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Bomber Command Rules 1-1

The document outlines the rules and components for the game 'Bomber Command', which simulates the Royal Air Force's bombing raids on Germany from 1943 to 1945. It includes details on gameplay mechanics, scenarios, and various units involved, such as British bombers and German nightfighters. The game requires two players and features a detailed map system for strategic play.

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John O'Kane
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© © All Rights Reserved
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0% found this document useful (0 votes)
154 views28 pages

Bomber Command Rules 1-1

The document outlines the rules and components for the game 'Bomber Command', which simulates the Royal Air Force's bombing raids on Germany from 1943 to 1945. It includes details on gameplay mechanics, scenarios, and various units involved, such as British bombers and German nightfighters. The game requires two players and features a detailed map system for strategic play.

Uploaded by

John O'Kane
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

BOMBER COMMAND 1

The Night Raids 1943-1945

R U L E S O F P L AY
Ta b l e o f C o n t e n t s
1.0 INTRODUCTION 2 8.0 DETECTION 14
2.0 COMPONENTS 2 9.0 COMBAT 15
3.0 SETTING UP PLAY 5 10.0 MAIN FORCE BOMBING 20
4.0 PLOTTING 7 11.0 END OF GAME 24
5.0 SEQUENCE OF PLAY 10 12.0 ADVANCED RULES 25
6.0 CARDS 10 13.0 PLAYING DOWNFALL 27
7.0 MOVEMENT 11

Revised rules set, Version 1.1


Changes to text from the original edition are underlined.

GMT Games, LLC P.O. Box 1308, Hanford, CA 93232-1308, USA [Link]
GMT Games, 2012
2 BOMBER COMMAND

1.0 INTRODUCTION Intruder. A nightfighter unit assigned to harass and disrupt


enemy airspace and airfields.
Bomber Command recreates the Royal Air Forces strategic
Jagddivision (JD). The Jagddivision is an organisational
bombing raids on the German Reich from 1943 to 1945.
division of the German fighter arm.
Bomber Command is a raid game in which each playthrough
represents one night of air raiding. Mandrel. A screen of jamming aircraft from behind which
British raids would emerge.
1.1 Rules Mosquito. The de Havilland Mosquito was a superlative
This book describes the rules of the game. Rules are light bomber that served in many roles from nightfighter to
numbered and cross-references to other rules are listed [in pathfinder to bomber. In the game Mosquito raids represent
square brackets]. Design notes in italics describe the rationale spoofing forces and nuisance raiders.
behind the rules. OBOE. The codename for a blind bombing system using
A note on spelling: British rather than American English is radio navigation. OBOE marking was considered to be very
used throughout the game. accurate but was limited in range from England.
1.2 Playbook Outbound. That portion of a raid flightpath from the entry
hex to a target. It includes the target hex.
The playbook accompanying the game provides play tips,
design notes and historical notes. Patrol. British intruders (see above) are called patrols to
distinguish them from German intruders.
1.3 Players Raid. Raids are British units representing groups of bombers
Bomber Command requires two players. The British player ranging in size from 6 to 600 or more aircraft.
commands the bomber forces of RAF Bomber Command. Recovery. The term for a nightfighter unit landing at an
The German player commands the nightfighter and anti- airfield, or for a raid landing in England.
aircraft artillery forces of the Reich.
Return. That portion of a raid flightpath from the target hex
1.4 Scenarios to the exit hex, not including the target hex.
There are two scenarios in Bomber Command: Scramble. The term for a nightfighter unit taking off from its
Berlin (Autumn 1943 to Spring 1944). This scenario airfield.
covers the period from the Battle of Hamburg to the SE. A nightfighter unit made up of single-engined aircraft.
Battle of Berlin. Stacked. A nightfighter unit is stacked if it is deployed to a city
Downfall (Autumn 1944 to Spring 1945). This scenario or a radio beacon.
covers the period during which the Reich collapsed. Tame Boar. Tame Boar was the codename for a tactic in which
nightfighters infiltrated the bomber stream. When in-stream
1.5 Scale
they could hunt like sharks in a shoal of fish.
Each hex on the scenario maps is 50 miles across. Each game
TE. A nightfighter unit made up of twin-engined aircraft.
turn represents approximately 30 minutes.
TI. Target Indicators are special pyrotechnic devices designed
1.6 Glossary to mark a target at night.
This is a list of common terms used in the game. Wild Boar. Wild Boar was the codename for massing fighters
Bomber Stream. A Main Force raid was a formation of aircraft over cities where searchlights and fires would provide
that could stretch a hundred miles or more. This bomber illumination for attacks on bombers.
stream would snake its way to the target and back again.
Bomb Counter. A counter representing a load of High 2.0 COMPONENTS
Explosive (HE) or Incendiary bombs.
A complete game of Bomber Command contains the
Bombing Marker. A marker with Bomb Drop printed on one following components:
side and Resolve Bombing on the other.
One rule book
Distance. Distance on the map is measured by counting the
One play book
number of hexes from one hex to another, by the shortest
path. Count the destination hex but not the start hex. Two 22 x 34 maps
Flak. German anti-aircraft artillery defences. One 8.5 x 11 play aid card (double-sided)
Flightpath. The route a raid travels on the map. This is plotted One 8.5 x 11 bombing card (double-sided)
before the game starts. One 8.5 x 11 planning map (double-sided)
Gardening. Gardening was the codename for RAF minelaying One sheet of 5/8 counters and markers
raids. Gardeners (the bombers) sowed fields of Vegetables One sheet of 1/2 counters and markers
(sea mines) in shipping lanes.
Four 8.5 x 11 city map sheets
GCI. Ground-Controlled Intercept. The Germans created a
One deck of 55 British cards
line of fighting zones in which nightfighters could be directed
to intercept bombers by controllers on the ground. The One deck of 55 German cards
German name for the system was Himmelbett. Two six-sided dice
GMT Games, 2012
BOMBER COMMAND 3

