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Spitfire Ace Rulebook

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SPITFIRE ACE

Table of Contents [1.0] INTRODUCTION . . . . . . . . . . . . . . . . . . . . . . . . .

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[6.0] SEQUENCE OF PLAY . . . . . . . . . . . . . . . . . . . . . .

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[2.0] HOW TO PLAY THE GAME . . . . . . . . . . . . . . . . .

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GENERAL RULE . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

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OBJECT OF THE GAME . . . . . . . . . . . . . . . . . . . . . . .

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[6.1] GAME PLAY OUTLINE . . . . . . . . . . . . . . . . . . .

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GENERAL OVERVIEW . . . . . . . . . . . . . . . . . . . . . . . .

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[6.2] RAIDER ESCORTS . . . . . . . . . . . . . . . . . . . . . .

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CONDUCTING SORTIES . . . . . . . . . . . . . . . . . . . . . .

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[6.3] FIGHTER SWEEPS . . . . . . . . . . . . . . . . . . . . . .

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RETURN TO BASE . . . . . . . . . . . . . . . . . . . . . . . . . . .

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[7.0] COMBAT . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

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END GAME . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

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[7.1] GENERAL PROCEDURES . . . . . . . . . . . . . . . . .

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[3.0] GAME EQUIPMENT . . . . . . . . . . . . . . . . . . . . . .

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[7.2] COMBAT WITH ENEMY FIGHTERS . . . . . . . .

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[3.1] PILOT STATUS DISPLAY . . . . . . . . . . . . . . . . . .

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[7.3] DISENGAGING . . . . . . . . . . . . . . . . . . . . . . . .

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[3.2] AIRCRAFT DISPLAY MATS . . . . . . . . . . . . . . . .

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[7.4] AIRCRAFT DAMAGE . . . . . . . . . . . . . . . . . . . .

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[3.3] BOMBER AND ENEMY FIGHTER DISPLAY MATS . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

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[7.5] PARACHUTING TO SAFETY . . . . . . . . . . . . . . .

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[3.4] THE PLAYING PIECES . . . . . . . . . . . . . . . . . . .

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[7.6] EXPERIENCE AND SKILLS . . . . . . . . . . . . . . . .

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[3.5] CHARTS, TABLES AND DICE . . . . . . . . . . . . . .

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[7.7] AWARDS . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

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[3.6] THE SORTIE LOG SHEET . . . . . . . . . . . . . . . . .

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[7.8] “ACE” STATUS . . . . . . . . . . . . . . . . . . . . . . . .

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[3.7] GAME SCALE . . . . . . . . . . . . . . . . . . . . . . . . .

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[7.9] PROMOTIONS . . . . . . . . . . . . . . . . . . . . . . . .

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[3.8] PARTS INVENTORY . . . . . . . . . . . . . . . . . . . . .

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[7.10] RANDOM EVENTS . . . . . . . . . . . . . . . . . . . .

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[4.0] HOW TO WIN THE GAME . . . . . . . . . . . . . . . . .

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[7.11] PILOT FATIGUE . . . . . . . . . . . . . . . . . . . . . . .

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GENERAL RULE . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

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[8.0] EXTENDED EXAMPLE OF PLAY . . . . . . . . . . . . . .

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[4.1] ENDING THE GAME . . . . . . . . . . . . . . . . . . . .

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[9.0] OPTIONAL RULES . . . . . . . . . . . . . . . . . . . . . . . .

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[4.2] DETERMINING VICTORY . . . . . . . . . . . . . . . .

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[9.1] MULTIPLAYER . . . . . . . . . . . . . . . . . . . . . . . . .

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[5.0] GAME SETUP . . . . . . . . . . . . . . . . . . . . . . . . . . .

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[9.2] ACE CARDS . . . . . . . . . . . . . . . . . . . . . . . . . . .

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GENERAL RULE . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

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[9.3] ADVANCED COMBAT AGAINST BOMBERS . .

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[5.1] SQUADRON ASSIGNMENT . . . . . . . . . . . . . .

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[9.4] OPTIONAL ADVANCED MANEUVERS . . . . . .

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[5.2] STARTING RANK . . . . . . . . . . . . . . . . . . . . . . .

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[5.3] START DATE . . . . . . . . . . . . . . . . . . . . . . . . . .

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[5.4] PREPARE SORTIE LOG SHEET . . . . . . . . . . . . .

[9.5] VARIABLE ENEMY FIGHTER PILOT QUALITY . 29 [9.6] CAPTURE . . . . . . . . . . . . . . . . . . . . . . . . . . . .

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[9.7] HISTORICALLY ACCURATE EXPERIMENTAL AIRCRAFT PROBABILITIES . . . . . . . . . . . . . . . . . . . .

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[5.5] AIRCRAFT DISPLAY MAT SETUP . . . . . . . . . . .

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[9.8] PREVIOUS COMBAT EXPERIENCE . . . . . . . . .

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[5.6] AMMUNITION . . . . . . . . . . . . . . . . . . . . . . . .

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DESIGNER’S NOTES . . . . . . . . . . . . . . . . . . . . . . . . . . .

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[5.7] BASING . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

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SELECTED BIBLIOGRAPHY . . . . . . . . . . . . . . . . . . . .

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Important Note: Whenever this icon appears on a game component (including this rulebook), that component replaces one originally printed. These updated components have been packaged together for ease of sorting.

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Rules of Play

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SPITFIRE ACE

[1.0] INTRODUCTION Spitfire Ace enables players to fly as an R.A.F. fighter pilot in the Battle of Britain, between July and October 1940. The Battle of Britain, although brief compared to other World War II campaigns, debunked the belief in Luftwaffe invincibility and allowed the British and their allies to ultimately free Western Europe. The fighting in the area primarily defended by 11 Group of the Royal Air Force in the South-­East of England was the most intense, which led R.A.F. pilots to refer to it as Hellfire Corner. Spitfire Ace is a solitaire, tactical game placing you as the pilot of a Royal Air Force Spitfire or Hurricane fighter during the Summer of 1940. Your mission is to destroy as many enemy bombers as possible while advancing your pilot’s quality and increasing your rank and awards — ​all while remembering you must make it home amidst diminishing odds of survival during the campaign. As time progresses and you rack up kills, you may use the experience gained to improve your odds of success by purchasing skills. As your prestige increases, you may request various benefits, such as permission to change tactics. Awards and ace status help to narrate the pilot’s eventual goal — ​to survive the battle of Britain and become one of the R.A.F.’s top fighter aces. Players will find it challenging to survive the entire battle from July 1940 to the end of October 1940, when the game ends. The rulebook numbers and presents the rules in sets of major sections, with each section being divided into numerous major and secondary cases. Cross-references within the rules, denoted by (parentheses), link to other rules. For example, the phrase “To receive a credit for such a kill, make a 1d6 roll of 5–6 (7.4.4)” establishes the connection between this rule and case 7.4.4. The arrangement of the rules in this game aims to make them easy to comprehend on first reading and easy to reference later. IF YOU ARE NEW TO OR UNFAMILIAR WITH HISTORICAL GAMES, DON’T PANIC! First, look at any of the Aircraft Display Mats, the Combat Mat, and the playing pieces, then give the rules a quick read through. Please don’t memorize them. Follow the setup instructions for play and then read Section 2.0, which describes the general play course. Section 5.0 provides the framework to help you get started. As questions arise, refer to the rules. After a few minutes of play, you will become familiar with the game mechanics.

Online game support is available. There are several options to choose from: Visit us on the Web: https://compassgames.com (Compass Games home page) Contact us by email: sales@compassgames.com Compass Games provided general customer service and game parts (see rule 3.8). We also recommend you visit the official game discussion topic on the Board Game Geek website for game support, to read after-­action reports, and to share your play experiences with others. Throughout the rules, you will see many indented sections, such as this one. These sections contain examples, clarifications, play hints, design notes, and other assorted wisdom to help ease you along. Additionally, the game refers to game charts by letter and number in [square brackets] in the rules to assist you in identifying them.

[2.0] HOW TO PLAY THE GAME OBJECT OF THE GAME The object of the game is to conduct numerous sorties as a fighter pilot and shoot down as many enemy bombers as possible. While shooting down enemy (German and Italian) fighters was important; it was more important that the R.A.F. should stop the enemy bombers from getting through to bomb cities, airfields, and other vital targets. The total number of enemy aircraft shot down reflects the success of each sortie shot down. Like all airmen, R.A.F. pilots appreciated being given awards or promotions, but the most important thing was to (a) survive and (b) destroy the enemy. You will face relentless pressure as each sortie takes its toll, and your pilot becomes fatigued. The ultimate success you achieve rests considerably on the decisions you make while conducting sorties during the battle. At the end of the game, players determine the overall victory level based on the total victories achieved against bombers. This determination can also be made posthumously if a player is killed in action. The various Aircraft Display Mats are key game components that facilitate play by tracking the status of your aircraft and providing tracks for your sorties based on your station. Additionally, there is the Bomber Target Mat, the Fighter Target Mat used to resolve fighter

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SPITFIRE ACE or escort encounters, and the Sortie Log Sheet to track the activity and success of each. The various Player Aid Cards are used to resolve game functions.

GENERAL OVERVIEW Play involves conducting numerous sortie assignments and resolving encounters until safely returned to base. During the Operational Events phase of a sortie, you may be assigned to fly a different type of aircraft or sent to a new squadron, etc. Upon completion of each sortie, you assess the success achieved by consulting your Sortie Log Sheet, which may result in a promotion/award for yourself. Your Aircraft Display Mat shows the overall status of your aircraft as you fly sorties. When conducting sorties, your aircraft progresses through Endurance boxes on the mission track, checking for possible encounters each time, including the possibility of a random event.

CONDUCTING SORTIES During encounters, it is typical to intercept an enemy raid composed of bombers, which may be escorted, or fighter sweeps. For each encounter, you decide to engage in combat or attempt to avoid it. You will also record all aircraft you engage during combat on the Sortie Log Sheet, noting whether you damaged or destroyed them. As you conduct combat, you may inflict and receive damage. At the end of a combat, you must decide whether to continue your sortie or head back to base. Damage of any kind is serious when you consider the fragile nature of your aircraft and should influence your decision on when it is time to abort your sortie.

RETURN TO BASE Once you have completed your sortie by returning to base, you might receive awards or decorations. Convalescence because of wounds received may delay your next flight.

END GAME The game ends when all sortie assignments are completed until the end of October 1940. Additionally, the game immediately ends if you get killed in action. Whether you survive until your final sortie (at the end of October 1940), tally the total number of aerial victories against bombers to determine your level of victory achieved. Typically, to record an entire career, you will want to note all aircraft shot down, your final rank, and any awards achieved. Of course, if you are killed, any accolades and results are recognized posthumously.

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[3.0] GAME EQUIPMENT [3.1] PILOT STATUS DISPLAY The Pilot Status Display [A1] is used to track skills, awards, and your pilot’s current Experience, Prestige, and Fatigue, all of which can influence your pilot’s performance. This display tracks the status of your wingman. If you are a Flight Sergeant, you use one side of the display, while if you are an officer, you use the other side.

[3.2] AIRCRAFT DISPLAY MATS The three double-­sided Aircraft Display Mats (showing six different aircraft versions) provided correspond to each Spitfire or Hurricane type available to the player. The mat you use helps track the status of your aircraft and systems, including available weapons and ammunition at your disposal. Select the Aircraft Display Mat corresponding to the aircraft type you have selected for play. This mat is the centerpiece when conducting game play and carrying out sorties.

[3.3] BOMBER AND ENEMY FIGHTER DISPLAY MATS Players use the Bomber Target Mats [B5] and enemy Fighter Target Mats [B6] to resolve combat against enemy aircraft, and they typically set them beside their Aircraft Display Mat during play. Players can find an explanation of how to use these mats in the appropriate rules section. You only use the Attack Position mats [P1] if you make use of the Optional bomber position Rule (9.3).

[3.4] THE PLAYING PIECES There are 228 playing pieces on a die-cut sheet included with Spitfire Ace. These playing pieces, called markers (or counters), are placed by players on either the Aircraft Display Mat to track the status of their plane and pilot or on the Target Mats. Players use markers to track the status of their plane and pilot, as well as individual aircraft, pilots, ammo rounds, and random events. These markers may include information, such as die-roll modifiers, to facilitate play.

Rules of Play

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SPITFIRE ACE [3.4.1] GAME MARKERS

Random Events:

Aircraft: The various aircraft markers correspond to the type you have selected and are placed on the Aircraft Display Mat to track the progress of your assigned sortie. Each of the aircraft markers lists its corresponding type. When tracking progress of your assigned sortie, use markers with an aircraft angled at 45 degrees on the Endurance Track, and use markers with aircraft facing upwards when engaging enemy fighters and bombers.

While most Random Events are resolved immediately, players can choose to use some later during play and should place these markers on the Aircraft Display Mat until they are used.

Ammunition: Ammo markers represent ammunition carried by your weapons and are twosided, showing either “1” or “2” ammo points.

(A yellow band indicates aircraft available at the start of the game)

Officer Rank: Eight Officer Rank markers (four pairs, for left and right lower sleeves) are provided to track your promotion as a pilot if you are an officer.

Medals & Awards:

Damage: Damage markers are provided to track damage to wings, the tail, the airframe, and damage to engines and other systems. When damage occurs, you only place these markers on your Aircraft Display Mat. They have an “INOP” side for knocked out systems (e.g., engines and weapons).

Crew Status: Many various awards may be bestowed on you based on your career success. An award will raise your Prestige; an important game mechanic that allows you to have more tactical options as they become available.

Pilot and Wingman Skills:

Crew status markers are provided to track the severity of injury or KIA (Killed In Action) results.

Map Markers:

As you gain experience, another key game mechanic is the improvement of your pilot and wingman by purchasing skills. These skills have a direct impact on your combat capabilities and survival. Unique skills have different costs to purchase.

Markers indicate the base zone currently assigned to you, your airfield, and the squadron you are assigned to. Note: The 151 Squadron counter has a blue band for historical reference only to denote that it was formed in WW1 as a nightfighter squadron (hence the owl).

