessly outclassed during the day. At night, however, it became the mainstay of the Nachtjagd, where its long range and heavy armament made it an excellent nightfighter. As the war progressed, more and more nightfighter versions were created as the type progressed in design. Some of the night fighter types are: Bf110C – Despite not being specifically a nightfighter, the NJGs had a few Bf110Cs still in the inventory as of 1943. The Bf110C (which includes several subtypes) had two 20mm MG FF cannon and four 7.9mm MG 17 machineguns in the nose, as well as a defensive 7.9mm for the radio operator. Top speed was 295 mph. Bf110D – Another fighter-bomber pressed into service with the Nachtjagd, this differed from the C model in that it had a long-range fuel “blister” attached to the belly of the aircraft, giving it extended range but reduced performance.

Do-217 N-2/R22 Bf 110 G-4

Bf110D-1/U1 – This particular version had 198-gallon drop tanks for extended range instead of the “Dachshund’s Belly” fuel blister, and also had a Spanner-Anlage infrared system for use in the nightfighter role. Sadly, by the time you were close enough to get a Spanner contact, the bomber was usually visible to the naked eye. But an interesting forerunner to more advanced IR systems beyond the war. Bf110E-1/U1 – This was very similar to the D-1 series, except the Bf110Es had a more powerful engine, the DB 601N replacing the DB 601A. The Bf110E-1/U-1 had the Spanner-Anlage system. Bf110F-4 – The Bf110F-4 was one of the first Bf110s explicitly designed as a nightfighter. It had improved armament in that a ventral tray was installed containing 2 x 30mm MK108 cannon to augment the normal forward firing guns. Bf110F-4/U1 – This model was a slight conversion to the normal Bf110F-4, in that the MK108 30mm cannon were removed from the ventral tray and installed in a Schräge Musik installation instead. The tail gun was removed. Bf110F-4a – The FuG 202 airborne intercept radar finally made production status in this model. Additionally, the 20mm MG FF cannon were replaced by the more lethal 20mm MG 151. The radar antennae which stuck out so prominently were known unofficially as “Cockroach feelers.” Bf110G-4 – The G-4 model was designed as a nightfighter, coming with the FuG 202 radar as standard equipment. It also had a MG 81Z twin 7.9mm MG for rear defense. The Bf110G series had a slightly improved overall performance from the F series.

Ju-88 R-1

D-217 N-1/U1 Ju-88 C-6c

Bf 110 G-4/U1

Do-217 J-2 Ju-88 C-6b

Bf 110 F-4a

Do-215 B-5 Ju-88 G-1

Bf 110 F-4

He 219 A-7 Ju-88 G-6b

Bf 110 F-4/U1 He 219 A-5

Ta 154A-1 Do 335A-6, 335B-2

Nightfighter Ace: Air Defense Over Germany, 1943-44

He 219 A-0/A-2

© 2018 Compass Games, LLC.

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Bf110G-4/U-1 – This version retained the features of the standard G-4. The first “UmrüstBausatz” (factory conversion set) for the Bf110G-4 was the installation of a Schräge Musik system using 2 x MK108 30mm cannon. Bf110G-4/U-5 – The mass production version of Lichtenstein C-1 was the FuG212, which was applied to the Bf110G-4 in this version. Bf110G-4/U6 – This version saw the addition of the FuG 221a “Rosendaal-Halbe” homing device, which tracked “Monica” transmissions. Bf110G-4a – The G4a was essentially the new production version of the Bf110G-4/U-5, with the Lichtenstein C-1 radar factory installed. Bf110G-4a/R1 – This interesting version had a 37mm FlaK gun mounted ventrally in a gondola to increase forward firepower. Bf110G-4a/R3 – Rüstsatze 3 was the replacement of the 4 7.92mm machineguns in the nose by 2 MK108 30mm cannon instead. Bf110G-4b/R3 – In late 1943 SN-2 radar was fitted to the Bf110, bringing about the Bf110G-4b. The C-1 radar was retained, using a single pole central antenna, while the SN-2 radar had the 4-pole “Stag’s Antlers” array. Bf110G-4c/R3 – This version of the Bf110G nightfighter series had the FuG 220c “Lichtenstein SN-2” radar installed, which did away with the retention of the FuG 202. It had two MG 151 20mm cannon and two MK 108 30mm cannon as forward firing armament and an MG 81Z twin 7.92mm machinegun facing to the rear. Junkers Ju88 series: The Junkers Ju88 was another German aircraft that started the war as a twin-engine bomber and gradually became more important as a nightfighter. It started as an all-around excellent design that lent itself handily to nightfighter conversion. The types modeled in the game are: Ju88C-2 – A small number of Ju88C-2s were converted from the normal Ju88C line for use as “Zerstörers” and ended up with the NachtJagd. They featured 2 x MG FF 20mm cannon and 2 x 7.92mm machineguns in the front nose, which had the glass removed. Ju88C-4 – This was the first version of the Ju88 built as a fighter from the beginning, instead of having a conversion. Forward armament was increased to 4 x MG FF 20mm cannon and 2 x 7.92mm machineguns with a twin 7.92mm machinegun fire aft, and a single mount firing ventrally aft. Ju88C-6b – The first nightfighter version of the Ju88C-6 had forward armament consisting of 3 x MG FF 20mm cannon and 3 x 7.92mm machineguns, with the same defensive guns mounted aft. It came with FuG 212 “Lichtenstein C-1” as standard equipment. 24