2.1 The Scenario Maps OBOE: A musical note symbol means that city can be
There are two scenario maps. One is used for the Berlin bombed with the benefit of OBOE.
scenario and the other for the Downfall scenario. Radar Signature: Cities with a good radar signature have a
white triangle, those with a normal signature a rectangle,
2.1.1 HEX GRID and those with a poor signature a black circle.
Scenario maps are printed with a grid of hexagons (or
hexes). Each hex has a unique letter and number to identify
it.
Mark a raids or nightfighter units location by placing its
counter in a hex. Some hexes have additional boxes within ILLUSTRATION: From left to right, icons for a good, normal
them for cities and radio beacons. Units should not be placed and poor radar signature.
on a city or beacon unless that unit is purposely stacked on it Some city boxes represent two or more actual cities, or
in the Deployment Phase. separate targets near a single city. In such cases multiple
names may be listed for the city.
On the Downfall scenario map, cities that cannot be the target
of Main Force raids have only a flak value.
DESIGN NOTE: A type E city, with its dashed outline, is strictly
speaking not a city but the location of a vital industry. However,
in the game it functions exactly as a regular city.
Compass. This indicates the direction of North.
DESIGN NOTE: For game purposes North conforms to the grain
of the hex grid rather than true North.
England. This space represents the airfields in England. It
is considered to be adjacent to all the hexes it touches. It
contains its own Weather Box.
Himmelbett Hexes. Hexes with a yellow double outline are
ILLUSTRATION: In hex K5 there are two nightfighter units. The Himmelbett hexes, where GCI attacks can take place.
twin-engined unit is placed in the hex while the single-engined Jagddivision Boundaries. Each scenario map is divided into
unit is stacked on the box for the city of Hannover. In hex L4 a five Jagddivision areas, representing historical divisions of
twin-engined unit is stacked on radio beacon Gertrud. Luftwaffe command. These boundaries determine the limits
2.1.2 MAP FEATURES of Himmelbett GCI and also define weather zones.
Each scenario map depicts a portion of the European Note that in the Downfall scenario [Link] has been
continent and England. It has the following features: disbanded. Instead this area represents territory liberated by
Airfields. Airfields are bases for nightfighter units. Each the Allies.
airfield is marked with the name of the units that operate
from that airfield. Himmelbett Jagddivision
hex boundary
Area Flak. Flak icons printed on the map with a flak value
next to them represent extensive zones of flak.

Jutland. This box represents northern Denmark. It is part of


[Link].
ILLUSTRATION: From left to right, icons for an Airfield, Area Mandrel Screen. These icons represent the starting point for
Flak, Mine hex and Occupied City. raids.
Cities. Cities are represented by boxes on the map. They are Mine Hexes. These are target areas for sea mining. The
rated for the following: number in the mine symbol is the Victory Points (VPs) scored
for mining that hex.
Flak Value: Listed as a number from 0 to 5.
Occupied Cities. Occupied (or liberated) cities are depicted
City Map Type: Listed as a letter from A to E. for flavour and only affect Decoy raids.
Radio Beacons. Radio beacons are boxes within hexes that
represent navigation points where nightfighters can assemble
Flak Value OBOE before infiltrating raids. Each radio beacon has a name
(included for historical flavour only).
City Map Type Radar Signature
Ruhr. The three hexes J6, I7 and I8 with the smoky background
represent the industrial complex of the Ruhr valley.

GMT Games, 2012


4 BOMBER COMMAND

Searchlights. Searchlights represent coastal lights and flak.