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SPITFIRE ACE [3.4.2] GAME CARDS 3.4.2.1 The Combat Card Deck. There are 60 combat cards in the game. Players use the deck for offensive fire, defensive fire, wingman support, combat maneuvering, etc. Shuffle this deck at the start of every month, or as needed.

die is rolled and 1 is added to the roll. “2d6” indicates that the player rolls two dice and adds the results together. “1d6+1d6,” indicates that one die is rolled and then another is rolled; the first d6 represents the tens’ place value and the second d6 represents the ones’ place value. This means the result of a roll of 3+4 is a “34” and not a “7.” If the modified roll falls below the lowest value listed or above the highest value listed, use that value. (e.g., on the [E1] Landing Chart, if your modified dice roll is a “1”, assume it falls under the “2-12” result.

[3.6] THE SORTIE LOG SHEET

3.4.2.2 The Historical Aces. There are 8 Historical Ace cards used for players who wish to recreate the career of a historical pilot during the game’s time frame.

The Sortie Log Sheet records information for each game session and damaged or downed aircraft. Photocopy these sheets as needed. There are various ways to record campaign progress and skills, depending on how much room you have available and whether you can leave a game set up. For this reason, you will find check boxes on the sortie log that matches spaces on the Pilot Status Display [A1] and the fighter mat. Use whichever method best suits your style and situation. For example, if you cannot leave a game set up, track everything on the sortie log sheet. The Notes section of the logsheet may be used to track key information between play sessions, such as Experience, Prestige, Prestige Level, Fatigue, Zone, Airfield, Squadron, Random Events, and Wounds. Note: Battle Phase notes are for historical reference only.

[3.7] GAME SCALE Each sortie is conducted in a day, with a variable number of sorties flown during each part of a month (early, mid or late third of each month) referred to as a “period” The period corresponds to the number of major raids undertaken by the Germans / Italians on average for that time and the number of times that your squadron makes contact with the enemy. Markers represent individual aircraft, pilots, and ammunition.

[3.8] PARTS INVENTORY [3.5] CHARTS, TABLES AND DICE Player Aid Cards are provided to facilitate game play and resolve game functions. The appropriate rules section explains how to use these charts and displays. Specific charts and tables are referenced by their ID in [square brackets]. When a die roll is called for, the rules & charts specify the die roll combination necessary, which sometimes may include each die representing a different place value. “1d6” indicates that one die is rolled. “1d6+1” indicates that one

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A complete game of Spitfire Ace includes the following components: • One full-color counter sheet (228 × 9/16‑inch counters) • One Rules Booklet with Designer’s Notes • Eight Player Aid Cards, 2‑sided • One deck of sixty Combat Cards • One RAF Pilot Status Display Mat, 2-sided • One Sortie Log Sheet pad, 2‑sided • Three R.A.F. Aircraft Display Mats, 2‑sided • Two Bomber Target Mats, one 2‑sided and one 1‑sided

Rules of Play

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SPITFIRE ACE • • • • •

Two Fighter Target Mats, one 2‑sided and one 1‑sided Three Attack Position Mats, 2‑sided Eight Ace Pilot cards Two 6‑sided die (one of each color) One Game box

If any of these parts are missing or damaged, please contact the publisher: Compass Games LLC PO Box 271 Cromwell, CT 06416 USA Phone: (860) 301–0477 E-Mail: support@compassgames.com Online game support is available. Visit us on the Web: https://compassgames.com You can also use the URL or QR code below to reach Compass Games online: https://linktr.ee/compassgames

from the date your pilot met his unfortunate fate, beginning to play with your wingman’s skills and experience. [4.1.4] Once the game has ended, you can determine victory.

[4.2] DETERMINING VICTORY Note: If using a Historical Ace card, see 9.2.3 for your victory conditions. [4.2.1] I assume most players will merely enjoy topping their previous performances when playing the game. However, for those who want a general historical “yardstick” for their efforts, the game presents the following victory conditions (although downing enemy fighters grants certain game benefits and counts as “kills,” you will notice they are not included in the victory conditions). A Stuka or an Me-110 raider counts as half a bomber (rounding fractions down) for this purpose. Me109 raiders carrying bombs do not count as bomber kills. DEFEAT: 0–1 bombers shot down. You disappoint the Royal Air Force, 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: 2–4 bombers shot down.

[4.0] HOW TO WIN THE GAME GENERAL RULE A full game comprises completing numerous sorties through the end of October 1940. While the results of each sortie may result in promotion and awards, the overall victory level is determined at the end of play based on the number of aerial victories against bombers.

[4.1] ENDING THE GAME [4.1.1] The game ends upon completion of your final sortie in October 1940‑no sorties are conducted after October 1940. [4.1.2] If it is determined after calculating missed sorties because of injuries that your next sortie would begin after October 1940, the game ends. [4.1.3] Regardless of the date, the game immediately ends should your pilot be killed in action or captured. Alternatively, you may continue playing as your wingman

You have fulfilled your obligations to the nation. However, book and movie offers after the war are probably not in the cards. MARGINAL VICTORY: 5–9 bombers shot down. You have enjoyed success as a fighter pilot and are an Ace. Your squadron comrades respect your abilities, and you lead a squadron later in the war. SUBSTANTIAL VICTORY: 10–19 bombers shot down. You are one of the R.A.F.’s top aces and have gained the respect of your peers, unit, and commanders. After the Battle of Britain, you receive mentions in the nation’s newspapers and are offered a squadron’s command. DECISIVE VICTORY: 20+ bombers shot down. You are the scourge of the skies and the pride of the entire Royal Air Force. Your legendary exploits have placed you at the top of the R.A.F. elite, and propaganda efforts prominently mention you as the “Nazi Killer.” Your peers are in awe of your steel nerves and flying skill. Later in the war, they offer you the command of a fighter Group. [4.2.2] Pilot Death. Even if you are killed in action, you still determine your victory level posthumously.

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SPITFIRE ACE

[5.0] GAME SETUP GENERAL RULE Game setup consists of determining your starting base and aircraft type, preparing your Sortie Log Sheet, and placing the Aircraft Display Mat corresponding to the aircraft you are flying in front of you for initial marker placement before conducting your first sortie. You should also keep the Bomber Target Mats [B5] nearby, as you will need to reference them when resolving engagements against enemy bombers. Nearby should also be the Fighter Target Mats [B6], as enemy fighters or escorts may also be engaged. Place the Pilot Status Display [A1] nearby. Shuffle the Combat Card Deck.

[5.1] SQUADRON ASSIGNMENT Play begins by rolling 1d6+1d6 on the Squadron Assignment Chart [P3] to receive your starting airfield, unit, and starting aircraft. Alternatively, you may choose the location if you desire. Note: new players may wish to avoid starting in the North zone; that area is more challenging as you are less likely to encounter the enemy as many early sorties are Channel Convoys that are out of range. If you want to build up skills and experience early, select an airfield in the other zones. Game play consists of being the pilot of a single aircraft (and giving orders to your wingman) rather than simulating control of larger formations.

[5.2] STARTING RANK Either choose the rank at which your pilot will begin the game or roll 1d6 and consult the Starting Rank Chart [P4]. In the Royal Air Force at the time of the Battle of Britain, the only non-commissioned fighter pilot rank available was Flight Sergeant. If you begin a campaign as a Flight Sergeant, no promotion beyond this rank is possible during the game — ​ a symptom of the social hierarchical system in place in the R.A.F. during this time. One side of the Pilot Status Display [A1] is used if you are a Flight Sergeant; the other side is used if you are an officer. If your pilot is an officer, place rank counters on the indicated spaces on the pilot uniform of the Pilot Status Display.

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[5.3] START DATE You will have your first sorties in the mid-­July period unless you choose to start later or are assigned to 303 Squadron.

[5.4] PREPARE SORTIE LOG SHEET [5.4.1] Prepare a narrative of your flying career by recording the following information in the header of the Sortie Log Sheet, such as the type of aircraft flown, the name of your pilot, etc. Players may choose a name for their pilot or, if they wish, may randomly determine a name using the Pilot Name Chart. Note: the pilot’s name has no impact on game play other than building a narrative around your career to enhance your game session or after-­action reports. Optional: see Historical Ace Cards (9.2). [5.4.2] The Sortie Log Sheet captures information about each sortie made by your aircraft, including whether the sortie was a “No Contact,” the enemy’s target, which aircraft you have encountered and/or downed, any wounds received, and experience gained, etc. [5.4.3] The months on the Sortie Log Sheet are divided into three periods: Early, Mid, and Late (except for July, which begins with “Mid”, as the Battle of Britain is considered by most historians to have begun on the 10th of July 1940 and ended on the 30th of October). Each period consists of between three and six rows representing sorties, depending on the combat intensity within each period. While, at the height of the battle, some pilots flew several times in one day, most sorties flown did not result in contact with the enemy. This game uses a system where, at the beginning of each period, the player determines how many contacts occur between his aircraft and the enemy during that time. At the start of each period, roll 1d6 and consult the Contact chart [A2] to determine how many times you make contact with the enemy. On the Sortie Log Sheet, write “NC” in the “Raid Targets” box next to each sortie where no contact is made. e.g. It is Mid-­July 1940. You consult the Mid-­July 1940 column of the Contact chart [A2] and roll one die. You roll a 4, which indicates that you have two contacts. As there are four sortie boxes in Mid-­July, you write “NC” in the Raid Targets box for the first two sorties.

Rules of Play

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SPITFIRE ACE

[5.5] AIRCRAFT DISPLAY MAT SETUP [5.5.1] Place in front of you the Aircraft Display Mat that corresponds to the type of aircraft you have selected. You will reference this display continuously while conducting sorties to record the status of your plane. [5.5.2] Place the following markers on your Aircraft Display Mat: 1. Place the appropriate Base Zone, Airfield and Squadron markers in the top left of your Aircraft Display Mat. 2. Below the Base Zone, Airfield and Squadron markers is a part of the mat that comprises rows of boxes with the Zones on the left side and Landing boxes on the right side. These are the Endurance tracks that are used during your sortie. Place the Aircraft marker for your type of aircraft in the coloured box that corresponds to your current base zone. During your sortie, you move this marker along the endurance track toward your Landing box. 3. Place a “Tight” counter in the “Formation” box in the Wingman Status section to remind you of the type of formation you are flying in. Place the Wingman marker in the “Present” box. As you are flying a Tight formation, a second wingman (”Wing

2”) counter is placed in the “Wingman 2 Present” box. Note that as the game progresses, you may choose to change your formation to “Loose” (7.9.4.7). Having only one wingman means that your formation will be less easily spotted by enemy fighter sweeps. 4. The Ammo box in the Weapons section of your Display Mat will specify how many Ammunition markers you begin play with. Place these in the Ammo box now, noting that Ammunition counters are doublesided, with the “2” side representing two markers. 5. Before you fly a contact sortie, you may spend any experience or prestige points you may have. Place any purchased skill on either the Skills Usage section of the Aircraft Display Mat or on the Pilot Status Display [A1]. If you are flying a Hurricane, place the Fire Trap counter face-up in the Fire Trap box on the aircraft display. Example of a London Base Zone Spitfire Display Mat with markers placed for the start of the game. In this example, the player had rolled a “62” on the Squadron Assignment Table [5.1] to start the game. This assigned him to 603 Squadron, based in Hornchurch, flying Spitfire fighters, in the London base zone. He has placed his ammunition and wingman counters on the mat, and his aircraft in the London box in the middle of the three Endurance tracks. He is now ready to start his first interception.

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SPITFIRE ACE

[5.6] AMMUNITION

Base zones and airfields: NORTH ZONE — ​Coltishall, Debden, Duxford, Fowlmere.

Commentary: Fighter aircraft in 1940 often faced limitations in ammunition for machine guns and even fewer rounds when carrying cannon. A standard Spitfire, for example, had enough ammunition for approximately 15 seconds (5 bursts).

Procedure:

LONDON ZONE — ​Biggin Hill, Croydon, Gravesend, Henden, Hornchurch, Kenley, Martlesham, Northolt, North Weald, Rochford. SOUTH ZONE — ​Middle Wallop, Tangmere, Westhampnett.

[5.7.3] TARGET ZONES

1. Consult the initial Ammunition Load information next to each weapon on your aircraft. 2. Select a total number of ammunition markers that add up to the ammunition points carried. For example, if this number is “5”, you will place two markers on the “2” ammo side and one marker on the “1” ammo side. Place these markers next to the appropriate weapon(s).

[5.7] BASING Players will be based at one of the R.A.F. airfields throughout the game, determined by the Squadron Assignment chart [P3]. Historical note: Other R.A.F. squadrons saw combat during the Battle of Britain, though in areas further afield such as the coast North of East Anglia, and the South West. The squadrons used in this game are those that took part in the most intense fighting in the vicinity of London and the South-­East area of England.

[5.7.1] CHANGING SQUADRONS You may change the squadron you are assigned to by spending 2 Prestige Points. Lose one sortie (write an “R” for “reassignment” instead of a target on the Sortie Log Sheet). and reduce Fatigue by 1. Change to the type of aircraft used by your new squadron.

[5.7.2] BASE ZONES To streamline play, all airfields are clustered into geographical groups (Zones). For game purposes, any airfield in the same group is considered identical, even though they are included by name for historical purposes. These base zones allow for the proper amount of endurance to be burned off when intercepting incoming raids, as shown on the Aircraft Display Mats.

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Just like the R.A.F. airfields, the bombing targets are also clustered geographically to streamline play. The Raid chart [B1] lists the target name, followed by the geographical target zone to which it belongs in parentheses. What matters for game purposes is knowing what target zone the target is in and what type of target the enemy is attempting to bomb. The location of the target will determine how much endurance the player aircraft has when it attempts to intercept the raid, or if it can even intercept the raid at all. When you have determined what the Raid Target is, place the appropriate Raid Target counter in the endurance box on the Aircraft mat that corresponds to the raid target zone (e.g. if you are based in the North and the raid is London (city), place the City Target marker in the London box on the North endurance track). Then, consult the Bomber chart [B2] and the Escort / Fighter charts [B3, B4] to determine what enemy aircraft will be present. Historical Note: The Battle of Britain proceeded in phases that reflected the changing strategy of the Germans. The Battle started with the Channel War, in which convoys were the focus of attention (Mid July). An increase in activity took place in late July. In mid-­August, the Germans initiated the major assault on “Eagle Day”. Later that month, the focus of attacks shifted to fighter airfields and in September, attention switched to London and other major cities. The intensity of German operations slowed down in October and towards the end of that month, an expeditionary force of the Italian Air Force began operating against Britain from bases in Belgium.

