Showing posts with label Air Wargames. Show all posts
Showing posts with label Air Wargames. Show all posts

Saturday, 15 August 2026

Battle of Britain Campaign - Turn 8 - 26th August to 1st September 1940

With not much to post about this week, It was time to return to the Battle of Britain campaign and play a quick game, moving the campaign forward another week to 26th August to 1st September 1940. 

A Spitfire is spotted by an escorting Me109.

I have been running this campaign since mid-April and generally manage to get a game played every couple of weeks. For the tabletop games I use Warlord Games’ Blood Red Skies rules from the Airfix's Battle of Britain introductory boxed set, with a few modifications to suit the campaign and allow the games to be played on a hex grid.

So far, seven campaign turns, each representing one week of the Battle of Britain, have been completed. One week did not involve a game due to bad weather, meaning six tabletop games have actually been played. For the campaign I am taking a "bath-tubbing" approach with each tabletop game representing a key encounter that determines the campaign outcome for the whole week.

Details of the campaign rules can be found here. There are a couple of changes to the original campaign rules which I mention at the end of the post.

The Mission

The mission for the week of 26 August to 1 September was determined by a dice roll, with a 5 indicating that the Luftwaffe would attempt to bomb Radio Direction Finding (RDF) installations along the coast.

Selecting the mission.

In the campaign each mission has a set order of battle, and for this game the forces are:

Luftwaffe

  • 1 × Ju 87 Stuka
  • 4 × Me 109

RAF

  • 2 × Hurricanes
  • 2 × Spitfires
  • 2 × Barrage balloons with supporting flak

When setting up a game there are several factors randomly determined by dice, these including the weather, pilot skills and starting altitude. Apart from the weather (who can predict that!) the other factors can be influenced by the outcome of previous games and the campaign rules. For example, during the first five campaign turns, the Luftwaffe received a +1 modifier to their pilot skill dice rolls.

Game Setup

For this game, the weather is fine, with just a couple of clouds in the sky.

The RAF had one Ace, one Regular and two Novice pilots, while the Luftwaffe had one Ace, one Veteran and two Novice pilots. As always, bomber pilots (in this case the Ju 87 pilot) is treated as a Regular pilot.

The Luftwaffe aircraft were positioned along their tabletop edge, with their starting altitude determined by dice. The RAF could deploy anywhere on their half of the tabletop, after which their starting altitudes were also determined by dice rolls.

Battle Report

As the German aircraft approached their target, they spotted a couple of Spitfires climbing to gain altitude. Then suddenly, two Hurricanes emerged from the clouds, taking the Luftwaffe by surprise. They swept past the escorting Me 109s, aiming to turn onto the tail of the Ju 87. However, their quarry disappeared into a cloud before they could get into position.

Game setup with all aircraft positioned, pilot skills diced for along with aircraft altitude.

Hurricanes emerge from the clouds taking the Luftwaffe by surprise.

The other two Me 109s engaged the two Spitfires. In the resulting dogfight the RAF caused some minor damage and a Boom token on one of the attacking German fighters.

A note on the rules -  In the Blood Red Skies ruleset, a hit results in the aircraft taking a Boom token. These tokens represent a combination of minor damage, fuel or ammunition expenditure, and pilots becoming increasingly rattled by enemy attacks. A hit can be successfully dodged, allowing the aircraft to avoid losing its altitude advantage and potentially being shot down. However, Boom tokens remain in place, and once a certain threshold is reached for a force (not an individual aircraft) it means: 1) the RAF, break off the attack, or 2) for the Luftwaffe the fighter escort protecting the bomber must withdraw, leaving the bomber exposed to RAF fighter attacks.

The Ju87 disappears into the cloud.

With the Ju 87 safely hidden in the cloud, the fighter melee continued as the RAF tried to position themselves for the bomber's reappearance. The dogfight resulted in the RAF aircraft taking some punishment and they accumulated two Boom tokens.

When the Ju 87 finally emerged from the cloud, it was game on. The RAF fighters closed in on the bomber, but luck was on the Luftwaffe's side. The Ju 87 escaped unscathed and one of the attacking RAF fighters took a hit. Fortunately for the RAF pilot, the hit was successfully dodged.

As the Ju87 emerges from a cloud its escorting fighters they and disrupt the RAF fighter attack runs. 