Ju88C-6c – This extremely capable nightfighter was equipped with the FuG220 Lichtenstein SN-2 radar and had the same armament as the Ju88C-6b, except the twin defensive machinegun was removed and the lethal 2 x MG 151 20mm “Schräge Musik” installation used instead. Many were also equipped with the FuG 227 “Flensburg” homing device. Ju88R-1 – This aircraft was essentially identical to the Ju88C-6c, except it was powered by BMW 801 MA radial engines. Ju88G-1 – First available in the spring of 1944, the G series represented the ultimate nightfighter in the Ju88 line. It had 4 x MG151 20mm cannon firing forward, and 2 x MG151 20mm cannon firing upward, as well as a 13mm machinegun for defense. It came with the FuG 220d (Lichtenstein SN-2d) radar, the FuG 227 “Flensburg” and the FuG 350 “Naxos ZR” systems. Heinkel He219 series: The Heinkel 219 “Uhu” (Owl) is perhaps one of the most famous nightfighters of all time, and considerable mystique surrounds the plane. And well it should, for it was the first of the German nightfighters to be designed originally from the start as a nightfighter, rather than a conversion of some other type. Additionally, the He219 contained some amazing features for the time…such as ejection seats! The He219 was apparently fairly easy to maintain, and in fact, six aircraft were assembled from spare parts by units. Milch’s dislike for the He219 stopped it from receiving enough support for full mass production. Some of the various versions are listed here. He219A-0 – This initial version had 2 x MG151 20mm cannon in the wing roots, and 4 x MG151 20mm cannon in the ventral tray, and a set of MK108 30mm cannon in a “Schräge Musik” installation. It was of course equipped with the latest radar, in this case being the FuG 212. The classic story of how Generalfeldmarschall Milch was unimpressed with Major Streib’s first He219 mission (in which he shot down no less than 5 bombers!) goes something like this: “One can hardly ask more, but perhaps Streib would have shot down as many bombers had he been flying another aircraft.” He219A-2 – This version had 2 x MG151 20mm cannon in the wing roots, 2 x MK108 30mm cannon in the ventral tray, and another set of MK108 30mm cannon in a “Schräge Musik” installation. Sometimes the MK108s were replaced by the higher velocity MK103 30mm cannon, depending on availability. He219A-5 – This version had similar armament to the A-2 but had the more advanced FuG 220d radar installed. He219A-6 – This was the special “antiMosquito” version of the He219, with a lot © 2018 Compass Games, LLC.

of armor and other items removed and the armament reduced to 4 x MG151 20mm cannon. This weight savings was intended to give the He219A-6 enough speed to catch the Mosquito. Very few were made. He219A-7 – Probably the most heavily armed nightfighter ever made, the A-7 had six forward firing cannon (2 x MK103 30mm, 2 x MK108 30mm, and 2 x MG151 20mm) in addition to the 2 x MK108 30mm “Schräge Musik” installation.