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SPITFIRE ACE EXAMPLE: In Mid July 1940, the player rolls 2d6 and consults the Mid July section of [B1]. He rolls a 9, which indicates the target is Portsmouth, in the South target zone. The player places a City Target marker in the South box of their aircraft display, which is in the same row as their base zone. Referring to [B2], the player rolls a 10, which indicates the bombers are Stukas and, referring to [B3], the player rolls a 9, which indicates the escorts are Me‑110s. The player places a Stuka marker in the Bombers box of his Aircraft Display and an Me‑110 marker in the Escort box. On his Aircraft Endurance track, after take-off, the player moves his fighter directly to the target endurance box in the row that corresponds to his base zone. It is possible, if based in either the North or the South zones, that the raid target is not available. This is because the raid was taking place in an area that would have meant that by the time your squadron arrived, it would have been low on fuel; it made more sense for closer squadrons to attempt the interception. If that happens, simply move ahead in the game to the next sortie. It does not count toward your sortie total for experience, as you would not even take off. Note: Fuel tracking is “painless” since it operates by considering where you start and where the raid is headed, as indicated on the Aircraft Display Mats.

[5.7.4] CHANGING AIRCRAFT You may change your aircraft at various times during the game based on an operational event or squadron transfer. Given the short but intense nature of the campaign, the British had little opportunity to make many changes to aircraft. However, they briefly used some experimental aircraft (which often produced dubious results) and made minor modifications to the basic Spitfire and Hurricane designs. The focus of this game is not a race to get better aircraft, but to shoot down enemy bombers and survive. [5.7.4.1] From September onwards, players may be assigned aircraft, via an operational event, with armored seats. If you are flying a fighter with seat armor and suffer a pilot hit while being tailed by an enemy fighter, roll two dice for injury and ignore one die roll of your choice. [5.7.4.2] Experimental cannon-­armed Spitfire Ib aircraft appeared in two batches; in August and in October. Players can only be assigned these through an operational event, as they were so rare. These aircraft were not popular due to their unreliable cannon.

A player assigned a Spitfire Ib can revert to a standard Spitfire (with an armored seat if in September / October) by spending a Prestige Point (7.9.4.5). Spitfire Ib (1st batch) aircraft are only in use in August. A player flying a Spitfire Ib (1st batch) changes to a Spitfire with an armored seat for the first sortie in Early September. [5.7.4.3] Two experimental cannon-­armed Hurricanes saw action during the Battle of Britain. In this game, the first is a “Hurricane Z” and the second was a 4‑gun prototype, designated “B”. The cannon of the Hurricane Z did not suffer the same excessive jamming problems as the other experimental aircraft. There does not appear to have been any official designation for these aircraft, so I have used their letter codes “Z” and “B” based on their registration letters. A player flying the Hurricane Z reverts back to a normal Hurricane before the first sortie in Early September. A player flying the Hurricane B reverts back to a normal Hurricane (with Fire Trap fixed) before the first sortie in Early October. [5.7.4.4] If a player is assigned an experimental Spitfire Ib, Hurricane Z or Hurricane B, he keeps it until (a) the dates noted above (5.7.4.2 & 5.7.4.3), (b) it is destroyed, or (c) it suffers at least 5 hits (excluding minor damage or pilot hits).

[6.0] SEQUENCE OF PLAY GENERAL RULE Spitfire Ace adheres to a discrete sequence of play for conducting numerous sorties. The sequence revolves around conducting sorties and returning to base. Although Spitfire Ace does not have discretely numbered “game turns” like other turn-based systems, players break down the gameplay into monthly increments of time using the Sortie Log Sheet. Each period has a number of sorties in which interceptions may occur. The number of interceptions reflects the intensity of the Luftwaffe activity during the time covered. Once a player completes Game Setup (5.0), the following game play outline begins.

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SPITFIRE ACE

[6.1] GAME PLAY OUTLINE The below sequence guides game play, which players repeat until the game ends (4.1, Ending the Game), at which stage victory is determined (4.2, Determining Victory). The appropriate rules sections of the game cover the precise activities performed as outlined below. 1. Determine how many raids will be contacted (Contact Sorties) by referencing the Contact chart [A2]. Place an “NC” in the first column of the Sortie Sheet for every patrol that is not conducted during this period 2. Before each sortie, whether it is a Contact or a NonContact sortie, roll 1d6: on a roll of 1, an Operational Event [A3] occurs. Roll on [A3] and record any results on the Sortie Sheet. If this is is a Non-Contact sortie, proceed directly to step 9. If this is a Contact sortie, proceed to step 3. Operational Events do not occur on sorties that are skipped due to wound recovery, squadron transfers, leave etc. 3. If this is a Contact sortie, obtain the incoming raid target by checking on the Raid target chart [B1] — ​ the current period versus 2d6 roll. Notice there may be several targets possible for each Target Zone. For example, the South Target Zone includes South city targets, Airfields and Radar, etc. The game includes the different names of the cities for historical interest, but what matters in terms of gameplay is the target zone and the type of target. In this context, anything other than a convoy, airfield, or radar is considered a city target. Write the raid target in the first column of the Sortie Log Sheet. If the target box is not on your endurance track, you do not fly this sortie. If you can fly against the raid, determine what enemy aircraft are present [B2] & [B3/B4]. Note that you always roll on B2 and either B3 or B4, as appropriate. The appropriate “Target” counter should be placed in the Raid Location box. Also, if you determine that you are encountering unescorted bombers in a green box on the endurance track, see 6.2.1 for an additional roll. 4. On your aircraft display mat, move your aircraft counter from the Base box that corresponds to your airbase zone, on the left side of the Endurance track on your aircraft mat to the Endurance box that has the Raid location marker in it. For example, if you are based in the South and attempting to intercept a raid that is targeting the London area, move directly ahead to the London box. 5. Roll 2d6 and consult the Ground Control chart [C1], then roll 2d6 and consult the interception chart [C2]. It is possible you will encounter a German fighter sweep or might roll a random event and not make contact immediately.

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6. If you do not intercept raiders, move to the next endurance box and consult the interception chart [C2]. 7. Conduct combat if an interception occurs on [C2]. After you have completed combat against the enemy, you can return directly to your base and attempt to land or you can move to the next endurance box to the right of your current location. If you decide to move to a new endurance box, you do not check for Ground Control [C1] but check for Interception [C2] using the No Ground Control column. Repeat until the aircraft has gone through all endurance boxes, has finally intercepted the raid or wishes to return to base. Since it is daytime and there are often plenty of German aircraft in the air, you will probably (but not necessarily) intercept a raid right away. If, after engaging enemy aircraft in combat, you decide to return to your airfield; you are NOT required to travel through each Endurance Box before landing. Note that because of its shorter range, Spitfires have fewer endurance boxes than Hurricanes. 8. In the Landing box, roll to land the aircraft [E1], applying any applicable dice roll modifiers (DRMs). 9. Check for Promotions (7.9). Obtain Experience Points (7.6), Awards (7.7) and Prestige Points (7.9.4). Spend Prestige and Experience Points if desired. Record changes to Fatigue (7.11). 10. Repeat steps 2–10 on the next sortie line on the Sortie Log Sheet. 11. If this was the last sortie of the current Period, return to Step 1 above and determine the number of Contact Sorties for the new Period.

[6.2] RAIDER ESCORTS [6.2.1] Raiders may be present with escorting fighters, or the raiders may be unescorted (7.1.2.2).

If you engage bombers in either the endurance box underneath the flak gun illustration (on your Aircraft display), or in any of the boxes to the right of the flak gun illustration within the green brackets, there is a chance that unescorted bombers may acquire an escort due to them being closer to German occupied Europe. Roll 1d6 as soon as you move into each of these endurance boxes

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SPITFIRE ACE (i.e. the boxes without a bomb symbol) and are engaging unescorted bombers. On a roll of 1–3 they may have an escort; roll on chart [B3]. The players can make this roll several times in a sortie as they move from one Endurance box to another. This means that you are more likely to encounter short-­ ranged enemy escorts the further the bombers are away from their target, which reflects the reality of the situation during the Battle of Britain. R.A.F. pilots had to weigh up the risks of chasing unescorted bombers too close to the enemy coast.

[6.3] FIGHTER SWEEPS It is possible to encounter a fighter sweep — ​German fighters that are not escorting bombers but are on a mission hunting target of opportunity such as you. (Italian fighters do not conduct fighter sweeps; fighter sweeps are always German aircraft). This simplifies matters for combat, as no bombers are involved. [6.3.1] If the Interception chart [C2] indicates that a fighter sweep has been encountered, refer to the Escort/ Fighter chart [B3] again. Depending on what the target location is, the notes on [B3] will show whether you use [B3] or [B4]. If a “No Escort” result is obtained, it is a false alarm; move to the next Endurance box and check on the Interception [C2] chart. [6.3.2] If you encounter an enemy fighter sweep, consult the fighter sweep results note in chart [C2] to see what your starting position is. You must engage with them in combat. After any fighter sweep combat, land or move to the next endurance box and roll again for interception [C2], using the No Ground Control column.

[7.0] COMBAT [7.1] GENERAL PROCEDURES [7.1.1] General Combat is resolved for each Endurance box where an interception occurs, either against the raid itself or possibly a fighter sweep. Each combat may comprise several “Passes”.

[7.1.2] Interception After moving to the Raid Location Endurance box on the Endurance track, consult the Ground Control chart [C1]. Then roll on the Interception Chart [C2]. If the raid

is not located, move your aircraft to the next Endurance box and roll 2d6 on the Interception chart [C2], using the column previously specified by [C1]. [7.1.2.1] If a Sortie Event occurs, apply the event [C3] and either land [E1] or move to the next endurance box and roll for interception [C2]. [7.1.2.2] If an interception occurs, the Interception chart [C2], combined with the bomber and escort / fighter tables [B2, B3 & B4] may give one of three outcomes: (1) bombers with no escorts, (2) bombers with escorts, (3) fighter sweep. [7.1.2.3] If bombers without escorts are encountered, the player may choose to attack the bombers. [7.1.2.4] For bombers with escorts, the Interception Chart [C2] may direct you to attack either the bombers or the escorts first (7.1.5). Some results in chart [C2] enable you to choose whether to attack bombers or escorts first. If you attack the bombers first, the defending escorting fighters will attack you after one pass against a bomber (7.1.5.16). If you attack the escorts first, you may then attack a bomber once you have finished combat with the escorts. However, there is no automatic combat with escorts if the bomber is attacked Head-On. Some results with the Dogfight chart [B9] may mean that escorts, if present, interrupt your attack against the bomber (7.3.3). One result on chart [C2] states that if you are flying a Hurricane, you are directed against bombers, whereas if you are fly a Spitfire, you are directed against the escorting fighters. This reflects the practice of many ground controllers during the battle.

[7.1.3] Effects of Position when Attacking Bombers When attacking bombers, the position noted in the interception chart [C2] has the following effects: Head-­On: No special effects. Advantaged: The player may shoot first at long range, then the bomber returns fire after any damage inflicted by the player takes effect. Out of the Sun: The player may shoot first at medium range and the bomber does not return fire.

[7.1.4] Effects of Position when Attacking Fighters When engaging enemy fighters / escorts, there are five different orientations between the player aircraft and enemy fighters / escorts. To note these positions, place a player aircraft counter and an enemy fighter counter in the two boxes in the center of the Fighter

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SPITFIRE ACE Target Mat [B6] that corresponds to the enemy fighter being engaged. The initial position is indicated by the Interception chart [C2]. STARTING ORIENTATION

Enemy Improves Position Enemy Aircraft Friendly Aircraft

Best Position (Tailing)

Good Position Neutral Position Poor Position Worst Position (Advantaged) (Head-On) (Disadvantaged) (Being Tailed)

Player Improves Position Notes: – Each position (left or right) is 1 orientation change; – For changing 2 positions, for example, move 2 places left or right (Best/Worst positions are the limit).

Position the directions of the enemy fighter and player aircraft counters as follows: Head-­On: The two fighters face each other. Firing is simultaneous. Advantaged: You face the side of the enemy fighter and may fire at it. If the enemy is an Me‑110, its rear gunner may conduct defensive fire at you. In the first round, any damage inflicted by you takes effect before a rear gunner fires. Disadvantaged: The enemy fighter faces the side of your fighter and may fire at you. Tailed: The enemy is facing your tail and may fire at you. If the enemy scores any hits against you, it will inflict one bonus tail hit. Tailing: You are facing the enemy aircraft’s tail and may fire at it. When you hit the enemy, you also inflict a bonus tail hit. If the enemy is an Me‑110 its rear gunner may conduct defensive fire against you. In the first round, any damage inflicted by you takes effect before a rear gunner fires. Out of the Sun: You will start advantaged, and the enemy does not get to flip a defensive card or use defensive fire (if it is an Me‑110) in the first round. Essentially, this is a “free shot” with no opportunity for reaction prior to the initiative phase.