Tracks and Boxes. Each scenario map also has a number of
boxes and informational tracks:
Game Turn Track: This track notes the current game turn
and the onset of twilight, moonrise or moonset. ILLUSTRATION: A raid counter and bomber stream counter.
Loss Track & Victory Points: A track for recording Main Force and Decoy raids form bomber streams. A bomber
nightfighter and bomber losses, and Victory Points earned stream is a trail of counters behind the raid counter that varies
during play. in length according to the scenario [7.2.1]. Stream counters
Jamming Track: A track displaying the current jamming indicate the streams.
level and infiltration value. Naxos and Beleuchter markers
are also placed here. 2.2.2 GERMAN NIGHTFIGHTERS
German nightfighter units represent Gruppe-sized formations
Raid Boxes: Nine raid boxes marked A to J. Infiltrated of roughly 30 aircraft. Use the yellow unit counters for the
Tame Boar units, Disrupt markers, Flak Damage markers Berlin scenario. Use the red counters for the Downfall
and Mosquito Hunt markers are placed here. scenario.
Fuel Track: This tracks the remaining fuel for nightfighter
units. The starting spaces for Fuel markers are listed by Designation Jagddivision
aircraft type.
Airfield hex Engines
Recovery Boxes: Recovering units are placed here. Strength
Aircraft type
Rearm & Refuel Box: Units rearming and refuelling are
Full Depleted
placed here.
Nightfighter counters have the following values on them:
Ready Box: Nightfighter units that are ready to be
scrambled from their airfields are placed here. Designation. The unit takes off from and lands at the
airfield bearing this designation.
Closed Airfield Box: Units attacked while scrambling are
placed here. Airfield. The hex letter and number of the airfield is listed.
Patrol Pool: (Downfall scenario only) Place unused Patrol Jagddivision. The Jagddivision the unit belongs to. If the
counters here. Jagddivision number has a star under it, that unit is of
limited availability [3.2.1].
Tail Wind: The direction of the wind.
Engines. Fighter units are marked with dots, signifying the
Visibility: The visibility setting.
number of engines. Two dots mean a twin-engined unit
Weather Boxes. Each Jagddivision area and the England space (abbreviated TE in these rules) and one dot means it is
has a Weather Box. Players place a Weather marker there to single-engined (SE).
show the weather in that area.
Strength. A combat strength from 0 to 3, representing the
units effectiveness.
Aircraft Type. The designation of the aircraft flown by
that formation.
Unit counters have two sides. The front is the full strength side
and the reverse, with a stripe, is the depleted side. Depleted
units represent Gruppen of reduced strength. Some aircraft
ILLUSTRATION: From left to right, icons for Searchlights, a have either become lost or returned home, leaving only a
Mandrel Screen, a Weather Box and a Radio Beacon. small cadre of pilots and aircraft to carry on.
2.2 Units Some units are detachments. These only have
one side, marked with a depleted stripe. They
2.2.1 BRITISH RAIDS
represent specialized units, or late-war Gruppen
British bombing raids are represented by raid counters. Some
depleted by fuel shortages. All nightfighter
raids form bomber streams.
units in the Downfall scenario are detachments.
Raids come in several types:
2.2.3 ADGB AND PATROLS
Main Force. A large formation of heavy bombers. In the
These units represent the Air Defence of Great
Berlin scenario there is only one Main Force in play while
Britain (ADGB) and British intruder patrols. The
in the Downfall scenario there are two Main Forces.
ADGB unit only appears if the Intruder rules are
Mosquito. A small force of Mosquito bombers acting as being used [12.2]. Patrols are used only in the
nuisance raiders. Downfall scenario [9.2.4].
Gardening. A force of minelaying bombers. ADGB and Patrol counters each have a combat
Decoy. A large force pretending to be a Main Force raid. strength ranging from 2 to 4.

GMT Games, 2012


BOMBER COMMAND 5

2.3 Counters Scenario Card ID number


The game uses the following non-unit counters:
Nationality Card symbol
2.3.1 TARGET SELECTION CHITS
These chits are used to select targets for raids.
2.3.2 TRACK MARKERS
These markers are used on various map displays to track the
following: Jamming Level; Beleuchter; Naxos; Fuel markers
Title
(use 5/8 counters for SE units and 1/2 counters for TE
units); Disrupt markers; Flak Damage markers; Mosquito
Hunt markers; Bomber Losses x1 and x10 (one for each raid Card Text
ID); Fighter Losses x1 and x10; VP markers x1 and x10, one
set each for the British and German player. Flavour text
2.3.3 ENVIRONMENTAL MARKERS
These mark the status of visibility, wind, twilight and
moonrise/moonset. Weather markers indicate the weather in Cards also have a symbol for their type. The types are: Aircraft/
each weather zone. Equipment, Electronic Warfare, Operations and Bombing.