THE TOP 5 GERMAN NIGHTFIGHTER ACES 1. Heinz Wolfgang Schnaufer

Major Schnaufer ended the war in command of NJG 4. He was one of only two nightfighter pilots to win the Diamonds to his Knight’s Cross, the other being Helmut Lent. Schnaufer earned his 121 kills in just 164 sorties, an amazing feat. He once shot down 7 bombers in a 17-minute span, by “swimming in the bomber stream.” Captured by the British, he survived the war only to die in an automobile accident in 1950.

2. Helmut Lent

Oberst Lent started as a day pilot in September of 1939, flying missions against Poland in a Bf110. In 1940 he reluctantly joined the fledgling German nightfighter force, still being formed, and was assigned to 4./NJG 1. In May of 1941 he got his first night kill, a Wellington. He also had the first Lichtenstein BC radar-assisted victory of the war while flying a Do 215 B-5. He continued to rack up kills until killed in a crash landing in October 1944, caused by engine failure. Nightfighter Ace: Air Defense Over Germany, 1943-44


3. Heinrich Prinz zu Sayn-Wittgenstein

Held, Werner, and Nauroth, Holger. German Fighters in World War II: The Night Fighters. A Photographic History of the German Nachtjäger 1940-1945. Schiffer Publishing Ltd, 1991.

5. Manfred Meurer

Hooten, E. R. Eagles in Flames: The Fall of the Luftwaffe. Brockhampton Press, 1999. Jackson, Robert. Air War at Night: The battle for the night sky since 1915. Howell Press, 2000. Levine, Alan J. The Strategic Bombing of Germany, 1940-1945. Praeger Publishers, 1992. Middlebrook, Martin, and Everitt, Chris. The Bomber Command War Diaries: An Operational Reference Book: 1939-1945. Penguin Books, 1990. (Lists all the raids, superb reference)

Major Wittgenstein was the leading night fighter ace at the time of his death. Switching from bombers to nightfighters in August 1941, he served in NJG 2, NJG 5, NJG 100, NJG 3, and finally back to NJG 2 as Kommodore. Driven and focused, he demanded the utmost efforts from his crews and from himself. During a January 1944 mission, he was presumably shot down by a Mosquito nightfighter. The rest of his crew survived, but his body was discovered with an unopened parachute. It was suspected he may have hit his head on the tail fin upon exiting. Wittgenstein was awarded the Swords to his Knight’s Cross posthumously.

4. Werner Streib

Hauptmann Meurer scored a kill on his very first operational mission in 1942. He spent most of his career in NJG 1, although he was assigned to NJG 5 for a while in 1943. But I./NJG 1 was flying the He219 and Meurer got reassigned there in September 1943. In January 1944 his He219 collided with a Lancaster bomber during a raid on Berlin and he was killed. Before his death he has been awarded the Oakleaves to the Knight’s Cross.

SUGGESTED READING

Ashworth, Chris. RAF Bomber Command, 19361968. Patrick Stephens Ltd, 1995. (superb) Boiten, Theo. NachtJagd: The Night Fighter versus Bomber War over the Third Reich. The Crowood Press Ltd, 1997. Bowman, Martin T. DeHavilland The Crowood Press Ltd, 1997.

Mosquito.

Bowman, Martin T, and Cushing, Tom. Confounding the Reich: The Operational History of 100 Group (Bomber Support) RAF. Patrick Stephens Limited, 1996. Carter, Ian. Bomber Command 1939-1945. Ian Allan Publishing, 2000 Chorley, W. R. Royal Air Force Bomber Command Losses of the Second World War. Volume 4, Aircraft and Crew Losses, 1943. Midland Counties Publications, 1996.

Oberst Streib was known as the “Father of Night Fighters” in Germany, serving in NJG 1 and finally commanding it. His first kill was in daytime, but all 65 others came at night. He pioneered many advances in nightfighting and flew the first He219 sortie in 1943 (shooting down no less than 5 British bombers). He was the first nightfighter ace to receive the Knight’s Cross and received the Swords in March 1944. He was appointed as the Inspector of Night Fighters in 1944, which probably saved his life. After the war, he eventually rejoined the Luftwaffe and died in 1986.