[7.1.5] Firing Your Guns When firing, a player must fire all unjammed weapons that he has ammunition for together. He cannot choose to use just some of his forward guns or cannon. [7.1.5.1] Firing at Bombers. The player must choose a point of aim when shooting at a bomber: Port Wing,

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Starboard Wing, or Airframe. Regardless of whether or not the player has the aim skill, they are required to choose a point of aim when shooting at a bomber. This selection is used to determine damage if a “GP” (Group Damage) result occurs on the combat card. A player may use the Aim Point marker as a reminder of the aim point. The player may change aim point in between rounds of a pass (for example, the aim point could be port wing at long range, but then airframe at medium range). Fighters, escorts, Stukas, and player aircraft present a much smaller target and, therefore, do not require a designated aim point. However, if a Group Damage result is obtained against one of these aircraft types, the Airframe group damage [D1] is referred to. Chart [D4] describes the effects of the combat cards. If any additional random hits occur, such as by firing at close range [7.1.5.10], they are inflicted in addition to any Group Damage. [7.1.5.2] Loaded Bombers. If a bomber gets attacked in the 1st or 2nd Endurance box, it remains loaded with bombs, as indicated by the small bomb symbol on the Endurance tracks of the Aircraft Display Mats. These may detonate with a bomb bay hit; check the Aircraft Damage Listings Chart [D4]. If the R.A.F. fighter is at close range when this occurs, roll 2d6. If a roll of 2 or 12 occurs, the fighter will take 1d6 random hits. [7.1.5.3] Me‑109 and Me‑110 Raiders. If the Bombers chart [B2] lists either Me‑109 or Me‑110, they are carrying bombs if encountered in the first two endurance boxes (i.e., those marked with a bomb symbol). Treat combat against these aircraft as if they were enemy fighters / escorts. Place a bomb “Agility–2” marker in the Bomb square on the Messerschmitt’s Fighter Target mat. After the first round of combat, flip the counter over to the “Agility–1” side. After the second round of combat, remove the counter. The Messerschmitts then fight at their normal Agility, as do any further Messerschmitts in this sortie — ​they are all assumed to have dropped their bombs. There is never an escort for the Me‑109 & Me‑110 raiders. When referring to the Interception Chart [C2], Me‑109 and Me‑110 raiders are engaged as if they were a fighter sweep. Me‑109 & Me‑110 raiders do not suffer the Hurricane vs Bomber damage (7.1.5.6). R.A.F. pilots referred to October as “Messerschmitt Month” because these were sometimes used as fast strike aircraft. When engaged by R.A.F. fighters, the Messerschmitts would ditch their

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SPITFIRE ACE bombs and engage, but the Germans would initially be at a disadvantage while they struggled to gain speed. [7.1.5.4] Flak. If a bomber faces an attack in the 3rd (or later) Endurance box, it is considered to have already dropped its bombs and may have sustained flak (anti-aircraft artillery) damage from the target area. Roll 2d6 on the Bomber flak Damage chart [B7] to determine if the bomber has suffered any hits from flak. Roll these hits as random wing or airframe hits on the Bomber and Group Damage Chart [D1] and apply them before beginning your attack. Notice the Aircraft Display Mats only show the flak gun image in the 3rd Endurance box, but the possible flak damage is rolled then or in any box to the right of this in which you intercept a bomber. Note that all non-Stuka bombers are twin-engined. Only bombers and Me‑109/110 raiders take flak damage — ​it does not affect fighters, escorts, or player aircraft. If an aircraft takes a flak hit that would destroy it, ignore that hit; treat it as “No Effect”. Historical note: This is an abstraction, as R.A.F. and Luftwaffe fighters could take flak damage. Because of coordination between the flak and friendly aircraft, it was uncommon enough (especially against R.A.F. fighters) in game terms to not bother with it and keep game play simpler. British flak during this period was less effective than that employed by the Germans later in the war. [7.1.5.5] Combat Passes. Each sequence of bomber combat is called a “Pass.” Each “Pass” comprises up to 3 rounds. Players use a deck of Combat Cards instead of dice when an aircraft fires at another. There are three sections on each card. When a player aircraft or an enemy fighter / escort fires, refer to the grid at the top portion of the card. Players use the middle portion for defensive maneuvers and when they call upon their wingmen to assist them. The bottom section comes into play when enemy gunners (including the rear gunners of Me‑110s) return fire. Flip a card from the deck. This is the player’s attack card for the first round. Follow the instructions on the card regarding hits inflicted. Use the column that corresponds to your current firepower (FP on the cards). Firepower (FP) is determined by adding all firing weapons’ BOLD numbers together. Excess firepower does not count — so an aircraft that has 3 FP total would use the “2” column.

[7.1.5.6] Note that if you are flying a Hurricane, some cards indicate that you have inflicted more than the usual damage if you are firing at a bomber. Those cards have the note “Hurricane vs Bomber” on them; card #18 is an example. The perception of the Hurricane as a more stable gun platform when firing at bombers is reflected in the increased damage shown on these cards. This is one reason why Hurricane squadrons were often assigned to attack bombers, while Spitfire squadrons were assigned to engage the fighter escort. Me‑109 & Me‑110 raiders (7.1.5.3) do not suffer the Hurricane vs Bomber damage. [7.1.5.7] The Attack Deck Results Chart [D6] explains the results derived from your FP on the combat card. These range from a number of random hits, a “Group Damage” result, and possible outright aircraft destruction with a “DE” result. The resulting number of random hits is then rolled on [D1] against bombers and on [D2] against player aircraft, fighters, and escorts. For damage against Stukas, see 7.1.5.12. [7.1.5.8] R.A.F. Cannon. The R.A.F. experimented during this period with a few Spitfires, and two Hurricanes, armed with cannon. The cannon proved to be highly effective when they worked, but frequently jammed because of issues with the ammunition feed from the drums. This problem was particularly noted with early batch Spitfire 1b aircraft. When R.A.F. cannon are fired, before drawing a combat card, roll 1d6. On a roll of 1 (or 1-2 with early batch Spitfire 1b aircraft), place a “Jammed” marker on one cannon box. If one box is already jammed or damaged, the second box is now jammed. Jammed cannon cannot be used for the rest of the sortie. If a Spitfire or Hurricane is firing any cannon and inflicts any damage on the enemy, apply 1 extra random hit. Special Rule for Hurricane B Cannon: This aircraft was heavily armed with four experimental 20mm cannons; each weapon box on the aircraft mat represents two cannon. All cannons firing will cause two extra random hits if the player inflicts any damage. [7.1.5.9] Bomber Defensive fire. Flip a combat card — ​ this is the defensive fire card from the bomber. On this card, you only refer to the information in the bottom section, which reads “DEFENSIVE FIRE: X” (where X is the number of random hits to your aircraft). [7.1.5.10] Range and Formation Effects on Bomber Combat. A player’s aircraft will always begin combat against a bomber at Long range (unless an “Out

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SPITFIRE ACE of the Sun” result is obtained on the Interception chart [C2]). From long range, both the player aircraft and the bomber generate one less random hit (–1 hit). At medium range, there are no changes. At close range, both aircraft produce one extra random hit.

Range

Bomber in Formation

Bomber out of Formation

Close

+1 hit

+1 hit

Medium

(no change)

–1 hit

Long

–1 hit

–2 hits

Bombers always start in formation; place the “In Formation” counter in the Bomber Formation box on the Bomber Target Mat [B5] being used. If bombers have been attacked at close range from the front during the initial pass by the player’s aircraft (if using Optional rule 9.3), or if only a single bomber has been encountered, the bomber formation is considered “Out of Formation”; place the Out of Formation marker on the bomber mat. Whenever you or your wingman shoot down an enemy bomber, roll 1d6; on a roll of 6 the efforts of yourself and your colleagues disrupt all the bombers, and will be Out of Formation in the next endurance box. A twin-engine bomber that has one engine knocked out (not just damaged) is assumed to be Out of Formation at the end of your pass against it. Bombers that are Out of Formation inflict one less hit with defensive fire at Medium and Long range, but still inflict +1 hit at Close Range, as noted on the Out of Formation marker

Note: There are no range effects when a player aircraft fires at an enemy fighter/escort. Bombers that are Out of Formation will remain out of formation for the rest of the sortie. [7.1.5.11] Gunner Damage Effects. A numerical marker (1,2,3 etc.). is used to track each hit sustained by a gunner on an enemy bomber on an enemy bomber or Me‑110 fighter.), which is placed on the Gunner Hit box on the aircraft’s Target Mat [B5]. Each hit sustained by the gunner reduces the bomber’s defensive fire by one

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random hit. (It is possible that so many gunner hits are suffered that defensive fire may be reduced to zero hits.) [7.1.5.12] Ju‑87 Stuka Damage. If you inflict hits on a Ju‑87 “Stuka”, refer to the Stuka column on the Bomber Damage chart [D1]. When inflicting a “Group” hit, consult the Airframe/Stuka group damage column on [D1]. Since a Stuka does not have a co-pilot, if the pilot sustains a pilot injury and is killed according to the Aircraft Damage Effects chart [D4], the Stuka will be shot down. Treat damage to the Stuka’s gunner in the same abstract manner as with other bombers (7.1.5.11). [7.1.5.13] Breaking Off. After each round of combat against a bomber, the player must decide whether to continue the attack or whether to break off. Combat begins at Long range and decreases by one each round of combat (long range becomes medium range, medium becomes close. After firing at close range, his aircraft must break off after applying the results of any firing and then may be engaged by any escort present. The player may choose to break off and end the pass at any time, but if there are no escorts, he may wheel around and make a second pass against the same or a different bomber, or may end the combat. All combat happens simultaneously, unless the player has an advantage against the bomber or launches an attack “out of the sun.”In those cases, he will fire first during the first round of the first pass. (Exception: a player with the “Reflexes” skill may use that skill once per sortie to fire first in a round. It can be any round, not just the first round). If the player breaks off the attack, the bomber gets away with whatever damage it has and may yet crash on the way back home [7.4.4]. The combat is over for the bomber, and now the fighter combat starts with the escort (if any are present). The player aircraft may only attempt a second pass on a damaged bomber if there is no escort. If an escort is present, combat begins with it at the end of the first pass against the bomber. [7.1.5.14] Rounds of Combat in a Pass. After the first round of firing in a pass, all subsequent attack rounds consist of flipping two new cards: the first card referring to the top section for your attack, and the second card referring to the bottom section for the bomber’s defensive fire. All combat in subsequent rounds of a pass is simultaneous, regardless of whether the player aircraft started advantaged. Example: Your aircraft attacks. You were advantaged against the bomber, so you attack first. The attack causes a hit to the bomber’s gunners. Since this occurred first, the bomber’s return fire is decreased by 1 random hit.

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SPITFIRE ACE The second round occurs at medium, and although you started advantaged, firing is now simultaneous. EXAMPLE: Your aircraft attacks head on against a bomber. You hit a gunner at long range. However, the reduction of the bomber’s defensive fire does not occur until the next round because combat is simultaneous at long range in this case. [7.1.5.15] Second Passes. If there are no escorts and the player chooses to make another pass against a damaged bomber (or a new one, if the first one was destroyed), he wheels around to get into a firing position again and begins the procedure from long range. When engaging another damaged bomber (or a new one, if the first one was destroyed), the pilot assumes the position for a head-on combat. (meaning, he no longer has advantaged status if he had it the first pass).). [7.1.5.16] Avoiding Escorts. If you attack bombers first, after you have made a pass at an escorted bomber, you may attempt to avoid the escorts; roll 1d6 and consult [B10]. If you end combat in this manner, you cannot reengage the bombers in this endurance box. You will advance his aircraft marker one endurance box and then decide to attempt interception [C2] using the No Ground Control column, or land. Avoiding escorts represents escaping further action for whatever reason… be it ducking into some clouds, or just diving away from the escorts before they could react. [7.1.5.17] Ammunition Use. 1 point of ammo is spent to fire all weapons of a given type (ex: the Hurricane Z spends 1 point of ammo to fire both of its Oerlikon 20 mm forward cannons). Some random events may temporarily increase the amount of ammunition available — ​ representing careful use of ammunition. Once a pilot has no remaining ammunition, he must return to base as soon as possible. [7.1.5.18] Extended Burst. When firing at a bomber, a pilot may risk firing an extended burst from his weapons in order to achieve more hits using the Extended Burst Chart [D3]. If a pilot wishes to attempt this, he must have at least 2 ammo points remaining in all of his forward weapons and must be at medium or long range. Prepare for combat normally by choosing an aim point, then roll 2d6 and consult chart [D3] before drawing a combat card. Note that EACH firing weapon type spends two points of ammo when firing an extended burst. Any extra hits received are random hits to the aimed area. An extended burst only results in extra hits if the firing card achieves at least 1 hit normally. Firing an extended burst has the disadvantage of increasing the bomber’s return fire by 1 random hit for

that round when the player’s aircraft is flying straight while extending the attack, in addition to the increased ammo expenditure. [7.1.5.19] Repeat Attacks Against Bombers. Once you have engaged in combat with escorted bombers and their escort in an endurance box, you must either land or move to the next endurance box. If you move to the next endurance box, consult the Interception chart [C2], using the No Ground Control column. If you attack bombers in any new attack, your target is a new, undamaged bomber. However, if you encountered a single reconnaissance aircraft or a straggler, you may continue to attack this aircraft.

[7.2] COMBAT WITH ENEMY FIGHTERS [7.2.1] Starting Orientation and Set-­Up Place a counter representing your aircraft and one for the enemy fighter/escort on the Fighter Target Mat [B6], in the positions as indicated by [C2], or Dogfight [B9] results. Alternatively, if you have completed a pass against escorted bombers, you may be engaged in combat by the escorts, in a Disadvantaged position (7.1.5.16). If an Me‑109 or Me‑110 fighter is engaged, place 2 ammo markers in the Cannon Ammo box on the fighter mat. When it opens fire, reduce its available ammo by 1. Once all cannon ammo has been spent, place an INOP counter on the cannon; it can now only use its machine guns. Note that Me‑110 reconnaissance fighters do not have cannon. German machine gun ammunition is effectively unlimited as German aircraft typically carried 1,000 rounds of ammunition — ​enough for roughly 20 three-­second bursts. Similarly, Italian fighters could fire for roughly 8 to 11 three-­second bursts, which is normally sufficient for a dogfight against a player’s aircraft. [7.2.1.1] Combat now begins. If facing the enemy aircraft (i.e. if you are head on, advantaged or tailing) you may shoot your weapons by using the appropriate firepower column at the top of the combat card you turn over. The enemy aircraft will fire its forward guns at you if you are head on, disadvantaged, or tailed. If the enemy cannot fire its forward guns at you, it will use the defensive section of the card it turns over. Fighter combat is always considered to be at medium range; there are no range effects on combat between a player’s aircraft and fighters/escorts. [7.2.1.2] If you are Head-­On, you may also choose to not fire and go to defensive action immediately, by either using the defensive section of your combat card,

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SPITFIRE ACE or by calling on your wingman for assistance and using that text. As another option, you may choose a standard Maneuver instead of a card draw. These are: — Tight Turn. Improve position by One (against a CR.42), or Two (any other aircraft). The aircraft’s maximum improvement is limited to One if it has suffered any engine or controls damage. — Barrel Roll. Avoid 2 hits. [7.2.1.3] If you are disadvantaged (i.e. If the enemy fighter/escort has an advantage against you or if you are being tailed, you have three options: (1) You can choose to go defensive by using the defense option of the next card you flip. (2) You may call your wingman, if present, to assist you and use that text from the flipped card. You cannot do both, and you must choose one before flipping the card. Your wingman cannot assist you if he is not present, or your radio has been knocked out; if that is the case, you can only use the defense option of the combat card while disadvantaged or tailed. (3) Use one of the two “standard Maneuvers” (or an advanced maneuver if using Optional Rule 9.4) instead of a card draw. [7.2.1.4] An aircraft that is being tailed will suffer a bonus “Tail” hit if any hits are scored at all. A defensive card that prevents all hits would prevent this, or a combination of skills and/or a defensive card that reduces the amount of incoming hits to zero. [7.2.1.5] After shooting or making your defensive choice and flipping all cards, you apply the results simultaneously. It is possible the enemy fighter / escort may do massive damage that gets completely negated by your defensive card, or vice versa. More typically, hits are reduced, and sometimes your orientation improves by one or two positions. It is possible a defensive move will end the encounter. If a card ends the encounter, decide whether to move to the next Endurance box or immediately land. [7.2.1.6] After both cards have been flipped and results applied, the two aircraft roll for initiative on the Initiative Chart [B6a] which is on the Fighter Target Mats [B6]. This roll will adjust the orientation of the planes to each other. Each orientation improvement is a 90 degree “shift” in relation to the other plane. For example, if you are being tailed, and your initiative roll says to “gain 2 positions” you would now be head-to-head with the enemy fighter/escort. If you are disadvantaged and gain 2 positions, you would now have an advantage over the enemy fighter/escort. (You move to a head-on position while their plane moves sideways.) You cannot improve to better than tailing the enemy. The enemy cannot improve to better than tailing you.