2.3.4 UNIT STATUS


These markers track a units status: Scramble; Return to Base;
GCI Intercept; Intruder. ILLUSTRATION: From left to right, the icons for Aircraft/
2.3.5 MAP STATUS Equipment, Electronic Warfare, Operations and Bombing.
These markers record various events on the map: Combat;
Mobile Flak; Track; Mine; Flak Stripped; Alerted. 3.0 S E T T I N G U P P L AY
2.3.6 BOMBING MARKERS To start play do the following:
Bombing markers are used in the bombing process. They
have Bomb Drop on one side and Resolve Bombing on the 3.1 Select Scenario
reverse; Target Indicator counters (Newhaven, Parramatta Agree which scenario to play: Berlin or Downfall.
and Wanganui varieties); Aimpoint and Approach markers.
3.1.1 MAP
Bomb counters represent HE and Incendiary bombs. There
Lay the correct map for the scenario out on the table.
are counters for major fires. The North markers are used with
advanced rule 12.4.1. 3.1.2 MARKERS
Place the Game Turn marker in the 1 space of the Game Turn
2.4 Play Aid Cards Track.
The double-sided 8.5 x 11 play aid card and the separate Place the Jamming Level marker in the correct
bombing card contain a number of charts and tables for easy starting space of the Jamming Track for the
reference, as well as a summary of the sequence of play. scenario: 5 in the Berlin scenario and 6 in the
2.5 Planning Maps Downfall scenario.
The 8.5 x 11 planning maps are facsimiles of the game maps. Put the Fighter Losses markers in the zero box
The British player plots his raids by drawing on the maps in of the Loss Track.
pen or pencil. It is recommended that you photocopy the 3.2 Place Units
maps before play and plan using the copy. Alternatively, place
the maps in a clear plastic folder and write the plan on them 3.2.1 GERMAN NIGHTFIGHTERS
in Chinagraph pencil or similar. The German player sorts the nightfighter unit counters for
the scenario. Use the yellow counters for the Berlin scenario
2.6 City Maps and the red for the Downfall scenario.
There are four 8.5 x 11 city map sheets. These maps of cities Place all nightfighter units in the Ready Box, full strength
are used to resolve bombing. Rule 10.1 describes these maps side up. Detachments are placed on their depleted side. In
in detail. the Downfall scenario all nightfighter units are detachments.
2.7 Card Decks If a unit has a star beneath its Jagddivision
number, it might not be available for this
There are two 55-card decks in the game: one for the British
scenario. Roll 1 die for each such unit. On a 1-2
player and one for the German. A roundel or black cross
the unit is available; place it in the Ready Box.
indicates the nationality (British or German, respectively).
On a 3-6 it is not and should be removed from
Each card has a title and text that explains the effect of
the game.
playing that card.
DESIGN NOTE: The star represents a variety of effects. SE
Cards marked with a scenario name (either Berlin or
daylight fighter units often refused to provide aircraft for Wild
Downfall) are only used in that scenario.
Boar pilots. Training units did not always join in operations.