Nightfighter Ace: Air Defense Over Germany, 1943-44

Murray, Williamson. Strategy for Defeat: The Luftwaffe 1939-1945. Air University Press, 1983. Price, Dr. Alfred. The Luftwaffe Data Book. Greenhill Books, 1997. — Instruments of Darkness. William Kimber & Co Ltd, 1967. (The all-time classic about the birth of Radar systems in WWII. Sadly, out of print and difficult to find. Extremely readable.) Richards, Denis, and Saunders, Hilary St. George. Royal Air Force 1939-1945, Volumes 2 and 3. Her Majesty’s Stationary Office, 1953. Scutts, Jerry. Luftwaffe Night Fighter Units 19391945. Osprey Publishing, 1978. Streetly, Martin. Confound and Destroy: 100 Group and the bomber support campaign. Jane’s Publishing Company, Limited, 1978. (nothing short of amazing). Terraine, John. A Time for Courage: The Royal Air Force in the European War, 1939-1945. MacMillan Publishing Company, 1985. Wells, Mark K. Courage and Air Warfare: The Allied Aircrew Experience in the Second World War. Frank Cass & Co, Ltd, 1995.

GAME CREDITS Game Design Gregory M. Smith and Joe Gandara

Delve, Ken. Nightfighter: The Battle for the Night Skies. Cassell & Co, 1995.

Artwork Terry Leeds

Frankland, Dr. Noble. Bomber Offensive: the Devastation of Europe. Ballantine Books, Inc, 1970. (one of the coolest of the $1 Ballantine books, and worth every penny)

Package Design Knut Grünitz, Brien Miller

Green, William. Warplanes of the Third Reich. Galahad Books, 1990. (the bible for German aircraft) Griehl, Manfred. “Nightfighters over the Reich.” Greenhill Books, 1997. Hall, R. Cargill (ed). Case Studies in Strategic Bombardment. Air Force Histories and Museums Program (US) 1998. Harvey, Maurice. The Allied Bomber War, 1939-1945. Spellmount Ltd, 1992.

© 2018 Compass Games, LLC.

Project Director John Kranz Editor Jack Beckman Rules Layout John Kranz Lead Playtesters Clark Daggs, Joe Gandara, Kris Miller Produced by Ken Dingley and Bill Thomas for Compass Games, LLC.

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Nightfighter Ace: Air Defense Over Germany, 1943-44


Nightfighter Ace: Air Defense Over Germany, 1943-44

© 2018 Compass Games, LLC.