Elsewhere, the two Aces had become embroiled in their own dogfight. Twice the Me 109 Ace gained the upper hand, scoring two hits against the RAF Ace. Both were successfully dodged, but the attacks had nevertheless achieved their purpose. With ammunition and fuel running low, the RAF had accumulated too many Boom tokens and had to break off the attack.

Having survived the worst of the RAF fighter attacks, the Ju 87 continued on towards its target. All that remained was to run the gauntlet of the barrage balloons and any ground fire from the nearby flak batteries.


The RAF break off the attacks.

The Ju87 flies past the barrage balloons and flak.

As it turned out, the flak proved completely ineffective on this particular day.

Wrap Up

A win for the Luftwaffe. While this victory does not earn them any campaign victory points (those can only be gained by successfully bombing industrial areas, London, or Channel convoys) it does have an effect on the next campaign tabletop game.

If an RDF installation is successfully bombed, all RAF aircraft will begin the next game at low altitude. Putting them at a disadvantage so they will need to think carefully about where they deploy. Positioning their aircraft too far forward could leave them exposed to attacks from the Luftwaffe fighters while they try to gain altitude.

This is an amendment to the campaign rules that I originally wrote before I had played many games. The original rule stated:

  • The RAF subtract 2 from the altitude roll if an RDF installation was successfully bombed in either of the previous turn.

Having played a good number of games, I have replaced this with the much cleaner and simpler:

  • The RAF aircraft all start at low (disadvantaged) altitude if an RDF installation was successfully bombed in either of the previous turn.

This is the third change I have made to the campaign rules as the campaign has progressed. The previous two amendments were:

  1. Combining barrage balloons and flak - Rather than treating them as two separate defences, they are now combined. Flying adjacent to a barrage balloon means an aircraft is subject to flak fire.
  2. Limiting Ace pilots - Only one Ace pilot is allowed per side in a game. If a second Ace is generated by the pilot skill roll, they are instead treated as a Veteran pilot.

These are small changes which should not drastically influence the outcome of the campaign.

Saturday, 25 July 2026

Battle of Britain Campaign - Game 7 Battle Report

This Battle of Britain campaign update is from a game played a couple of weeks ago. It has simply taken me a little while to get around to writing it up, as other games, activities, and projects have taken priority.

A game in progress.

The campaign uses the Blood Red Skies (BRS) rules and has now reached the week of 19–25 August 1940. For this seventh campaign turn, the dice determined that the Luftwaffe's mission was to bomb RAF airfields. A successful attack on the airfields does not earn any campaign victory points, but it can have an important impact on the following game. If the mission succeeds, the RAF fighters begin their next battle with one Boom token, putting them at an immediate disadvantage. In Blood Red Skies, accumulating Boom tokens eventually forces aircraft to break off combat, so even a small head start can be significant.

Dicing for the mission.

The game was set up using the standard campaign sequence (which can be found here):

  1. Select aircraft based on the mission.
  2. Place barrage balloons and flak.
  3. Check the weather and place clouds.
  4. Deploy the aircraft and determine their starting altitude.
  5. Allocate pilot skill levels.

I have kept the battle report fairly brief, as I am finding that most of these games seem to follow a similar pattern. Hurricanes concentrate on attacking the bombers while Spitfires engage the German escorting fighters. This is followed by a dogfight as the RAF fighters try to position themselves for a second attack on the bombers. Occasionally, if they have managed to shoot down one or more German fighters, one or two RAF aircraft may even get a third attack run.

Battle Report...

German bomber and escorts heading to their target.

RAF intercepting aircraft.

The position of a cloud bank meant that the intercepting RAF force, two Hurricanes and two Spitfires, failed to spot the bomber as it passed through the cloud cover. As a result, the opening engagements were fought against the escorting Luftwaffe fighters.

The RAF held a clear advantage in pilot quality. They fielded one Ace, one Veteran and two Regular pilots, while the Luftwaffe consisted of one Ace and three Novices. This experience paid dividends early in the battle, with the RAF shooting down a Messerschmitt 110.

The initial dogfight as the fighters wait for the bomber to emerge from the clouds.

A Messerschmitt 110 is downed.