GMT Games, 2012


6 BOMBER COMMAND

3.2.2 BRITISH UNITS The British player puts the Weather markers into an opaque
The British player sorts out the raid and bomber stream container such as a cup, draws one at random and places it on
counters and places them somewhere close to hand. the first weather zone, flipped to its good side. Then he draws
If the Downfall scenario is being played, the British player another Weather marker and places it in the next empty
chooses any TWO of the three Patrol counters and places weather zone, also flipped to its good side. The British player
them face up in the Patrol Pool box [9.2.4]. The remaining continues placing markers one-by-one in this fashion until all
Patrol counter is not in play and is put aside. weather zones are filled.
If the Intruder advanced rules are to be used, place the ADGB 3.4.2 WEATHER EFFECTS
counter in the England space [9.2.3]. The weather in a Jagddivision applies to all hexes encompassed
by the division. [Link] weather also applies to Jutland. The
3.3 T h e Ta r g e t F o r To n i g h t weather over England only applies to raids that are recovering
The British player secretly determines the target his Main and to ADGB or intruder combats.
Force raid is going to bomb. There are a number of target The numbers after the weather name are modifiers applied to
selection chits, each with a yellow and a red side. Use the combats and Tame Boar infiltration rolls.
yellow side for the Berlin scenario and the red/pink side for
the Downfall scenario. Weather types include: Clear +0; Haze 1; Broken Cloud 1;
Cloud 2; Heavy Cloud 2; Fog +0
Target and 3.4.3 RUHR HAZE
Oil hex ID There are three Ruhr hexes (J6, I7 & I8) marked with a smoky
VP value Moon background. These hexes have a permanent Haze over them.
Treat them as if Haze 1 weather applies to them unless
Each chit lists a target city, its hex ID number, and a VP Broken Cloud, Cloud, Heavy Cloud or Fog apply in those
value. The VP value is the bonus scored for bombing that hexes, in which case the worst weather effect always applies.
target [11.1]. The chit also has a moon value printed in a EXAMPLE: If [Link] has Fog, the Haze 1 effect is
circle [12.1.2]. Some chits are marked with oil target symbols applied to all combat and infiltration rolls in the Ruhr hexes,
[10.1.1]. while Fog is applied to any bombing attempts there.
Put all the chits into an opaque container such as a cup. In
the Berlin scenario the British player randomly pulls one chit
from the cup and notes the target without telling the German
player what it is. In the Downfall scenario TWO targets are
randomly selected [4.5.1].
3.3.1 CITY TARGET EXCEPTIONS
Occupied cities can never be the target for Main Force or
Mosquito raids.
In the Downfall scenario four cities (Aachen, Dsseldorf,
Mnchen Gladbach, Saarbrcken) are not listed on target
selection chits. These cities will never be the target of a Main
Force raid, though they can still be attacked by Mosquito raids
[4.3.2].
3.4 Environment
3.4.1 DETERMINE WEATHER
After selecting the target, the British player determines the
weather. There are 16 Weather markers, each with a good side
(with a yellow moon symbol) and a bad side (with a yellow
cloud symbol). The bad side is used only with the bad weather ILLUSTRATION: The Ruhr.
advanced rule [12.1.1]. If not using this rule the weather
defaults to good. 3.4.4 VISIBILITY
Visibility can be in one of three states: Good, Moderate or
Poor. The British player rolls 1 die to determine the visibility:
Die Visibility Modifier
1 Good +1
Good Bad 2-5 Moderate 0
There are six weather zones on the map. The British player 6 Poor -1
announces the order in which he will place Weather markers
in zones on the map. Place the Visibility marker in the correct space of the Visibility
EXAMPLE: The British player announces he will place Weather Track.
markers in the order: England, [Link], [Link], [Link], [Link], [Link].
GMT Games, 2012
BOMBER COMMAND 7

Modify infiltration rolls and attack rolls by the value listed in The selected cities do not have any flak at all in the game and
the modifier column of the table. If the moon has risen add cannot make flak attacks when bombed or when a STRAYING
+1 to these modifiers [12.1.2]. BOMBERS card directs them to attack.
3.4.5 TWILIGHT 3.7 Card Decks
Roll one die and add ten to the result. The total Remove those cards from the deck that are not applicable to
number is the game turn on which twilight the scenario being played [6.0].
begins. Mark this on the Game Turn Track
with the Twilight marker. From this game turn Both players shuffle their card decks. Then they each draw
onwards twilight conditions will apply. eight cards from the top and secretly look at them. Each
player keeps five cards from the eight, then shuffles the rest
During twilight the visibility modifiers are +3 for infiltration back into his deck, which is placed face down to become his
and combat regardless of the setting on the Visibility Track draw pile.
[3.4.4] or the moon state [12.1.2].
Once the hands are ready play can begin.
3.4.6 MOON AND TAIL WIND
If playing with the advanced environment rules, the British 3.7.1 DOWNFALL SCENARIO
player determines whether the moon appears or disappears In the Downfall scenario, instead of drawing eight
and the direction of tail winds [12.1.2-12.1.3]. If not playing cards and selecting a hand of five the British player
with these rules assume no moon or tail winds are present. searches through the British card deck and selects any
single bombing card he wishes. Then he shuffles the deck and
3.5 Raid Preparation draws four more cards to make up a hand of five.
After selecting the target and setting twilight and the weather,
the British player plots his raids. 4 . 0 P L OT T I N G
3.5.1 RAID FORCES Before play starts the British player secretly chooses a flightpath
The British player gets a number of raids [4.3] to plot. for each raid. He plots this by drawing the flightpath on the
In the Berlin scenario the British player gets the following planning map.
raids: The British player is not required to plot for all of his raids (in
1 x Main Force raid other words he doesnt have to use all the raids he is assigned).
3 x Mosquito raids Raids that are not plotted never enter the map. However, the
British player must plot all his Main Force raids.
In the Downfall scenario the British player gets the following
raids: 4.1 Raid ID
2 x Main Force raids The British player should assign an ID letter from A to J
5 x Mosquito raids (excluding I) to each raid. This means each raid corresponds
to one of the raid boxes on the map. When plotting the raid
1 x Decoy raid
on the planning map note the raids ID next to its flightpath.
In both scenarios up to two Mosquito raids may be exchanged
for Gardening raids via a one-for-one swap. Furthermore, two 4.2 Flightpaths
Mosquito raids may be exchanged for a single Decoy raid. A flightpath is a series of lines drawn on the planning map
3.5.2 RAID PLOTTING describing a route that leads from an entry hex to a hex
After determining the raids for the scenario, the British player containing a target and then to an exit hex.
plots each raid on a planning map [4.0]. The entry hex must be a Mandrel Screen hex. The exit hex
The Main Force raid must be plotted to bomb the selected must be a hex adjacent to the England space. A raid may use
target. A Mosquito raid is plotted to bomb any city of the the same or different hexes for entry and exit. The route
British players choice. A Gardening raid must be plotted to from the entry hex to the target hex (inclusive) is termed the
mine a mine hex. Decoy raids have no target. outbound route. The route from the target to the exit (not
including the target hex) is the return route.
3.6 Stripping City Flak 4.2.1 LEGS AND WAYPOINTS
DESIGN NOTE: Late in the war there was insufficient flak to The flightpath comprises a series of legs. A leg is a line drawn
cover all cities. Some targets would be stripped of flak to bolster between two waypoints. A waypoint is an imaginary point
defences elsewhere. within a hex. The hex containing the target city must always
In the Downfall scenario only, after the British have a waypoint plotted.
player has plotted his raids the German player A leg must follow the hex grain on the map. It can go down a
places three Flak Stripped markers on city boxes column of hexes, or it can go along a row of hexes. Where it
on the map. goes along a row the line should be drawn either on one side
The cities must have printed flak values of 0 to have a Flak or the other of the hexspines. (See the illustration overleaf.)
Stripped marker placed. Markers cannot be placed on cities A maximum of four legs may be drawn on the outbound route
that cannot be the target of a raid [3.3.1]. (In other words: to the target hex and four legs on the return route from the
Aachen, Mnchen Gladbach and Saarbrcken cannot be target to the exit hex.
stripped of flak.)
GMT Games, 2012
8 BOMBER COMMAND