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RULES INDEX Ace Pilot Cards [11.2]................................... 17 Ace abilities [11.2.2]. . ............................... 17 Historical Ace Victory [11.2.3]. . ................... 17 Starting Unit [11.2.1]................................ 17 Ace Status [10.2.7]....................................... 14 Additional Bases [3.1.4]. . ................................. 5 Aim Skill [7.2.17]........................................ 10 Air Combat Maneuvering (A.C.M) Skill [10.1.2]. . . 13 Aircraft Display Mat illustrated example............. 11 Aircraft Display Mat Set-up [3.3]. . ...................... 5 Annual Leave [11.3.2]................................... 17 Awards and Prestige Events [10.2].................... 14 Bailing Out [8.2.1]....................................... 12 Base and Aircraft Selection [3.1]........................ 5 Base Assignment [3.1.3].. ................................. 5 Base Zones [3.1.2]......................................... 5 Bomber Combat [7.2]. . .................................... 8 Bomber Combat Example [7.2.19.4].................. 11 Bomber Damage [7.2.18]............................... 10 Bomber Stream [7.1.5].................................... 8 Bomber Stream Skill [10.1.2].......................... 13 Bomber Target Mat illustrated example................ 6 Break off [7.3.4].......................................... 12 British Nightfighter Combat [7.3].. .................... 12 Check for Spoof Raids [6.2.2]. . .......................... 7 Competitive Play [11.1.2]............................... 17 Conducting Sorties [6.0]................................. 6 Completing the Sortie [6.4]. . ......................... 7 Conduct Sortie [6.2]................................... 7 Return to Base [6.3].. .................................. 7 Sortie Preparation [6.1].. .............................. 6 Cooperative Play [11.1.1]............................... 17 Countersheet 1 Back image............................. 27 Countersheet 1 Front image............................ 26 Crew Injury [9.0]. . ...................................... 13 Injury Effects and Duration [9.2].................. 13 Injury Types [9.1].................................... 13 Crew Skills [10.1]........................................ 13 Aim [10.1.2].......................................... 13 Air Combat Maneuvering (A.C.M) [10.1.2]..... 13 Bomber Stream [10.1.2]. . ........................... 13 Electronics Maintenance [10.1.2]. . ................ 13 Expert [10.1.2]. . ...................................... 13 Gunnery [10.1.2]..................................... 13 Landing [10.1.2]. . .................................... 13 Leadership [10.1.2].................................. 13 Navigation [10.1.2].................................. 13 Parachute [10.1.2].................................... 13 Radar Operation [10.1.2]. . .......................... 13 Schräge Musik Gunnery [10.1.2].................. 14 Situational Awareness (S.A.) [10.1.2]. . ........... 14 Weapons Maintenance [10.1.2].................... 14 Debriefing [10.0]. . ....................................... 13 Awards and Prestige Events [10.2]................ 14 Crew Skills [10.1].................................... 13 Prestige Level and Prestige Points [10.4].. ....... 15 Promotions [10.3].................................... 14 Reassignment to a Newer Aircraft [10.5]. . ....... 16 Decisive Victory [4.2.2]................................... 6 Defeat [4.2.2].. .............................................. 6 Designer’s Notes [12.0]. . ............................... 18 Destroyed Result [7.2.18.3]. . ........................... 10 Determining Victory [4.2]. . ............................... 6 Downing a B-17 Bomber [10.2.9]..................... 14 Downing a Misquoto [10.2.8].......................... 14 Draw [4.2.2] .. .............................................. 6

Electronics Maintenance Skill [10.1.2]............... 13 Ending the Game [4.1].. ................................... 6 Expert Skill [10.1.2]..................................... 13 Extended Burst [7.2.14]................................... 9 Extremely Optional Rule: The Assassination of Adolf Hitler [11.4].. ............ 17 Fatigue Effects [11.3.3]. . ................................ 17 Fatigue Level [11.3.1]................................... 17 Feldwebel [10.3.3]....................................... 15 Forced Down [8.2]....................................... 12 Forced Landing [8.2.2].................................. 12 Game Equipment [2.0]. . ................................. 2 Ace Pilot Deck [2.7]................................... 3 Aircraft Display Mat [2.2]............................ 2 Aircraft Markers [2.8.1]............................... 3 Airfield Markers [2.8.1]............................... 4 Ammunition Markers [2.8.1]......................... 4 Base Zone Markers [2.8.1].. .......................... 3 Bomber Target Mat [2.5]. . ............................ 3 Combat Card Deck [2.6, 3.5]. . .................... 3, 5 Crew Skills Markers [2.8.1].......................... 4 Crew Status Markers [2.8.1]. . ........................ 4 Damage Markers [2.8.1].............................. 4 Game Inventory [2.1]. . ................................ 2 Historical Unit Markers [2.8.1]...................... 4 Medals and Awards Markers [2.8.1].. ............... 4 NCO Rank Markers [2.8.1]........................... 4 Officer Rank Markers [2.8.1]. . ....................... 4 Operations Map [2.3].................................. 3 Pilot and Crew Status Mat [2.4, 3.4]............. 3, 5 Point Tracking Markers [2.8.1]...................... 4 Random Event Markers [2.8.1]...................... 4 Sortie/Combat Status Markers [2.8.1].............. 4 The Playing Pieces [2.8].............................. 3 Game Play Outline [5.1].. ................................. 6 Game Set-up [3.0]......................................... 5 German Cross in Gold [10.2.5].. ....................... 14 Group Damage Result [7.2.18.2].. ..................... 10 Gun Jam [7.2.15]........................................... 9 Gunnery Skill [10.1.2]................................... 13 Hauptmann [10.3.2]...................................... 15 Historical Notes [18.0]................................. 18 How to Win the Game [4.0]............................. 6 Determining Victory [4.2]............................ 6 Ending the Game [4.1]................................ 6 Injury Types [9.1].. ....................................... 13 Interception [7.1]........................................... 8 Interception and Combat [7.0]......................... 8 Bomber Combat [7.2]................................. 8 British Nightfighter Combat [7.3]................. 12 Interception [7.1]....................................... 8 Post-Combat [7.4]. . .................................. 12 Introduction [1.0]......................................... 2 Iron Cross First Class [10.2.3]. . ........................ 14 Iron Cross Second Class [10.2.2]...................... 14 Killed in Action [9.2.3].................................. 13 Knight’s Cross [10.2.6].................................. 14 Oakleaves [10.2.6.1]................................. 14 Oakleaves and Swords [10.2.6.2]. . ................ 14 Oakleaves, Swords, and Diamonds [10.2.6.3]... 14 Landing Procedure [8.0]. . ............................. 12 Forced Down [8.2]................................... 12 Normal Landing [8.1]............................... 12 Landing Skill [10.1.2]................................... 13 Leadership Skill [10.1.2]................................ 13 Leutnant [10.3.2]......................................... 15