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[7.2.1.7] You now conduct the next round of combat with this new orientation, and continue until one aircraft is shot down, or successfully ends the combat by getting away. After shooting down (or driving off) an escort or fighter, you may choose to engage another one, starting at a head on orientation, or you may end the encounter altogether. If engaging bombers after fighter combat, advance one endurance box and roll again for interception on the Interception chart [C2]. If this places you in the landing box, you are low on fuel and must land instead. Note: There is no limit to the number of combat rounds. Combat continues until disengagement. Unless otherwise noted on the relevant chart, there is an unlimited number of enemy fighters/bombers of the specified type.

[7.2.2] Wingman Abilities And Use Your wingman’s job is to protect you during combat. However, he will be busy trying to stay alive himself, as R.A.F. fighters often struggled with the dual role of attacking the bombers while simultaneously fending off the bomber’s escort. The wingman in the game is abstracted — ​he flies a notional aircraft whose damage you don’t specifically track. He can, however, earn skills and become an ace. It is important to realize that by using your wingman for defense against escorts; you are not getting to use the defensive action on a card — ​you either use defensive action, or you call on your wingman to assist you. You do not get to do both in the same combat round. The following rules govern his abilities and use. The wingman flies the same type of aircraft as you, though if you are flying a Hurricane Z or B, he is flying a normal Hurricane. [7.2.2.1] Wingman Attacks on Bombers. If your radio is not damaged, you can order your wingman to attack a bomber after you have fired at the bomber. Draw a combat card and refer to the result of Firepower 4 (increased to Firepower 6 if the second wingman is present) to determine how many hits your wingman inflicts on the bomber. Inflict +1 random hit a Close range and –1 random hit at Long range. You always consider the wingman to be at the same range as you from the bomber. Refer to the Wingman Survival Chart [B8] to see if the bomber’s defensive fire damaged or destroyed the wingman. Keep repeating this procedure after each attack you make during a pass at a bomber, or until the wingman is damaged or destroyed. Normally, pilots would perform

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SPITFIRE ACE this procedure on sorties where there are no escorts to worry about, as engaging escorts while attacking a bomber may have negative consequences if your wingman is damaged or destroyed. This type of attack is completely voluntary. [7.2.2.2] Wingman Attacks on Fighters/Escorts. You may order your wingman to assist you (assuming your radio is functional, and he is present). On some cards, the wingman will do nothing (he is busy with his own problems). On some cards, it states the wingman will attack with a certain firepower listed. For such an attack, flip another combat card and use the wingman’s skills to change the result (aim, expert, etc.). Most importantly, the enemy fighter/escort does not draw a defensive card, as he is busy with your main aircraft. It is possible for your wingman to shoot down an enemy fighter/escort this way, in which case you are automatically considered disengaged. [7.2.2.3] Experience. Your wingman starts with 1 Experience Point, and gains experience at the same rate you do. He may buy some skills (see Skill Effects [D5]). He may also earn the Ace award but does not track Prestige. [7.2.2.4] Second Wingmen. If flying a “Tight” formation, you have two wingmen. While this may seem like a good idea, in practice it had its drawbacks; tight formations were more easily spotted by the Germans (hence the “7” sortie event [C3] and the modifier to the fighter sweep position [C2]). Also, keeping in formation often posed difficulties that resulted in the second wingman becoming just another target for the enemy. In case of damage or being shot down, the second Wingman (if present) takes over from the first and operates as a Wingman. If the second Wingman gets damaged or shot down, remove him from play. The second wingman does not accumulate Experience Points. You cannot direct your second Wingman to attack the enemy until he takes over from your first Wingman, but the firepower value of your (first) Wingman’s attacks against bombers increases to 6 [7.2.2.1].

If you start a sortie in “Tight” formation, you keep your formation “Tight” until one, or both, of your wingmen get shot down, at which point it changes to “Loose”.

Note: using your wingman can be a gamble before he gains any skills, as there are a lot of cards that result in no help to you. However, once he becomes an expert (and can draw a second card in combat if you don’t like the first one) using him instead of defensive action becomes a much better option. Second wingmen really were fairly useless in combat; they were often the least experienced pilots and invariably got lost (or shot down) in the confusion of a dogfight. There are good reasons the R.A.F. eventually adopted a two-plane formation. [7.2.3] Me‑110 Rear Gunners. Me‑110 fighters had a rear gunner. If, after the Me‑110 has drawn a combat card and applied the defensive section of that card, your aircraft is Tailing or Advantaged against an Me‑110, it conducts Defensive Fire. This fire is simultaneous with any attack made by your fighter, unless you are attacking Advantaged / Out of the Sun and it is the first combat round (7.1.4). Draw a combat card for the gunner of the Me‑110 and consult the Defensive Fire information to determine the number of hits inflicted. Because the Me‑110 only had one rear gun, with a limited field of fire, it inflicts 1 less hit than what the card states.

[7.3] DISENGAGING [7.3.1] Friendly Disengagement. There may be times (if you run out of ammunition, for example) when the player may want to disengage. If you are attacking a bomber, you can disengage at any time. If engaged against a fighter, you can attempt to disengage if, after an initiative roll, you find yourself Advantaged or Tailing the enemy. If you are tailing the enemy, or if the enemy is a bomber, disengagement is automatic, and the encounter ends. If you have the advantage against a fighter, roll 1d6 on [B11]. If disengagement fails, the enemy gains one position. You cannot attempt to disengage if engaged with an enemy fighter / escort and you are Head-­On, Disadvantaged, or Tailed. Note that if you disengage from attacking a bomber, you may then have to face escorts (if present) unless you have already fought your way through the escorts. [7.3.2] Enemy Disengagement. An enemy fighter / escort will attempt to disengage if the pilot is injured, all forward weapons are disabled, or the fuel tanks are leaking. This action occurs instead of firing, and the enemy must be tailing you or advantaged against you. Check for disengagement at the end of the combat round. If it successfully tails you, the combat ends. If it has an advantage over you, it rolls a 1d6 on [B11]. If the disengagement attempt fails, you gain one position,

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SPITFIRE ACE and combat continues. If he is head-on, disadvantaged or tailed, he will continue to pull defensive cards until in a position to disengage. [7.3.3] Dogfight Confusion. Air combat in 1940 was fast, furious and very confusing. At the end of each round of combat in which German fighters are present (even if you are engaging bombers), roll 2d6 and consult the Dogfight Chart [B9]. Note that even if you attacked escorts first and are then attacking an enemy bomber, some results on [B9] will mean that new escorts engage you in combat. If that happens, you break off combat with the bomber and fight the escort. After any combat with the new escort, you must either move to a new Endurance box and check for interception [B2] using the No Ground Control column, or land.

[7.4] AIRCRAFT DAMAGE [7.4.1] If an aircraft meets its damage threshold (indicated by a red X in a circle) for the airframe, either wing, control surfaces, or has all engines knocked out, it is shot down. A fire in the fuel tanks (7.4.2.4) also results in a lost aircraft, as the pilot bails out. If there is an explosion in the fuel tanks, it is catastrophic and leads to the immediate loss of the aircraft and the pilot being killed (KIA). An explosion in the bomb bay/bombs also destroys a bomber / raider. When you destroy an enemy aircraft, circle it on the Sortie Log sheet. [7.4.1.1] A second damage result against a system already knocked out is “no effect” instead. For example, a radio may only be destroyed once. However, most systems (Engines, Wing, Airframe, Controls, etc). require multiple damage results to destroy. [7.4.1.2] A “DE” result on a combat card means the aircraft is immediately destroyed. Such a result encompasses such things as engine failure, or the entire tail section or wing being shot off. A “DE” result is not negated by a defensive move or card that reduces random hits — ​ only by cards that state “avoid all damage.” [7.4.1.3] German Self-­Sealing Fuel Tanks. The Fuel Tank roll on [D4] receives a –2 dice roll modifier when a German (but not Italian) aircraft’s fuel tank is hit. This modifier does not apply if the player’s aircraft is firing cannon. A final fuel tank hit will still result in a fire. German aircraft had self-sealing fuel tanks that made fuel tank fires much less likely when hit by the small caliber bullets used by Spitfires and Hurricanes.

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[7.4.2] Damage to Fighter Aircraft Player aircraft can receive damage from the card deck, from bomber defensive fire or from a fighter or escort. Grouped damage (a “GP” result), if it occurs, comes from the Bomber and Group Damage Chart [D1]. All grouped damage to fighter aircraft uses the “Airframe” column. All other damage is determined by rolling on the Fighter Damage Chart [D2]. If a player’s fuel tank is hit and they roll an explosion, it is not allowed for them to attempt parachuting and the game ends. Players should immediately apply the various effects of damage listed on the Aircraft Damage Listings Chart [D4] to aircraft. [7.4.2.1] As noted on chart [D2], if an Me‑110 experiences engine damage, roll 1d6 to determine which engine sustains damage. [7.4.2.2] Engine damage does not stop an aircraft from finishing combat; it only hampers or stops further interception attempts during that sortie. A damaged engine reduces a fighter’s Agility by 2. If one engine of an Me‑110 is knocked out, it decreases Agility by 4. This has serious implications for the initiative roll at the end of each combat round. If a player’s aircraft engine is INOP, the player must immediately make a forced landing and consult the Landing Chart [E1]. If all the engines of an enemy aircraft are INOP, the aircraft is destroyed. Alternatively, the pilot can bail out by rolling on the Parachute Chart [E2]. [7.4.2.3] If a player’s aircraft is destroyed, the pilot must roll to bail out [E2]. (Exception: you cannot parachute from a plane destroyed by an exploding fuel tank. You are KIA in that case and the game ends). Even if not shot down, the player’s pilot may decide to bail out of his aircraft at the end of any round of combat. Normally, you would decide to bail out of your aircraft if you are severely wounded and the plane is shot up enough so that you doubt you would survive the next round of combat. This choice ends combat. Roll for the pilot to parachute on chart [E2]. [7.4.2.4] An aircraft will catch fire if it receives two hits to the fuel tank or if the results of a single hit to a fuel tank and a result in [D4] specify this. If the Fire Trap effect (7.9.4.3) is not fixed, the Hurricane’s fuel tank will catch fire, causing a Fire Trap roll on [D4]. If a player aircraft fuel tank catches fire, the pilot can either (a) immediately bail out, or (b) stay in the burning aircraft for one more combat round and then bail out. A pilot who stays in a burning aircraft for one combat round rolls 1d6 for possible injury, as noted in the Aircraft Damage Effects chart [D4], but may be eligible for a Victoria Cross (7.7.1).

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SPITFIRE ACE FIGHTER COMBAT EXAMPLE: An Me‑109 E‑3 is currently engaged Head-­On by a Spitfire. On the B6 chart, both aircraft face each other. The player doesn’t want to take an attack without doing something, so he starts by going defensive. As he flips card #22 for the Me‑109’s attack, he takes note that the Me‑109 E‑3 has a total FP of 6 (4 for its cannon + 2 for its Machine Guns listed on [B6]). He then flips his defensive card, which is #23. The defensive text states he has performed a Chandelle Maneuver, avoiding all hits, and has improved his position by one. This means the player turns the Me‑109 sideways, as they now have an advantage against him. The player checks for initiative [B6a]. He rolls one die for his Spitfire and one for the Me‑109. His rolls were “2” (his) and “5” (the Me‑109). We add each aircraft’s Agility to each roll, but as they both have an Agility of 9, these cancel each other out; the Me‑109 has a +3 point difference, allowing the Me‑109 an improvement in position. Finally, the player rolls 2d6 and consults the Dogfight Chart [B9]; the roll is “8” so there is no additional effect. Therefore, ending the first round, the planes are back to head-on status. The second round of combat starts now, and the process repeats.

On a 2d6 roll of 11 or more, a damaged aircraft will crash before reaching home. Apply a dice roll modifier of +1 for each of the following: Each engine Knocked Out (not damaged); leaking fuel; SW/KIA pilot; SW/KIA co-pilot and any system that is 1 point short of aircraft destruction. If the aircraft sustained damage in either the first or second endurance boxes, add 1 to the dice roll. Those marked with a bomb symbol). You can find the summary of the dice roll modifiers for this on [D4].

[7.4.3] After Combat

Landing becomes a hazardous procedure if the plane is damaged or the pilot is wounded. Total up all modifiers and roll on the Landing Chart [E1] then apply the results, if any. Note that any negative effects caused by your airfield being attacked via random events are cumulative.