EXAMPLE: The rules do not specify exactly how to mark the plotting map, but here is a suggestion of how it could be done.
Different colours have been used for each flightpath and a small key has been drawn on one side to indicate which colour and ID
letter are assigned to each raid. Turn numbers next to each flightpath indicates where the raid ends each game turn.
In this example, Main Force E (in black) is plotted to attack Bremen (targets are marked with an X). On turn 1 it only moves
a single hex, on to the map [see 4.2.2]. Raids B and C (red and green) are Mosquito raids, targeting Wilhelmshaven and
Osnabrck, respectively. The Mosquito raids travel as escorts to the Main Force [see 4.4.1] before breaking out in hex I5 (marked
with a star) to bomb their targets. In this simple plan three cities are attacked on turn 4, deceiving the German as to which is the
target of the Main Force. All three raids return to England on turn 8. Though the exit hexes are C6 and C7, the plotter has drawn
the lines on into the England space to note the turn of return. Raid F (in blue) is a Gardening raid that enters on turn 2 . It must
stop moving on entering hex H3 [see 4.3.3] where it lays mines before returning.

Note that each waypoint passed en route to the target adds Raids may enter on turns later than game turn 1, in which case
one disruption to the raid when it comes to resolve bombing the first turn number written on the planning map should be
or mining. the turn of entry.
Raids may, on the turn that they enter the map, move only
one hex instead of two, in which case write the turn of entry
in the first hex of the flightpath.
4.3 Ty p e s o f R a i d s
There are four types of raid in the game.
4.3.1 MAIN FORCE RAIDS
Main Force raids must be plotted to bomb the selected target.
Main Force raids occupy a hex but trail a bomber stream
behind them [7.2.1].
4.3.2 MOSQUITO RAIDS
ILLUSTRATION: Flightpath A flies along a hex column while
Mosquito raids occupy only one hex and do not have a
flightpaths B and C fly along a hex row [see 4.2.1]. B and C are
bomber stream.
plotted above and below the hexspine, so that B flies through hexes
E5, F5 and G5, while C flies through E6, F5 and G6. Mosquito raids must plot a city target to attack. It can be any
city of the British players choice that is not being attacked by
4.2.2 PLOTTING TURNS another raid. Occupied cities can never be targeted.
In addition to plotting the legs, the British player plots the
On reaching its target city a Mosquito raid places a bombing
hex the raid will end each game turn in. He does this by
marker as normal. When bombing is resolved the British
writing the game turn number in the hex on the plotting
player scores 1 VP for each Mosquito raid bombing attack
map. Raids always move two hexes each turn, so if the raid
(increase to 3 VPs if the target is Berlin).
enters on game turn 1 he puts 1 in the second hex of the
flightpath, 2 in the fourth hex of the flightpath, 3 in the If attacked by nightfighter units, the British player must
sixth hex and so on. announce the raid is a Mosquito raid [9.9]. Any infiltrated