Once the Dornier 17 emerged from the clouds, the Hurricanes began their attack and quickly inflicted damage on the bomber. However, the RAF did not have everything their own way, as the German Ace managed to line up one of the Spitfires and shot it down.

A German Ace hits a novice Spitfire pilot.

The Dornier 17 emerges from the clouds.

After a couple of attacks the Dornier 17 takes multiple hits and crashes.

Pressing on towards its target, the Dornier came under a second wave of attacks after the RAF fighters had regrouped. This time they succeeded in bringing the bomber down before it could complete its mission.

Afterthoughts...

Pilot skill is a major factor in these rules, increasing both the number of dice rolled when shooting and the number rolled to dodge any hits. The Luftwaffe's three Novice pilots were at real disadvantage and, on several occasions, they failed to capitalise on favourable shooting positions.

The cloud cover also played an important role, shielding the Dornier during the opening stages of the battle and delaying the RAF interception. In the end, however, the better experience of the RAF pilots proved to be the decisive factor.

The version of Blood Red Skies I use is the one included in the Airfix Battle of Britain set. It is a streamlined version of the Warlord Games rules, omitting the advanced rules and aircraft trait cards. Instead, aircraft effectively have access to their traits at all times.

I also play the game on a hex grid, with each hex representing 3 inches. To accommodate this, movement values have been rounded to whole hexes, for example, aircraft with movement allowances of either 6 or 7 inches both move two hexes. This inevitably removes some of the subtle distinctions between aircraft performance, but I find the hexes help keep the game moving along quickly.

One house rule I have introduced concerns the Messerschmitts' Great Climb ability. Under the BRS rules, any enemy aircraft within 12 inches (four hexes) of a Messerschmitt must pass a manoeuvre test before it can gain altitude. I found I was always forgetting this rule, so I replaced it with a one I can remember. Messerschmitts that are at Advantage altitude may make a turn during their Pilot Action phase. It is easy to remember, adds a little tactical flexibility to the German fighters, and hopefully still reflects their superior climbing performance.

Anyway, that is all for now, and I will post this and wait to see how long it takes Google to update their blog feeds. 

Sunday, 28 June 2026

Battle of Britain Campaign - Game 6 Battle Report

A week ago I managed to find some time for another game in my Battle of Britain campaign, this one covering the week from 12–18 August 1940.

The Stuka finally gets to be used in a campaign game.

The mission, determined by a dice roll, was to Bomb an RDF (Radio Direction Finding) Installation. In the games I am using the Blood Red Skies ruleset adapted for play on a hex grid.

The mission is selected.

With the mission selected, the next steps were to determine the aircraft involved, the weather, pilot skills, and the arrival altitude of each formation. Details are all covered in the campaign rules, which can be found here.

Since starting the campaign, I have made a couple of minor change to the campaign scenario set up rules. The first concerns barrage balloons and flak. Rather than treat them separately I have combined the two, with all hexes surrounding the barrage balloons being treated as flak hexes. The second change relates to pilot skills where there can now only be one Ace in each force. If a second Ace is rolled, that pilot is instead now treated as a Veteran pilot.

Scenario

A Junkers 87 Stuka, escorted by four Messerschmitt 109s, has been tasked with bombing an RDF station. The Stuka is flown by a Regular pilot, while the fighter escort consists of one Veteran pilot, one Regular pilot, and two Novice pilots.

Intercepting the raid are two Hurricanes and two Spitfires. The RAF force includes two Regular pilots, one Novice pilot, and one Ace pilot. The Novice and Ace are flying Spitfires.

It is a clear day, with only two cloud markers on the table. There are two barrage balloons, supported by flak batteries defending the target.

Game Report

German aircraft, consisting of one Stuka dive-bomber escorted by four Messerschmitt 109 fighters, approach the coast and are intercepted by RAF Hurricanes and Spitfires who enter the action at low altitude.

Game set up.

A bank of cloud is utilised to conceal some of the intercepting RAF aircraft. Two Hurricanes and one Spitfire emerge from the cloud to make a head-on attack against the Stuka as it flies towards the target area. The Stuka sustains only slight damage and is able to continue on its course.

The RAF use clouds to conceal their initial attack.