A player may abort his sortie after combat is complete. To abort a sortie, move your aircraft marker directly to the Landing box and roll for landing. Leaking fuel tanks force an aircraft to abort at the end of a pass against a bomber. If the bombers are escorted, you must try to avoid combat (7.1.5.13). A fighter with a fuel tank leak must attempt to disengage until successful or shot down. While airborne, you cannot repair damage. No matter the extent of damage to your aircraft, even if it is destroyed, you will be provided with a new, undamaged aircraft of the same type for the next sortie (exception: experimental aircraft, see 5.7.4.4). The civilian aircraft repair teams used in Britain were extremely effective in repairing badly damaged fighters and even cannibalizing write-offs to enable new aircraft to be constructed from several wrecks. This was in contrast with the German repair system that could see damaged fighters loaded onto trucks or trains and taken back to Germany for a lengthy repair. Restock ammunition so that the ammo counters equal the ammunition load.

[7.4.4] Enemy Aircraft Loss due to Battle Damage It is possible that an enemy aircraft will not make it back to its base in Belgium or France, even if you did not inflict enough damage to shoot it down before you had to break off combat for whatever reason. Use the following formula:

EXAMPLE: An He‑111 has 1 engine damaged, 1 knocked out, 2 hits on the port wing and 1 hit on its control surfaces. Since the port wing can only take 3 hits, that adds one to the dice roll; the knocked-out engine adds 1 and, as losing the second engine would cause the bomber being destroyed, the damage to the second engine adds 1. You receive credit for such a kill (bomber or fighter/ escort crashing on its way back home) ONLY if someone spotted this — ​on a 1d6 roll of 5–6 you receive credit for this kill. (Note: there is a Random Event which gives you credit without a die roll).

[7.4.5] Landing Procedure

[7.4.6] Forced Landing A player aircraft may be forced down after combat, for example, if its engine is knocked out or if it has suffered leaking fuel tanks. In such a case, the aircraft would not make it back to base. The player has two options at this point: 1. Bailing out. Roll for the pilot on the Parachute Chart [E2]. 2. Making a forced landing with +1 dice roll modifier. If the player does this, he must total up his landing modifiers and roll on the Landing Chart [E1]. If he is uninjured, (7.4.9) he can fly the next sortie with a new aircraft, courtesy of the civilian aircraft repair teams. Note that a forced landing is not possible if the player aircraft is in an endurance box to the right of the Flak marker (i.e. the fourth or fifth endurance boxes) or has been engaging raiders that have a Convoy target. In these cases, the pilot has to bail out over the sea; which results in a + 1 die roll modifier to the parachute [E2] chart.

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SPITFIRE ACE [7.4.7] Rough and Crash Landings

[7.6] EXPERIENCE AND SKILLS

A poor enough roll on the landing chart may cause a rough landing or a crash landing. When the landing chart reaches its far extreme (a roll of 16+), the aircraft is destroyed during landing and the pilot loses their life.

The pilot and wingman may increase in skill during the campaign. For every 3 sorties flown in which the enemy is engaged in combat (regardless of kills) each pilot gains an Experience point, which he may spend to “buy” skills. Sorties that are skipped because of no contact, injury, or other reasons do not count toward gaining experience points. Skills cost different amounts of experience points to purchase. The Skill and Benefits Effects Chart [D5] describes all the skills and costs.

A note on weather: The Germans only launched major raids when the weather was good. This means that while there may have been some variability in the weather that may have influenced the ability of the player’s pilot to land after a sortie, this variability would have been, in game terms, inconsequential. Therefore, the weather is not considered in this game.

[7.4.8] Crew Injury If a pilot or co-pilot gets injured, it may result in three outcomes: Light Wound (LW), Serious Wound (SW), or Killed in Action (KIA). The tracking of gunner injuries is done abstractly [7.1.5.11].

[7.4.9] Injury Duration and Effects LW: –1 initiative [B6a] applies to both players and enemy fighter pilots. Player misses 1 sortie. SW: –2 initiative [B6a, applies to both players and enemy fighter pilots. The affected aircraft must immediately attempt to break off combat as soon as possible. The player cannot use skills, and a landing roll receives a +1 dice roll modifier. After landing, roll 2d6 on the Serious Wound Resolution Chart [E3] to determine the number of sorties missed by the pilot. Note that if the serious wound resulted from either a Hurricane Fire Trap effect or the pilot’s decision to remain in a burning aircraft for a combat round, your pilot will always miss 20+2d6 sorties (missed sorties include contact and non-contact sorties).

The pilot starts the game with Experience Points depending on his Starting Rank [P4]. Wingmen begin with 1 Experience Point. The skills confer various advantages during gameplay, as listed on Chart [D5]. The skill name is followed by the cost to buy each skill in parentheses. General note, if a skill’s marker has a “Used” side, it is usable once per sortie.

[7.7] AWARDS Successful R.A.F. pilots did not receive the same adoring treatment from senior officers as those in the Luftwaffe. Nevertheless, the authorities gave medals and other awards to the successful R.A.F. pilots, though there were no official rules regarding when such awards would be given. Each award confers one Prestige Point to a player, which he may spend to obtain a transfer to a new unit or receive some benefit. Please check for awards in the order listed below. You can only have one award given after a sortie.

[7.7.1] Victoria Cross [V.C.]

KIA: If the pilot is KIA, the game ends.

After deciding to remain in his aircraft for one combat round following a fuel tank fire, if a pilot shoots down an enemy aircraft, roll 1d6 to determine what award is given. If the award is a Victoria Cross (V.C.), the player gains 2 Prestige points. The player can only receive one V.C.

Note that two LWs become a SW; two SWs become a KIA, as noted on the Aircraft Damage Effects chart [D4]

Roll:

1

2

Award

Mentioned in Dispatches. If you already have an M.I.D., you are awarded a D.F.M / D.F.C.

D.F.M / D.F.C. V.C. If you already have one, you now have D.F.M & Bar / D.F.C. & Bar. If you already have these, you are awarded a V.C.

[7.5] PARACHUTING TO SAFETY You may be shot down. In such cases, your pilot will attempt to parachute to safety. Roll on the Parachute Chart [E2]. The only thing that would stop a parachute attempt is a fuel tank explosion (a player may still parachute from a “DE” result from a card).

3–6

Die roll modifier: +1 if wounded.

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SPITFIRE ACE [7.7.2] Mentioned in Dispatches [M.I.D.] If you shoot down three or more aircraft in one sortie, you are Mentioned in Dispatches. The M.I.D. award can only happen once. Gain 1 Prestige Point.

[7.7.3] Distinguished Flying Cross [D.F.C.] This award is only available to officers; flight sergeants were eligible for the D.F.M. (7.7.5). When you successfully shoot down at least one enemy aircraft during a mission, roll 1d6 and refer to the table below. Compare the result of the die roll to your current kill total to determine if you qualify for a D.F.C. Furthermore, you have earned 1 Prestige Point. Once a D.F.C. has been awarded, the player becomes eligible for the D.F.C. and bar.

(7.7.3). The method for awarding the D.F.M. is the same as the D.F.C., except that a D.F.M. (or D.F.M. and Bar) is presented. Awarding different medals to officers and enlisted men is a symptom of the British class system that permeated the armed forces in this period. Incredibly, the practice of distinctions of rank in awards for bravery was not discontinued until 1993.

[7.7.6] Distinguished Service Order [D.S.O.] This award is only available to Officers. There was no equivalent award for flight sergeants. If you have shot down at least one enemy aircraft on a mission and already hold a D.F.C., refer to the following table to determine if you are eligible for a D.S.O. and earn 1 Prestige Point. Only one D.S.O. can be received. Total Kills:

15–17 18–19 20–21 22–24

Total Kills:

3

4

5

6

7+

D.S.O. Awarded on 1d6:

D.F.C. Awarded on 1d6:

6

5–6

4–6

3–6

2–6

Dice roll modifier: +1 if you have a D.S.C. & Bar.

[7.7.4] Distinguished Flying Cross [D.F.C.] and Bar This award is only available to officers who have already been awarded the D.F.C.; flight sergeants were eligible for the D.F.M & Bar (7.7.5). After completing a mission where you have shot down at least one enemy aircraft, roll 1d6 and refer to the table below. Check the die roll against your current kill total to determine if you receive a D.F.C & Bar. Gain 1 Prestige Point. Only one D.F.C. & Bar can be awarded. If you do not receive a D.F.C. & Bar, check to see if you are awarded a D.S.O. (7.7.6). Total Kills:

8–9

10–12 13–16 17–21

22+

D.F.C. & Bar Awarded on 1d6:

6

5–6

2–6

4–6

3–6

7

6–7

5–7

4–7

25+ 3–7

[7.8] “ACE” STATUS Upon reaching “Ace” status (5 kills of any type of aircraft, including those destroyed though battle damage; 7.4.4) a player receives 1 Prestige Point. The player receives a +1 on the Initiative Chart [B6a] if he or his wingman are an Ace; +2 if both have Ace status.

[7.9] PROMOTIONS Players who are officers can be promoted. If a player begins the game as a Flight Sergeant, promotion is not possible, though they begin the game with 2 Experience Points.

[7.9.1] Officer Ranks The officer ranks are:

[7.7.5] Distinguished Flying Medal [D.F.M.] / Distinguished Flying Medal and Bar These awards are only available to Flight Sergeants; officers were eligible for the D.F.C.

Pilot Officer — ​the lowest possible officer starting rank. Pilot Officers begin the game with 1 Experience Point.

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SPITFIRE ACE Flying Officer — ​the second officer rank. Flying Officers begin the game with 1 Experience Point and 1 Prestige Point. If promoted to this rank, the player gains 1 Prestige Point. Flight Lieutenant — ​the third officer rank. If promoted to this rank, the player gains 1 Prestige Point.

Squadron Leader — ​the final officer rank. If promoted to this rank, the player gains 1 Prestige Point.

[7.9.3] Promotion Attempts A player (if an officer) may make a promotion attempt following a sortie, in August, September, and October. The player can decide when to make the attempt, but they can only make one attempt in each month. Promotion to the next higher rank occurs on a successful 1d6 roll of 4–6, with the following modifiers: +1 for each award given since the last promotion attempt (or, if attempting promotion in August, since the start of the game). +1 per 10 kills since the last promotion attempt (or, if attempting promotion in August, since the start of the game). –1 if you were promoted last month.

[7.9.4] Using Prestige Points Every time a player receives an award of any type (or a follow-on award, such as the D.F.C. and Bar etc.). He receives a Prestige Point. Keep track of your current total of points on [A1]. You may receive a Prestige Point at the start, depending on your rank. You receive a Prestige Point for achieving your 5th kill (you have become an “Ace” at that time) and for each promotion. You can spend Prestige Points on the following benefits. [7.9.4.1] Compare Tactics. (Cost: 1 point). Discuss tactics with other officers; gain 1 Experience Point for both you and your wingman. You can purchase this benefit more than once. [7.9.4.2] Calibrate Machine Guns. (Cost: 1 point). The machine guns of British fighters at the start of the war were calibrated to focus their fire at a point 400 yards away (long range). At that range, the ammunition used often lacked enough punch to do any significant damage.

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Pilots instructed their armorers to recalibrate their guns to focus much closer to the target; the result was more effective gunfire at close range. Calibration of guns applies to any aircraft that the player uses throughout the game that does not carry cannon. Calibrated guns inflict +1 hit against bombers at close range and –1 hit against bombers at long range. They inflict +1 hit against enemy fighters / escorts. Calibration

Bombers

Vs fighter

Close

Medium

Long

Normal

+1

0

-1

0

Calibrated

+2

0

-2

+1

[7.9.4.3] Fixing Hurricane Fire Trap. (Cost: 1 point; free in October). Hurricanes had a fuel tank between the pilot and the engine that, if ignited, could cause a torch of flame being directed through the instrument panel at the pilot. For this reason, Hurricanes have a Fire Trap effect until October 1940, at which time the defect was remedied. Some pilots could arrange for this defect to be fixed in various ways. If you have spent 1 Prestige Point on this, your Hurricane does not suffer the Fire Trap effect; place the “F. Trap Fixed” counter in the Fire Trap box. This skill is free from October onwards. [7.9.4.4] Request Leave. (Cost: 1 point. Only available Late September onwards). You use your influence to arrange for a short leave. You can take either one or two of your next contact sorties as leave. At the end of your leave, your Fatigue will be reduced by 2 (if you miss 1 sortie) or 4 (if you miss 2 sorties). [7.9.4.5] Replace Experimental Aircraft. (Cost: 1 Point). If a player has been assigned an experimental aircraft (i.e. Hurricane Z, Hurricane B or Spitfire Ib), he may “upgrade” back to the aircraft that he had been flying. Note that if assigned a Spitfire Ib (1st batch) or Hurricane Z in August, he automatically reverts to his original aircraft in September without having to spend a Prestige Point. If assigned a Hurricane B in September, he automatically reverts to his original aircraft in October without having to spend a Prestige Point. [7.9.4.6] Reassignment to a new squadron. (Cost: 2 points). The player can choose any new squadron in any base zone. Requesting a re-assignment was frowned upon, as it could adversely affect squadron morale, so is quite costly in terms of Prestige Points. You now use the aircraft type of the new squadron.

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SPITFIRE ACE Miss one sortie and reduce Fatigue by 1. You can purchase this benefit more than once. [7.9.4.7] Changing from Tight to Loose formation. (Cost: 2 points). When in Loose formation, you do not have a second Wingman, but you are less likely to be bounced by enemy fighters and your wingman may inflict more damage on table [B9]. A change from Tight to Loose formation is permanent; you cannot change back from Loose to Tight. [7.9.4.8] Armored Seat. (Cost: 1 point). You have equipped your fighter with an armored seat [5.7.4.1].

[7.10] RANDOM EVENTS There are two types of random events in the game: Operational Events and Sortie Events. At the beginning of a sortie, roll 1d6. An Operational Event occurs on a 1d6 roll of 1; roll 2d6 on the Operational Event chart [A3]. This roll applies even if there is no contact interception scheduled for that sortie, but NOT on sorties that are skipped due to wound recovery, squadron transfers, leave, etc. Rolling a 2 or a 12 on the Interception chart [C2] triggers a Sortie Event. You then roll 2d6 on the Sortie Events chart [C3]. Note that more than one Sortie Event may occur in a sortie. The results of the 2d6 rolls on the Event charts [A3] & [C3] range from very good to terrible. Some rolls on the Event charts (A3 and C3) will give a player a marker that they can use at a future point in the game (such as Eyewitness corroboration, etc.). Place this marker on the aircraft mat. Players need to process other events according to the text of the event (such as possible attacks). After processing the random event, either continue with the sortie (if an Operational event) or move forward one box and continue your sortie (if a Sortie event).