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Light Wound [9.2.1].. .................................... 13 Major [10.3.2]. . ........................................... 15 Marginal Victory [4.2.2]. . ................................. 6 Multi-Player [11.1]....................................... 17 Competitive Play [11.1.2]. . ......................... 17 Cooperative Play [11.1.1]........................... 17 Navigation Skill [10.1.2]................................ 13 NCO Officer Ranks [10.3.3]............................ 15 Feldwebel [10.3.3]................................... 15 Oberfeldwebel [10.3.3]. . ............................ 15 Stabsfeldwebel [10.3.3]............................. 15 Unterfeldwebel [10.3.3]............................. 15 Unteroffizier [10.3.3]................................ 15 Nightfighter Damage [7.2.19].......................... 10 Normal Landing [8.1]. . .................................. 12 Oberfeldwebel [10.3.3].................................. 15 Oberleutnant [10.3.2].................................... 15 Oberstleutnant [10.3.2].................................. 15 Officer Ranks [10.3.2]................................... 14 Hauptmann [10.3.2]. . ................................ 15 Leutnant [10.3.2]..................................... 15 Major [10.3.2]........................................ 15 Oberleutnant [10.3.2]................................ 15 Oberstleutnant [10.3.2].............................. 15 Operational Flight Clasp [10.2.4]...................... 14 Operations Map illustrated example.................... 7 Optional Rules [11.0]................................... 17 Ace Pilot Cards [11.2]............................... 17 Extremely Optional Rule: The Assassination of Adolf Hitler [11.4]......... 17 Multi-Player [11.1]. . ................................. 17 Pilot Fatigue [11.3]. . ................................. 17 Parachute Skill [10.1.2].. ................................ 13 Pilot Fatigue [11.3]....................................... 17 Post-Combat [7.4]........................................ 12 Prepare Sortie Log Sheet [3.2]........................... 5 Prestige Level [10.4.2].. ................................. 15 Prestige Level and Prestige Points [10.4]. . ........... 15 Prestige Points [10.4.1].................................. 15 Promotions [10.3]........................................ 14 Promotion Mechanics [10.3.4]......................... 15 Radar Operation Skill [10.1.2]......................... 13 Random Event [6.1.6]..................................... 7 Range Effects on Combat [7.2.13]. . ..................... 9 Reassignment to a Newer Aircraft [10.5]............. 16 Schräge Musik [7.2.16]. . .................................. 9 Schräge Musik Gunnery Skill [10.1.2]. . .............. 14 Sequence of Play [5.0].................................... 6 Game Play Outline [5.1].............................. 6 Situational Awareness (S.A.) Skill [10.1.2].......... 14 Serious Wound [9.2.2]................................... 13 Sortie Log illustrated example.. ........................ 16 Stabsfeldwebel [10.3.3]................................. 15 Substantial Victory [4.2.2]................................ 6 Top 5 German Nightfighter Aces....................... 24 Unterfeldwebel [10.3.3]................................. 15 Unteroffizier [10.3.3].................................... 15 Weapons Maintenance Skill [10.1.2].................. 14 Wound Badge [10.2.1]. . ................................. 14

Nightfighter Ace: Air Defense Over Germany, 1943-44


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