The Messerschmitt escorts engage the RAF aircraft in a air melee. Both sides exchanging fire, causing minor damage to each side, after which the RAF pilots attempt to disengage and manoeuvre to make a second attack run at the Stuka, this time from the rear. Due to the close attention of the Messerschmitt escorts, these attacks will be less coordinated than the initial attack.

A confused air-melee as the Messerschmitt escorts engage the RAF aircraft.

A moment of relief for the Stuka as it finds cloud cover.

The attacks while unsuccessful did force the Stuka to lose altitude. However, it passed through the barrage balloon and flak defences without harm.

As the Stuka began to close upon its objective, one of Spitfires succeeded in delivering a decisive burst of fire, and the Stuka enters a steep dive and crashed to the ground before reaching the RDF installation. One member of the crew was observed to successfully bail out.

This was a good day for the RAF. They successfully defended the bombing target with no aircraft lost.

The attacks on the Stuka become piecemeal.

With the Stuka at low altitude a final attack forces it to crash.

Game Wrap Up

Both sides made good use of the available cloud cover during the engagement. The RAF exploited it during their initial attack approach, whilst the Stuka was able to escape some of the attacks. The RAF held a slight advantage in pilot quality, which proved useful for turn activation order and the number of dice used when shooting.

I made a mistake when setting up the scenario. Only one barrage balloon unit should have been available to the defenders, as Luftwaffe bombing activity had successfully struck London the previous week. Under the campaign rules, one barrage balloon unit would have been redeployed to the defence of the capital.

Campaign Situation

I am now 6 turns into the campaign, which runs for a total of 17 turns. Each game represents a key engagement within a given week, adopting this “bath-tubbing” approach keeps the number of games to a manageable level and makes use of my limited number of aircraft.

To win the Luftwaffe must achieve five successful bombing missions against London, industry, or convoy targets to win the campaign. So far they have achieved two successful raids, both against London. The campaign remains well balanced with eleven turns remaining. However, as it progresses, penalties to Luftwaffe pilot skill tests in the last 5 turns will take effect, reflecting the attrition on experience from sustained action over enemy territory.

Saturday, 13 June 2026

Battle of Britain Campaign - Turns 4 and 5

This weekend it was time to clear the American War of Independence armies from the tabletop and prepare for a game of Blood Red Skies as part of my ongoing solo Battle of Britain campaign. The campaign consists of 17 turns, and I am hoping to be able to play at least one game every fortnight.

A photo of the game changed to give a cartoon feel.

The mission for the next campaign turn, covering 29th July to 4th August 1940, was determined by a dice roll. A roll of 4 resulted in a Bomb Airfields mission. As this was a repeat of the previous week's mission, the campaign rules treat it as a period of bad weather with no flying activity.

The campaign therefore advances to the next turn, 5th August to 11th August 1940, and a roll of 3 has the mission to Bomb London.


Turn 4 resulted in bad weather as the dice roll was a repeat of the previous turn.

The campaign rolls on to turn 5 and a bombing mission on London.

With the mission selected, the following steps were completed to set up the game:

  • Select aircraft
  • Determine weather
  • Determine pilot skills
  • Determine aircraft altitude

Scenario

A Dornier 17 and a Heinkel 111 are on a mission to bomb London, escorted by three Messerschmitt 109s. The bombers have Regular pilots, while the fighter escort includes one Ace pilot, one Veteran pilot, and two Regular pilots.

Intercepting the raid are two Hurricanes and two Spitfires. The RAF force consists of two Novice pilots and two Regular pilots.

The weather is clear, with only two cloud markers on the table. Helping the defence are two barrage balloons supported by flak batteries.

Game Report

The intercepting Hurricanes and Spitfires belonged to a newly formed squadron whose pilots had limited combat experience, though they were eager for the up coming action. As the RAF fighters closed in on the incoming bombers, it became apparent that the escorting Messerschmitt 109s were flying at an unusually low altitude. This presented a rare opportunity to strike directly at the bombers before the German fighters could gain altitude to intervene effectively.

At the start of the game the RAF have the altitude advantage.

The normal tactic employed was for the Spitfires to engage the enemy escorts, allowing the Hurricanes to concentrate on the bombers. On this occasion, however, the entire RAF formation headed straight towards the German bombers. During the initial attack run, one of the bombers appeared to suffer light damage, though it maintained its course.

RAF fighters swoop in to attack the bombers.

