UMPIRE NOTES

The Luftwaffe player is tasked with the bombing of a small target, requiring a precision attack, and then making off the southern table edge. The RAF are out simply to ‘Bag The Hun’.

The Luftwaffe player in command should roll randomly for his target without informing the RAF player.

1 or 2 = Factory (three hexes size target)

3 or 4 = Radar Station (two hexes size target)

5 or 6 = Airfield (three hexes size target)

This allows the game to be played several times with differing targets and allows for bluffing and deception on the part of the Luftwaffe player.

Erpro 210 deploys eight hexes from either the Port or the Radar station. The RAF should dice randomly for their deployment table edge with the proviso that it must be initially over land. RAF players might like to either concentrate their planes into a Squadron sized force or split them into their component sections.

I would recommend using blinds, though the scenario plays well without them, and would suggest one dummy for the Luftwaffe and one dummy per actual blind for the RAF. Due to their reliance on flying in ‘Vic’ formations the RAF players count –1 in their spotting attempt to reflect the fact that they are concentrating on keeping formation rather than looking for the enemy.

RAF players roll D6 to indicate their altitude at game start. Luftwaffe players appear at altitude level 2. This reflects them preparing for their bombing approach.

The Port and Airfield should have AA batteries covering it. Any aircraft that flies within 3 hexes of either should be vulnerable to AA fire.

We include a ‘Crew Bonus Fire’ chip at the ratio of one per Me 110 unit used in our games. One rear gunner is permitted to fire in addition to its ‘Crews Fire’ chip.

I would suggest that the manoeuvrability rating of all bomb carrying aircraft should also reduced by one, to five for Me109’s and two for Me110’s respectively. Players also might like to further penalise the Luftwaffe by reducing the basic speed by one.

To bomb successfully Erpro. 210 must move at basic speed only in the move of their bombing run and must finish at altitude 1 or 2.

Finally players might like to include a ‘Low on Fuel’ card throwing 2D6 when this is drawn. A score of 11 or 12 means that a Me 109 pilot notices his fuel gauge is low and must disengage and head for home.

Happy ‘Hun Bagging’.

LUFTWAFFE FORCES

1 Schwarm: ME 109E Jabo

1 Schwarmfuhrer Junior Ace

2 Regular

3 Rottefuhrer Veteran

4 Regular

2 Schwarm: ME 109E Jabo

1 Schwarmfuhrer Veteran

2 Veteran

3 Rottefuhrer Veteran

4 Regular

3 Schwarm: ME 110 Jabo

1 Schwarmfuhrer Top Ace

2 Veteran

3 Rottefuhrer Veteran

4 Regular

4 Schwarm: ME 110 Jabo

1 Schwarmfuhrer Junior Ace

2 Veteran

3 Rottefuhrer Regular

4 Regular

RAF FORCES

A Flight, Red Section: Hurricane

Red 1 Sqdn Ldr Veteran

Red 2 Regular

Red 3 Regular

A Flight, Yellow Section: Hurricane

Yellow 1 Fl Lt Junior Ace

Yellow 2 Regular

Yellow 3 Sprog

B Flight, Blue Section: Hurricane

Blue 1 Flt Lt Regular

Blue 2 Regular

Blue 3 Sprog

Alternatively, players may use the random pilot generator (BTH 3.2, p7). We actually prefer to use this for our games as the scenario can then be played several times with differing results.

CARDS REQUIRED

FlaK/AA

Altitude Bonus

Bail Out!

Low on Fuel (Optional)

Luftwaffe Blinds Move (Optional)

Crews Fire

Crews Bonus Fire x 2 (Optional, 1 per Me110 Schwarm)

1 Schwarm Move

2 Schwarm Move

3 Schwarm Move

4 Schwarm Move

1 Schwarm Fire

2 Schwarm Fire

3 Schwarm Fire

4 Schwarm Fire

Luftwaffe Top Ace

Luftwaffe Junior Ace

Achtung Spitfeur!

4 x Character cards (one per Schwarm)

RAF Blinds Move (Optional)

Red Section Move

Red Section Fire

Yellow Section Move

Yellow Section Fire

Blue Section Move

Blue Section Fire

RAF Junior Ace

Tally Ho!

3 x Character cards (One per Section)