GMT Games, 2012


BOMBER COMMAND 9

Tame Boar unit immediately leaves the raid after attacking (it When it breaks out the Mosquito raid appears in the hex
cannot keep up with the Mosquitos). See also 9.9.2. where it splits from the raid, as if it had just moved into
Mosquito losses are figured differently from those of other that hex, and then moves. (The new raid may be attacked
raids [9.9.1]. by Himmelbett and area flak in this hex.) At the moment it
breaks out, the Mosquito raid is considered to have moved as
4.3.3 GARDENING RAIDS many hexes as the Main Force has.
Gardening raids occupy only one hex and do not have a
EXAMPLE: A Mosquito raid breaks out in the first hex the Main
bomber stream.
Force enters. It has therefore moved one hex at that point and can
Instead of bombing a city the British player plots a mine hex only move one more hex.
as the target for each Gardening raid. Any mine hex may be
Note that the Mosquito raid cannot break out in the second hex
chosen but two raids cannot mine the same hex.
entered, since it would be considered to have moved two hexes and
In the Raids Move Phase Gardening raids stop moving when would therefore have to illegally end its move in the same hex as
they enter their target hex, even if they have only moved one the Main Force. It could, however, break out when the raid leaves
hex that turn [7.2]. that hex in the following game turn.
In the Bombing Phase if a Gardening raid is in its A Mosquito raid cannot bomb while travelling with the Main
target hex, the British player places a Mine marker Force or Decoy raid; it must first break away. It cannot bomb
on the hex to show it has been mined. The British in the hex where it breaks out.
player scores VPs equal to the value of the mine
Any nightfighter units that have infiltrated the Main Force
hex, less VPs equal to the error value for disruption sustained
raid remain with the Main Force after a Mosquito raid has
by the raid at the moment of the attack [10.5.2]. (Minimum
split. They cannot infiltrate the Mosquito raid.
score is 0 VP.)
Once broken away from the Main Force a Mosquito raid
4.3.4 DECOY RAIDS cannot rejoin it or end the turn in the same hex.
DESIGN NOTE: Decoys were formed from training units and
formations of jamming aeroplanes. 4.5 Downfall Plotting
A Decoy raid trails a bomber stream just like a Main Force In the Downfall scenario there are some changes to the target
raid [7.2.1]. selection and plotting process.
Decoy raids do not have a target and simply fly whatever path 4.5.1 THE TARGETS FOR TONIGHT
the British player plots for them. He may plot up to eight legs In the Downfall scenario the British player must select TWO
in total for each Decoy raid. targets. The red and pink target selection chits are divided
Decoy raids cannot be plotted to enter or pass through a hex into two target sets: one marked Target A and the other
containing a city or occupied city or airfield. marked Target B. When selecting targets the British player
puts each set into a separate container and pulls one target
The moment the German player attacks a Decoy raid, the
selection chit randomly from each.
British player must admit it is a Decoy raid.
The British player must fly two
Attacks against Decoy raids benefit from a +1 modifier.
Main Force raids: one against each
4.4 Multiple Raids selected target. Both raids use the
Two raids may not be plotted to end a turn in the same hex. Moon value shown on the Target A
Also the bomber stream portion of a raid must not end a turn chit [12.1.2].
overlapping with another raid or bomber stream in the same If a chit has an oil target symbol on it, the British player keeps
hex. a secret note of this [10.3.1].
4.4.1 MOSQUITO ESCORTS 4.5.2 FOLLOW-UP RAIDS
Mosquito raids are an exception to the rule that raids cannot If a Follow-Up Raid chit is selected as the Target
end a turn in the same hex. They can be plotted to travel with B chit, then BOTH raids are flown against the
a Main Force or Decoy raid and then break out from that target indicated by the Target A chit. However,
raid somewhere along the route. While travelling together the second Main Force raid must enter the map
the Mosquito raid is considered to be part of the Main Force at least four game turns after the first Main
or Decoy raid. It does not appear separately on the map and Force has entered.
is not attacked separately. EXAMPLE: If the first Main Force enters on game turn 2, the
The plot should have the Mosquito raid break away from the second Main Force may not enter any earlier than game turn 6.
parent raid. Plot a leg from a hex on the parent raids route Rule 10.6 describes how follow-up raid bombing is resolved.
to a new hex. The Mosquito raid must end the turn it breaks
away in a different hex from the Main Force or Decoy raid it 4.5.3 SHORT NIGHTS
broke out from. In Downfall scenarios roll for Twilight [3.4.5] before
determining the targets for tonight. If Twilight begins on
Mosquito raids break out the moment the raid counter (not game turn 13 or earlier AND the Target A chit is worth 2 or
the stream) first enters or leaves the hex where the split takes more VPs, the British player ignores all Follow-Up Raid chits
place (British players choice). from the Target B cup when pulling a chit. Continue pulling
chits until a non-Follow-Up Raid target appears.