The escorting Messerschmitts gain altitude and engage the RAF fighters.

The sky soon became a swirling melee as the Messerschmitts, having gained altitude, moved to engage the RAF fighters. With the RAF fighters occupied, both the Dornier and Heinkel sought refuge in a nearby bank of cloud.

The bombers get some relief as they enter the cloud.

The better turning ability of the Hurricanes and Spitfires allowed most of the RAF pilots to follow the bombers into the cloud, hoping to catch them as they emerged. Not all were so fortunate. One inexperienced Spitfire pilot was hit by enemy fire and was forced to bale out as his aircraft plunged earthward in a steep dive.

The attacks continue from the fighters and flak as the bombers emerge from the cloud.

A combination of accurate fire from the flak batteries and some determined attacks by RAF pilots inflicted further damage on the German bomber formation. Despite this punishment, the bombers continued steadily towards their objective. Then, without warning, the Dornier broke formation, banking sharply as flames erupted from one engine. The crippled aircraft began a slow descent, leaving its surviving companion to continue the mission alone.

The bombers are taking hits as they are tailed by the fighters.

One bomber breaks formation as it is shot down.

The Messerschmitts had not been idle. They positioned themselves behind the RAF fighters and pressed home a series of attacks. Their greater experience soon told, and a second Spitfire was shot down.

A second Spitfire is shot down.

With the remaining Hurricanes increasingly occupied by the German fighters, the lone Heinkel was able to slip through to reach its target. Although one bomber had been destroyed, the Luftwaffe would claim a successful mission, having delivered an attack on London while inflicting losses on the defending RAF squadron.

The Heinkel 111 reaches its target as the remaining RAF fighters break off their attacks.

Debrief

The RAF came very close to shooting down both bombers. They had an excellent start, catching the escorting Luftwaffe fighters at low altitude and exploiting this advantage. However, pilot experience plays a crucial role in this game, influencing both activation order of aircraft and the number of dice rolled during shooting attacks. The difference in experience levels proved telling. The RAF pilots lacked the additional dice for shooting on several occasions where successful attacks were made and failed to make the required hits.

Wednesday, 27 May 2026

Battle of Britain Campaign - Game 3 a solo game

This week has provided more hobby time, allowing me to play the third game in my Battle of Britain campaign, covering the period from 22 July to 28 July 1940.

The games are being played using the Blood Red Skies rules from the Airfix Battle of Britain Boxed Set, with some additional rules for bomber operations. Details of the campaign system can be found here.

Lots of twisting and turning as the RAF fighters try and avoid the fighter escort and target the bomber.

The dice determined that this week’s Luftwaffe mission would be a raid against RAF airfields. For the mission the Germans were fielding:

  • 1 × Dornier 17
  • 1 × Messerschmitt 110
  • 3 × Messerschmitt 109s (Note: I made an error and only pulled out 2 Messerschmitt 109s and did not realise until the end of the game. I guess one had engine trouble and had to turn back early.)

Under the original campaign rules this scenario called for four 109s, but I decided to mix things up by replacing one of the Messerschmitt 109's with a 110. It is still early in the campaign and the Luftwaffe were continuing to employ the twin-engined fighters in support of their bombers.

The mission selected was to bomb the airfields.

Normally the RAF would be able to deploy two barrage balloons in defence of their airfields. However, following the successful bombing raid on London in the previous campaign week, one balloon and associated flak had been diverted to strengthen the capital’s defences.

The weather was improving, with clearing skies leaving only a single cloud over the battlefield. Moving to intercept the incoming raid the RAF force consisted of:

  • 2 x Hurricanes
  • 2 x Spitfires

All fighters begin the game at a medium altitude, while the Dornier 17 was approaching at a lower altitude.

The Luftwaffe formation was led by an Ace pilot, with all the remaining German pilots rated with a regular skill levels. During the early stages of the campaign, the Luftwaffe are receiving a plus 1 to their pilot skill rolls. This reflects their greater combat experience at this point in the campaign. The RAF force was more of a mixed group. Having lost a Sortie mission in the previous two weeks, the RAF subtract 1 from all their pilot skill rolls. The RAF force was led by a veteran pilot supported by two regulars and one novice pilot.

The start of the game.