[7.11] PILOT FATIGUE During the Battle of Britain, repeatedly flying sorties eventually took a toll on a pilot’s judgment, flying capabilities, and attention. Pilot fatigue represents the stress of continuous combat, besides physical fatigue.

FATIGUE. Pilot Fatigue starts at zero and can never go below zero. Pilots can gain or lose Fatigue points as stated in the Fatigue chart [E4]. Pilots may apply for leave (7.9.4.4) which can reduce their Fatigue. Also, some random events can reduce or increase in Fatigue. Record your Fatigue on the Pilot Status Display [A1] and, if desired, in the notes section of the Sortie Log. Towards the end of the campaign, enemy raids were reduced to the extent that R.A.F. pilots could have a respite from the exhaustion of the more intensive earlier campaign. From Late September onwards, the Sortie Log marks some sorties with “-1 Fatigue” to indicate a respite for R.A.F. pilots from the exhaustion of the more intensive earlier campaign. Reduce the player’s Fatigue by 1 at the start of each of these sorties, whether they are non-contact sorties or contact sorties. FATIGUE EFFECTS 0–5 Fatigue:

No effect.

6–11 Fatigue: +1 to parachute die rolls. 12–17 Fatigue: +1 to landing and +1 to parachute rolls. 18–23 Fatigue: +2 to landing, +1 to parachute rolls, and –1 for initiative rolls. 24+ Fatigue:

+2 to landing, +2 to parachute rolls, and –1 for initiative rolls.

Note: modifiers to parachute rolls also apply to wingmen. It is assumed that pilots and wingmen have the same level of fatigue.

[8.0] EXTENDED EXAMPLE OF PLAY It is Early September 1940: Flying Officer Eric McFarlan — ​ At this point, he earned the title of ace by shooting down 5 enemy aircraft (3 Me‑109s, 1 Stuka, and 1 Dornier) and was honored with a D.F.C. award. He has flown 14 sorties and has a Fatigue of 12. He was assigned to Number 111 Squadron based in Croydon, in the London base zone, flying a Hurricane. He had earned 3 Prestige Points (one for being a Flying Officer, one for receiving a D.F.C. and one for being an Ace). He then spent 2 Prestige Points on changing from Tight to Loose formation and 1 Prestige Point in comparing tactics. He has earned 6 Experience Points (1 point per every 3 sorties plus the one he starts with as a Flying Officer and an extra 1 point for his use of a Prestige Point in comparing tactics).

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SPITFIRE ACE He has used 5 of his Experience Points to purchase Air Combat Maneuvering (ACM) for 4 points and Reflexes for 1 Point. His Wingman (Michael “Blondie” Blondel) has 6 Experience Points (1 point to start with, and 1 for every 3 missions plus 1 gained when F.O. McFarlan compared tactics). The player has decided to purchase the Parachute skill and hold onto the remaining points, as he would eventually like to purchase the Aim skill for his Wingman. At the start of Early September, the player consults the Contact chart [A2] and rolls 1d6. A 3 is rolled, indicating that 2 contact interceptions take place. Since there are only three sorties listed for Early September, the first of these is marked out with “NC”. The player’s Fatigue remains unchanged. The player checks for Operational random events for the NC sortie: a roll of “3” means no event. He then checks for Operational random events for the first contact sortie: a roll of “2” means no event. The player then refers to the Early September Raid chart [B1]. A 2d6 roll of 4 indicates that the raid target is Brooklands, in the London zone. Consulting the Bomber Chart [B2] and rolling a 5 reveals that the raid comprises Heinkel bombers. Since Brooklands is in the London zone, the player rolls 1d6 to determine which escort chart is used. A roll of 3 tells us to use chart [B3]. Consulting [B3], a roll of 10 tells us that the bombers have an Me‑110 escort. Place a Heinkel marker in the Bomber box and an Me‑110 marker in the Escort box on your aircraft mat. Place an In Formation counter in the Bomber Formation box on the Heinkel bomber mat. The marker on the aircraft chart is moved from the London Base Zone box to the London box on the endurance track. As this box has the bomb symbol on the Hurricane chart, the Heinkels have not dropped their bombs yet and are on the way to the target. This means that there is a possibility that a bomb bay hit may cause a detonation. Ground Control Roll — ​Consult the Ground Control chart [C1] and roll 2d6. A dice roll of 11 indicates that you have Ground Control. We then consult the Interception chart [C2]. A dice roll of 9 states we may choose to attack either the bombers or the escort. We now face a critical decision — ​since the bombers are escorted, do we dive through the escorts and target the bombers directly, or do we prioritize taking down the escorts first? A tough choice, but duty calls. We attack the bombers first and then risk the escorts after our pass at the bombers.

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The Out of the Sun result gives us the opportunity to attack a Heinkel starting at medium range and fire first with no return fire in the first round of combat. I will not instruct my wingman to attack the bomber — ​he can watch my back. Given there are still bombs on board the Heinkels, we will have to designate which part of a bomber we will attack (port wing, starboard wing or airframe). Time to draw a card, so we place our aircraft at medium range on the bomber mat and draw card #56, cross reference our 6 Firepower (you cannot just fire some of your guns, it must be all of them). and the result is a DE — ​We have shot the bomber down with a lethal burst. The bomber does not fire back, since in this rare case, we shot first. Normally, combat is simultaneous. We also note ammo expenditure, reducing each of our machine gun boxes by 1 ammo. At the end of this first combat round, we consult the Dogfight Chart [B9] and roll 2d6. A roll of 6 is “No Effect.” Had we not destroyed the Heinkel, our aircraft would move to the Close range bomber combat box for the next shot. Now we are required to engage the escorts, but first we will see if we can avoid combat with the escorts (7.1.5.16). We roll 1d6 and get a 2 which means we must engage the Me‑110s. We are disadvantaged against the enemy fighter (7.2.1). We place our aircraft counter sideways on its Fighter position box on [B6] as we are disadvantaged, with the Me‑110 counter facing towards our Hurricane’s counter. We are now faced with 3 choices. 1. We can perform a standard Maneuver, either a tight turn, which gives us 2 position changes or a Barrel Roll which reduces our hits by 2. The disadvantage is that the 8 FP Me‑110 will get a chance to hit us before our turn takes effect, or if we barrel roll, we will have 2 fewer hits but still be disadvantaged. 2. We can draw a Combat Card, declaring use of the defensive text, and hope it’s a good one. 3. We can draw a Combat Card and call our wingman to help us get out of the fix we find ourselves in. (This option becomes better once the wingman gains enough experience to purchase some skills.) We opt to pull the tight turn and hope the Me‑110 gets a poor attack result. Round 1 of combat vs. escorts. Me‑110 Draws Card #46 = 5 Hits; not good. The 5 hits against us are reduced by 1 for our ACM skill, so we suffer 4 hits on the Fighter Damage Chart [D2]. Hit#1 dice roll = 33 Port wing, Hit#2 dice roll = 45 Airframe, Hit#3

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SPITFIRE ACE dice roll = 62 Bombs Hit (which defaults to an Airframe Hit as we are not carrying bombs), and Hit#4 dice roll = 55 Engine. We place damage markers on our aircraft display for each hit. The engine hit reduces our Agility by 2 (i.e. from 8 to 6). The Me‑110 pounded us, but our tight turn still takes effect and improves our position by 1 to Head-­On. (Our engine being hit reduced it from 2 to 1.) It is now the initiative phase. At the moment, we are facing the Me‑110 counter, and it is facing us. We now check Initiative. Checking the Initiative Chart [B6a], we roll 1d6 for each aircraft. We calculate a result by adding or subtracting Agility and other modifiers. So, Player = die roll of 4 + 8 (Agility) –2 (damaged engine) +1 (for being an Ace) +1 (ACM) for an adjusted total of 12. The Me‑110 = die roll 2 +6 (Agility) = 8. Checking on the chart [B6a], we improve our position by 1, making us advantaged against the Me‑110; we turn the Me‑110 counter so that its side is facing us. Dogfight roll: we roll an 8; no effect. Round 2 of combat vs. escorts. We are advantaged and attack with 6 FP; the Me‑110 will go defensive. We draw card #28 with 6 FP results in 5 Hits. The Me‑110 draws card #2—A Cuban 8 and avoids 1 hit and improves his position by 1. On [D2], we handle the 4 Hits on the Me‑110 in the following manner: The Rear Gunner sustains a Light Wound as the dice roll for Hit#1 is 63 (based on the Damage Effects [D4]). The tail of the Me‑110 is hit as the dice roll for Hit#2 is 22. The Radio is unaffected by the dice roll of 16 for Hit#3, as it does not cause damage to enemy fighters. Last, the Starboard wing suffers damage as the dice roll for Hit#4 is 43. The Me‑110 is still flying, but we place damage markers on [B6] in the places that have been it. As the Me‑110 has a rear gunner, it can attempt defensive fire against us. The Me‑110 draws card #22, which would normally inflict 1 hit. However, as the Me‑110 Fighter Target card reminds us, the Me‑110 inflicts 1 less hit than stated on the card, so the net effect is that we suffer no hits (we had a near miss there). Initiative at the end of round: We roll a 1 on a 1d6 so 1 +8 (Agility) — ​2 (engine damage) +1 (Ace) = 8. The Me‑110 Rolls a 6 on 1d6 so it’s 6 +6 (Agility) = 12. This is a differential of 4, which improves his position by 1, so we are Head-­On (i.e. facing each other). Now is the time to use the Reflexes skill, which you can use once per sortie. This will change our position back to advantaged. Dogfight roll: we roll a 6; no effect.

Round 3 of combat vs. escorts. I decide to use the wingman option. I will use the wingman text of the card I draw. I draw card #37 and check the wingman section — ​he attacks the Me‑110 with 6 FP. The Me‑110 fires simultaneously at the player’s fighter with his rear gunner. The Me‑110 draws card #30 for its defensive fire. The value given at the bottom of that card indicates 4 hits, which is reduced by 1 because it is an Me‑110 that is firing. Although the rear gunner has a Light Wound, the Damage Listings chart [D4] states that this has no effect. Hit #1 dice roll = 13 Landing Gear, Hit #2 dice roll = 12 Minor (no effect), Hit #3 = dice roll 14 Landing Gear (ignored, as we have already suffered a Landing Gear hit). The wingman attacks with his 6 FP. Draw another card from the deck. Card #60 gives a DE result, the Me‑110 disintegrates under the full force of the attack. Time to go home, but we must still refer to the Dogfight chart [B9]. We roll a 4. If we did not have our Wingman with us, we would have suffered a passing attack from an enemy fighter, but he’s done an outstanding job and has protected us. Time to beat a hasty retreat. Landing, we consult chart [E1] and roll a 10 modified by +1 for the damaged engine, +2 for the damaged landing gear and –1 for flying a Hurricane giving a result of 12‑we land safely (just). Post mission: We chalk up a bomber kill, and the wingman chalks up an escort kill on the Sortie Log. We increase the number of sorties completed by one. As we have shot down an enemy aircraft, we check to see if we are eligible for a bar to our D.F.C., but we need at least eight kills. We’re not there yet. Our Fatigue increases from 12 to 13, which is recorded on the Pilot Status Display [A1].

[9.0] OPTIONAL RULES [9.1] MULTIPLAYER Despite Spitfire Ace being a solitaire game, it can be played cooperatively or competitively by 2 or more players.

[9.1.1] Cooperative Play Two players can fly in the same squadron and assist each other in interceptions. To simulate this cooperation in bomber combat, assign one of the two players’ aircraft as the flight leader of a flight of six (Tight formation) or four (Loose formation) aircraft. His Ground Control

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SPITFIRE ACE and Interception rolls apply to both players in each endurance box. If the flight leader rolls a fighter sweep, both players have a fighter sweep (with the same orientation). If the flight leader rolls an interception, both players intercept with the same orientation. If the flight leader has the Frontal Attack skill and decides to make a frontal attack on the bombers, his attack will break up the bomber formation for himself and the other player if successful. Other than that, they will attack bombers separately.

[9.2.1] Starting Unit

Fighter combat is a little trickier, insomuch as each player will fight against their own escort or fighter target. However, if one player has shot down his opponent, he may assist his teammate by maneuvering against his teammate’s opponent. Each round this happens, it will improve his teammate’s position by 1, occurring during the initiative roll. However, at the end of each round this happens, the assisting player must roll a die…on a 1 or a 2, he will start a new combat in a disadvantaged status against a fresh enemy fighter or escort.

Each card lists the special abilities of that Ace. If Experience Points are listed, you can choose to spend or save them as desired. Every Ace starts with the “Expert” skill in their allocated aircraft. Note that some of these abilities are skills and some are benefits. All effects outlined on [D5].

When two players work together in this manner, they roll only one Operational Sortie event for each Sortie, with the effects applying to both players.

[9.1.2] Competitive Play Two players can fly in the same or different squadrons and compete for the best score. When it comes time for the enemy to open fire, the opposing player can flip the combat card. If an escort or fighter encounter occurs, the opposing player decides whether to use the defensive section of cards when playing defensively and also rolls for initiative for the enemy aircraft and for any damage inflicted by the enemy.

[9.2] ACE CARDS The inclusion of 8 cards, each representing one of the top R.A.F. fighter aces of the Battle of Britain, adds what amounts to Historical Scenarios in the game. Each card includes special instructions for its use, and a “snapshot” of the pilot’s status at the start of the Battle in Mid-­July 1940 (unless otherwise specified). For example, Josef Frantisek didn’t fly with any wingman; he flew solo (he is considered being “loose” formation for any charts). Adjust the Pilot Status sheet 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. Note that historical information regarding the number of confirmed kills for each of the pilots is often contradictory; there was a great deal of uncertainty regarding the number of kills each pilot was credited with.

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The Ace cards list the unit that the pilot had served in at the start of the battle in Mid July 1940. Alternatively, abandoning historical accuracy, you may choose a unit at random [5.1] and start with any aircraft available to that unit. Note that if choosing a unit at random, you may end up with an aircraft your Ace is NOT an Expert in.

[9.2.2] Ace Abilities

[9.2.3] Historical Ace Victory Regardless of starting skills, consider your career a defeat if you do not MATCH or EXCEED the pilot’s historical total.