Battle Report

The RAF intercepting force sighted the incoming Luftwaffe formation as it was crossing the coast, the Dornier 17 pressing steadily onwards beneath its fighter escort. Almost immediately the Spitfires clashed with the escorting Messerschmitt 109s in a fast-moving aerial melee. The Spitfire pilots twisting clear of the attacks and escaped without serious damage. They then headed towards the bomber.

The Messerschmitt 109s attack the Spitfires.

Meanwhile, the Hurricanes used the cloud to slip by the Messerschmitt 110, emerging to get a bead on the Dornier. Tracer flashed across the bomber’s path, but the attack caused no visible damage. The Spitfires soon joined the attack. Sweeping in behind the bomber, they found their range. A burst struck home and moments later a thin trail of smoke could be seen streaming from one of the Dornier’s engines. It seemed like the bomber might be finished, but the damage was minor and it continued on with its mission.

The Hurricanes emerge from the cloud.

The Messerschmitts 109's having swung around, returned at precisely the right moment. Attacking fighters before another pass could be made. The novice Spitfire pilot was caught in their sights and was sent spiralling down out of the fight.

A Spitfire is shot down.

The Hurricanes now found themselves hard-pressed, dodging both the pursuing Messerschmitt 110 and the returning Messerschmitt 109s and they struggled to line up the bomber for another attack. The Dornier continued to fly on towards its target.

Just as it appeared the German bomber might escape, the ground defences struck. As the bomber flew past the barrage balloons protecting the airfield, the flak gunners found their mark. Bursts exploded around the Dornier and, within moments, the aircraft was hit and began an increasingly steep dive towards the ground.
The Dornier 17 is shot down.

With their bomber destroyed, the Luftwaffe fighters broke off the engagement and turned for home.
It had been a close-run affair, but in the end a useful victory for the RAF.

Summary

With one RAF fighter already shot down, it looked as though the Dornier might successfully slip through  and reach its target. The remaining RAF aircraft would have managed another one or two attack runs, but   further engagement with the escorting Messerschmitts could easily have resulted in additional losses and forced them to break off entirely.

The successful flak hit proved to be a dramatic and unexpected turn of events. In fact, I almost forgot to roll the solitary flak die at all. Thinking I had better make the roll anyway, I did so with little expectation of any result.

The campaign map and tracker is updated.

So, at Turn 3 of the 17 turn campaign, the Luftwaffe remain on a single victory point, earned from their successful bombing raid on London. Looking ahead to the next turn, the situation is improving for the RAF, as they will no longer suffer the minus 1 penalty for pilot skill dice rolls. Given how important pilot skill is to aircraft activation and combat effectiveness, this could prove a significant boost to their fortunes.

Sunday, 10 May 2026

Battle of Britain Campaign - Turn 2 and a remote game

The dice were rolled for Turn Two (15 July to 21 July) of my Battle of Britain campaign to determine the Luftwaffe’s next mission. (For details of the campaign system, click Planning an Air Campaign.) A roll of 3 resulted in a Bombing Raid on London scenario. This game would be played remotely against Jon from Palouse Wargaming Journal.

The campaign missions for the Luftwaffe.

The forces Involved:

Luftwaffe

  • 1 × Heinkel 111
  • 1 × Dornier 17
  • 3 × Messerschmitt 109s

RAF

  • 2 × Hurricanes
  • 2 × Spitfires

In addition, the RAF would deploy two Barrage Balloons with Flak.

The game used the Blood Red Skies (BRS) rules from Airfix's Battle of Britain Boxed Set. The major difference is I have added the rules for bombers and the game does not use trait cards as per Warlord Games' rules. I have additionally adapted the rules for play on a hex grid. For remote gaming, I find a grid so much easier as it simplifies movement and positioning during play.

Jon would command the Luftwaffe, while I would take the role of the RAF defenders.

Scenario Setup

The scenario was prepared at the start of the remote session.

Weather - A dice roll of 2 produced Overcast conditions, resulting in three clouds being placed on the tabletop. Clouds were deployed alternately by the players, beginning with the Luftwaffe.

Defences - The RAF player then positioned two barrage balloons and Flak defences to protect the target area.

Pilot Skill - Pilot experience was then determined. The Luftwaffe continued to benefit from their early-campaign veteran advantage. Jon’s force consisted of:

  • 1 Ace
  • 2 Veterans
  • 1 Regular pilot

The RAF, meanwhile, suffered a penalty to skill rolls following their defeat in the opening Sortie mission. Despite this setback, my RAF roster included:

  • 1 Ace
  • 2 Regular pilots
  • 1 Novice

Deployment -  The Luftwaffe deployed first, entering along the table edge opposite the target zone, which was located in the centre of the far table edge. The RAF then deployed anywhere within their half of the table in preparation to intercept the bombers.

Altitude - Finally, each aircraft’s starting altitude state was determined as:

  • Advantaged
  • Neutral
  • Disadvantaged

Under the rules, bomber aircraft could never begin or gain an advantaged altitude. They just plod along in a straight line to the target.

With all preparations complete, the scenario began.

Game Report

The RAF patrol sighted the approaching Luftwaffe formation well before it reached the coast. Even as the bombers were identified, the British pilots were searching the skies above for the escort fighters that were certain to accompany them. Sure enough, the Messerschmitts were spotted higher up, ready to protect their bombers.

The RAF fighters opened their throttles and climbed hard to intercept. In response, the German fighters surged forward while the bombers, a Dornier 17 and Heinkel 111 laden with bombs for London and the docks pressed steadily onward towards their target.

RAF fighters climb to intercept and the escort fighters surge forward.

The Messerschmitts swept in fast and aggressively, machine-guns blazing, and the RAF pilots were forced to weave and turn sharply to avoid the incoming fire. They used the cloud cover and the tighter turning circle of their fighters to evade the worst of the attack.

The Messerschmitts engage the RAF fighters.

The British pilots broke through towards the bombers. As they swung in behind them, the Hurricanes and Spitfires began making attack runs against the enemy bombers, knowing time was short before the escort fighters returned. Short bursts of fire stitched across the bombers’ fuselages. Some damage was inflicted, and both German bombers were forced to lose altitude under the attack. Yet neither bomber was seriously damaged. The RAF pilots began glancing nervously over their shoulders for the inevitable return of the Messerschmitts.

Spitfires and Hurricanes make attack runs against the bombers.

The Luftwaffe fighters were soon diving back into the fray, forcing the British aircraft into evasive twists and turns. Even so, the RAF pilots did their best to press home their attacks on the bombers whenever the chance presented itself.

The bombers were proving to be difficult targets, and before critical damage could be inflicted, the Messerschmitt pilots struck decisively. Two RAF fighters were shot down in rapid succession, their aircraft falling away from the battle. Now outnumbered and with little prospect of stopping the raid, the surviving RAF fighters were forced to break off the engagement and turn for home.

German fighters are able to down two RAF fighters.

With the skies cleared of opposition, the German bombers continued towards London, now facing only the London's barrage balloons and flak batteries defending the capital.

Summary

Pilot skill is an important factor in the BRS game rules, influencing initiative, shooting accuracy, and ability to dodge hits. While Jon may have had better skilled pilots, the turning ability of the Spitfires and Hurricanes evened things up. Allowing my fighters to avoid the initial rush of the Messerschmitts with only minimal damage.

The RAF pilots were able to work their way onto the tails of the German bombers. Unfortunately, their shooting failed to make the most of the opportunity. Jon’s Messerschmitts regrouped from their first attack run and returned to the fight. This combined with the defensive fire from the bombers, disrupted my attack and inflicted sufficient damage to drive the RAF fighters off.

Bombers in formation.

The game took about an hour to complete. This included scenario setup such as determining pilot skill, altitude states, and weather conditions.

As the rules are still new to both of us, particularly for Jon, and with me having only played a handful of games, we occasionally had to stop to confirm certain rules which did slow the pace of the game at the start. 

Compared to our previous remote game, which began with only a single aircraft per side before later introducing an extra aircraft each, the larger forces in this scenario made for a far more challenging game. The activation system which is based on altitude and pilot skill creates some interesting tactical decision-making.

After the game, our discussion turned to whether the rules might also work for First World War air combat. As it happens, Jon has some WWI aircraft, along with a sizeable collection of kits still waiting to be built. I had previously come across a fan-made WWI adaptation in the "Blood Red Skies Ready Room" Facebook Group, so I downloaded a copy and sent it through to Jon the following day. No pressure, of course.

Updated campaign map and tracker.