[9.3] ADVANCED COMBAT AGAINST BOMBERS Players may wish to use the advanced combat system. When using this optional rule, players will use separate position mats [P1] for each bomber type. Note that where a bomber had no guns firing in a particular direction, a “-2 Hits” effect is in place to allow for the possibility that the bomber could, at the last moment, bring a gun to bear as it took evasive action. The number of hits noted on [P1] are in addition to the normal adjustments for range (7.1.5.10 & 7.9.4.2). Many R.A.F. pilots preferred to attack enemy bombers from the relatively unprotected front. This often resulted in the bomber formation breaking up as a hail of bullets slammed through the fragile Perspex noses of the bombers. Such aggression came at a cost, as collisions often occurred. Eventually, senior officers discouraged the tactic. Unless using the “Frontal Attack” skill, the player rolls 1d6 to determine the starting position against the bombers. If the player rolls a 1 through 5, they can attack from the front (location 1), either the left or right front (location 2), either the left or right flank (location 3), either the left or right rear (location 4), or the rear (location 5). When attacking from locations 1–5, the attacker combines it with a 1d6 roll for Low (1–2), Level (3–4), or High (5–6).

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SPITFIRE ACE point, but if they get a “GP” result, they apply the special package listed on Position Chart [P1]. A random roll determines the location for a second pass after a Vertical Dive or Vertical Climb. Place a Spitfire / Hurricane marker to record your position and distance on the bomber position chart and place a High / Low marker next to your aircraft to record whether you are attacking high or low. If attacking Level, there is no need to record this. A roll of 6 indicates a Vertical Dive attack or Vertical Climb attack. Roll another 1d6: if the result is a 1, the player’s aircraft undertakes a Vertical Climb attack; if the result is 2–6, it is a Vertical Dive. The player must decide at this point: 1. If unsatisfied with his location number, if it is 1–5, he may adjust it by one location to either direction before engaging the bomber. For example, if attacking from location 4, he may move to location 3 or 5. If unsatisfied with a Vertical Dive, he may move to any starting location from 1 to 5 and conduct an attack from “High.” If unsatisfied with a Vertical Climb, he may attack from position 5, “Low”. 2. For locations 1–5, the player may adjust his starting altitude down one altitude from High to Level, or from Level to Low. There is no penalty for diving to a lower starting position. 3. He may do both adjustments (location and altitude) if desired, or just one. 4. The player may also choose to accept the situation as originally determined and begin his pass. Players should note that the “B” and “F” notations in the Damage Modifiers by Approach section of Position Chart [P1] refer to “Bombers” and “Fighters” (i.e. the player’s aircraft) respectively. After making a pass, if the player can re-engage (due to a lack of escorts) he would begin the process again, but the player begins opposite his entrance location and may adjust from there. For example, if the player attacked from the left flank (location 3, left) his second pass starts at right flank (location 3, right). He could then adjust to the right front (location 2 right) or right rear (location 4 right) and change his altitude up or down from his last altitude. Resolving Vertical Climb and Vertical Dive attacks differs from resolving normal attacks. They consist of just one round of firing and are considered to occur from medium range for range effects. The player still declares an aim

Frontal Attack Procedure: Because of the high closing speeds involved when making a frontal attack, a player’s aircraft moves directly from the Long range box to the Close range box when attacking a bomber from the front (as noted by an arrow between these boxes on the [P1] Attack Position mats). When the player’s aircraft is in the Close range box in position 1 (i.e. to the front of the bomber), after all the gunfire between the bomber and the player’s aircraft has been resolved roll 2d6. On a roll of 2, the fighter and bomber collide. The player’s aircraft is destroyed and the pilot must bail out. The bomber suffers 1d6 random hits to one, randomly determined, wing. Following a frontal attack, all bombers are assumed to be Out of Formation. When using this optional rule, the Stuka and He‑115 bombers avoid the –1 modifier for their gunners, as mentioned on their bomber target mats, as their weaker defensive fire is factored in on their position mats.

[9.4] OPTIONAL ADVANCED MANEUVERS The standard Maneuvers (barrel roll, tight turn) are all available to starting players and have unlimited usage during a sortie. Players may wish to try “Advanced Maneuvers” which are a set of additional skills not included in the basic game. These skills are purchased just like any other and enable the player to “learn” advanced maneuvers, which can be used once per sortie. Before drawing any cards, the player can use these additional skills, just like normal maneuvers. Advanced Maneuver 1: Cuban Eight (Avoid 1 hit, improve position by 1) Advanced Maneuver 2: Chandelle (Avoid all hits, improve position by 1) Advanced Maneuver 3: Immelmann (Avoid all hits, improve position by 2) Advanced Maneuver 4: Split-­S (Avoid 1 hit and encounter ends). Each advanced Maneuver may be used once per sortie, assuming the player has bought the skill. When a player uses an advanced Maneuver in a sortie, they should flip the counter over to its Used side. All advanced Maneuvers have an experience point cost of 1 and must be learned in order: Maneuver 1 must be learned first before the player can learn Maneuver 2, etc.

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SPITFIRE ACE

[9.5] VARIABLE ENEMY FIGHTER PILOT QUALITY The Luftwaffe began the campaign with many pilots who were more skilled and experienced than their R.A.F. counterparts. However, as losses mounted, the Luftwaffe often replaced experienced German pilots with less trained newcomers. The Germans and Italians encountered a significant problem when one of their pilots bailed out — ​he would often get captured, whereas the British, who were primarily fighting over their own territory, would sometimes be back in the air after a few hours. This optional rule also considers the effect of fatigue on the German pilots. If you want to represent the variable quality of German and Italian pilots, roll 1d6 on [B12] when you encounter an enemy fighter. Green pilots inflict 1 less hit & have a modifier of –1 for initiative [B6a]. Veteran pilots inflict 1 extra hit. Ace pilots inflict 1 extra hit and receive +1 initiative modifier [B6a].

[9.6] CAPTURE While most R.A.F. pilots could bail out over friendly terri­ tory, or close enough to the British coastline for the Royal Navy to rescue them, sometimes they were captured if they bailed out too close to German occupied Europe. If a pilot bails out in any Endurance box to the right of the flak marker and survives, they will be captured if they roll a 1 or 2 on a 1d6.

[9.7] HISTORICALLY ACCURATE EXPERIMENTAL AIRCRAFT PROBABILITIES The experimental Hurricanes and Spitfire Ib aircraft were very rare. While a 2d6 roll of 12 per Operational Event may seem unlikely, over August, for example, this amounts to a cumulative probability of more than 30%. If you want a more historically accurate chance of getting these aircraft, use the following optional rule: The assignment of an experimental aircraft with Operational Event #12 now means you have a chance of getting one of these. Roll another 1d6: if you roll a 6, you will be assigned the aircraft. Any other roll now becomes event #2 or #3 (your choice). Also, with the Hurricanes, you must be a Flight Leader or a Squadron Leader.

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[9.8] PREVIOUS COMBAT EXPERIENCE While most pilots in the Battle of Britain were relatively inexperienced, and often had minimal training on the aircraft they were flying, some British and French pilots had obtained combat experience during the 1940 battle of France. If you wish, before beginning a campaign, roll 2d6 and consult the Previous Combat Experience Chart [P2]. You must use experience points gained in this way immediately. Historical Aces may not use this optional rule as they already begin play with additional benefits.

DESIGNER’S NOTES The names used for aircraft in this game reflect those used by the R.A.F. pilots involved. This game uses the names Messerschmitts for Bf 109 and 110 fighters because that is what R.A.F. pilots called them. “Stuka” was the usual name used by R.A.F. pilots for the Ju 87, while the He‑111 was commonly called “Heinkel.” “” Dornier”” is the usual reference for the Do‑17, but due to the presence of two Dornier types in the game, the Do‑17 designation has been used. The North Zone based squadrons represent the fighter squadrons of 12 Group that often assisted 11 Group in the London area. Similarly, Number 234, 238 and 609 squadrons represent the squadrons of 10 Group that occasionally assisted 11 Group (also Middle Wallop is such a great name I just had to get it into the game). Any squadrons that are not listed in the game are those that had a relatively brief association with the action in the South-­ East corner of England at this time. The balance of Spitfire to Hurricane squadrons in this area of operations is accurate. For ease of play, some of the squadron locations were simplified. For example, 41 squadron spent much of July in Chatterwick, too far North for this game, but was moved to Hornchurch by August 1st. Consideration was given to introducing altitude rules, particularly as Me 109s out-performed R.A.F. fighters at high altitude. However, the burden of such extra rules was not considered worthwhile, particularly as most combats took place at medium altitude (13,000 to 20,000 feet), where the bombers typically flew and at which the differences between Spitfire and Me109 performances were marginal. The ability of Me‑109s to dive away from R.A.F. fighters is represented by result #7 on the dogfight chart. Note that the amount of damage inflicted by defensive fire is less than that in the preceding game in this series, Interceptor Ace; German bombers carried fewer guns than USAAF or R.A.F. bombers of 1943–45. Bomber speeds are not of significance as even a Hurricane with a damaged engine could match speeds with German bombers.

Rules of Play

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SPITFIRE ACE The cannon armament of Me 109s varied. According to many books, the E‑1 type of Me 109s during this period had four machine guns and no cannon. However, by July, most front-line E‑1s had been modified with the wing guns replaced by cannon, in effect making them E‑3s in game terms. In theory, the E‑3 model had a cannon firing through the propeller hub, but this proved susceptible to overheating and caused excessive vibrations. In practice, they removed most of these. Even if you see a photograph of an Me 109 with a hole in the center of the propeller hub, the chances are that someone had removed the central cannon. The E‑4, with its higher velocity cannon and improved ammunition, appeared in July but from that time many E‑3 types were modified by removing the low velocity wing cannon and replacing them with high velocity cannon; in effect making them equivalent, in game terms, to an E‑4. The Me‑109 that appears in September & October is the E‑7 variant that had a long-range fuel tank but is equivalent, in game terms, to an E‑4. German cannon, while extremely effective, had a limited amount of ammunition available. Although the Me‑110 had enough ammunition for 6 bursts per cannon, the rear gunner had to manually load 4 of these bursts from heavy drums. This was effectively impossible when the aircraft was engaged in a dogfight, so in the game the Me‑110 is limited to 2 cannon bursts. Hurricanes and Spitfires were quite rugged, though the Hurricane had a well-deserved reputation as a firetrap. The Spitfire II had increased armor for the pilot, providing better protection from rear attacks. In all other respects, in game terms, there is no difference between the Spitfire Ia and the Spitfire II. Similarly, the Hurricane II, which made an appearance towards the end of this campaign, was an improvement over the original Hurricane, but the improvements were not enough to warrant different data in the game. R.A.F. Pilots rarely had any choice regarding whether they first attacked bombers or the escorts. Squadrons were often vectored into either bombers or escorts by ground control, and the standard orders were that, unless told otherwise, to concentrate on the bombers.

benefit consideration comes into effect; with every extra rule, the game can increase in complexity and decrease in playability. Also, we should always remember not to confuse detail with historical accuracy. I hope I have struck the balance just right. Like Greg Smith, the original designer of this series of games, I don’t want my games to be gathering dust. Enjoy. Nigel Hodge.

SELECTED BIBLIOGRAPHY Bishop, Patrick. The Battle of Britain: A Day to Day Chronicle 10 July 1940 to 31 October 1940. Quercus, 2009. Caidin, Martin. Me 109. Pan/Ballantine, 1972. Deighton, Len. Fighter: The True Story of the Battle of Britain. Collins, 2014. Dempster, Derek. Wood, Derek. The Narrow Margin. Pen & Sword, 2010. Fielder, Arkady. 303 Squadron. Aquila Polonica, 2010. Gelb, Norman. Scramble: A Narrative History of the Battle of Britain. Sharpe Books, 2018. Green, William. Warplanes of the Third Reich. Macdonald and Jane’s, 1976. Holland, James. The Battle of Britain: Five Months Which Changed History. Corgi, 2011. Holmes, Tony. Hurricane Aces 1939–40. Osprey, 1998. Neill, Tom. Gun Button to Fire. Amberley, 2011. Overy, Richard. The Battle of Britain; Myth and Reality. Penguin, 2010. Parry, Simon. Battle of Britain Combat Archive, Vols 1–8. Red Kite, 2015–2020. Price, Alfred. Spitfire Mark I/II Aces 1939–41. Osprey, 1996.

Much debate has ensued regarding when the Battle of Britain started and when it finished. I have separated the battle into several distinct phases to reflect the changing strategy of the Germans. Churchill declared the Battle of Britain over at the end of October, but no-one appears to have told the Luftwaffe and their Italian allies that. Hostilities continued with a brief break at Christmas, but the end of October makes a convenient finishing point for this game. It was very tempting to continue the game into November (Particularly as the Italians had made an appearance by then), but I had to draw a line somewhere and the “official” end of the battle seems as good a place as any.

Spick, Mick. The Ace Factor: Air Combat and the Role of Situational Awareness. Airlife, 1988.

There is a huge amount of information available regarding this campaign and arguments still rage regarding the relative merits of tactics, aircraft, armaments, etc. When designing a game, there is always the lure of adding just one more detail, particularly when researching the background to the game. I know; I’ve designed some monstrously complex games in the past. The trouble is that a cost-

Kent Battle of Britain Museum. Website: http://www.kbobm.org/

Weale, Elke; Weale, John; Barker, Richard. Combat Aircraft of World War Two. Bracken Books, 1985. Online Resources: World War 2 Fighter Armament Effectiveness. Accessed at: http://quarryhs.co.uk/WW2guneffect.htm R.A.F. Squadrons, Second World War. Accessed at: http://www.historyofwar.org/subject_RAF_units.html Also Recommended:

R.A.F. Museums in Cosford / London. Website: https://www.rafmuseum.org.uk/ R.A.F. Heraldry Trust. Website: http://www.rafht.co.uk/

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GAME DESIGN: Nigel Hodge. SERIES DESIGN: Gregory M. Smith. PLAYTESTERS: Greg Amos, Richard Dorset, Dave Moore, Glenn Saunders, Christopher Schall, Brittani-Pearl Eaton-Koch. SPECIAL THANKS TO: Greg Smith for his patience and encouragement. The administrators at the BoardGameGeek website much to support board gaming. Kenneth Delve of the R.A.F. Heraldry Trust for assistance with some of the more obscure R.A.F. squadron badges.

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