GMT Games, 2012


10 BOMBER COMMAND

5.0 S E Q U E N C E O F P L AY DEPLOYMENT. Stack nightfighter units on cities or beacons


in their current hex [7.3] if desired. Units in Himmelbett
Players perform activities in the following order: hexes may have GCI Intercept markers placed on them [9.3].
DRAW CARDS. (Skip this phase on the first game turn.) Both RECOVERY. Perform the following actions in strict order:
players may discard any number of cards from each hand. Move units from the Rearm & Refuel Box to the Ready Box
Then, both players draw up to three cards into their hand. [7.4.5]. Recover nightfighter units by moving them into the
However, their hand cannot exceed 5 cards [6.1]. Recovery Boxes [7.4.4]. Check for recovery losses. Patrols
FIGHTERS MOVE. Infiltrated units can leave raids [9.4.3]. may attack [9.2.4]. Recovering units then move to the Rearm
The German player moves his nightfighter units [7.1]. & Refuel Box, unless diverting, in which case remove them
Move TE and SE units up to 2 hexes. from play [7.4.4]. Units in the Closed Airfield Box move into
the Rearm & Refuel Box [7.4.6]. Remove raids in England
Move TE units with Scramble markers up to 1 hex and
from play [7.2.4]. Main Force and Decoy raids in England
remove the Scramble marker.
check for losses [7.6]. Confirm Mosquito losses [9.9.1].
Units without a GCI Intercept marker decrement their Fuel
BOMBING. Resolve bombing for bombing markers currently
markers by one [7.5-7.5.1].
on their Resolve Bombing side [4.3.2, 10.2-.5], then remove
Do NOT yet place nightfighter units into city or beacon boxes. the bombing marker. Gardening raids that reached their
SCRAMBLE. Place nightfighter units on their airfield hex target hex this turn place Mine markers in the hex.
[7.4.2] and the corresponding Fuel markers on the Fuel END PHASE. Flip bombing markers from Bomb Drop to
Track. Mark TE units with a Scramble marker. Move SE units Resolve Bombing [10.2]. Move the Game Turn marker one
up to 1 hex but do not mark them with a Scramble marker. space forward. If it moves into a space containing a Patrol
Patrols may attack [9.2.4, 9.2.5]. Check losses for scrambling counter, place that counter in the Patrol Pool box [9.2.4].
units. Declare intruders [12.2.1].
RAIDS MOVE. Remove all raid and bomber stream counters 6.0 CARDS
[7.2]. The German player can, if he wishes, mark the formerly-
occupied raid hexes with Track markers [7.2.5]. Cards represent events, technology, tactics and operations
Raids are considered to move to their next plotted destination not explicitly described elsewhere in the game. There are 110
hex. No counters are yet placed or moved on the map. cards, split into two 55-card decks: one for the British player
However, raids and bomber streams that exit the map place and one for the German.
their counters in the England space [7.2.4]. Cards marked as All are used in both scenarios. Some cards
If a raid or bomber stream moves through an area flak hex are marked as being used only in the Berlin scenario or the
place a Flak Combat marker in the hex. Downfall scenario. Only add these cards to the deck in the
relevant scenario, otherwise remove them from play.
If a raid or bomber stream moves through an active
Himmelbett hex place a GCI Combat marker in the hex. 6.1 Drawing Cards
If a raid flies over a city it is plotted to bomb, place a bombing When setting up each player draws eight cards and picks five
marker there on its Bomb Drop side [10.2]. Nightfighter of them to make his starting hand. The others are shuffled
units deployed on beacons or cities in an adjacent hex at this back into the deck, which is placed face down to become the
moment may react and move into the hex [9.5.2]. draw pile [3.7]. (EXCEPTION: In the Downfall scenario the
While a raid or any part of its bomber stream is bombing a city, British player picks one bombing card then draws four more
nightfighter units in that hex may declare Wild Boar attacks cards to make up his hand [3.7.1].)
against the raid [9.5.1]. City flak will also attack the raid. Place From the second turn onwards, each player draws up to three
Wild Boar and/or Flak Combat markers on the city. cards into his hand from his draw pile at the beginning of the
After all raids have moved and all Combat markers have been turn. A hand cannot exceed five cards.
placed [9.1.2], roll GCI [9.3], flak [9.6.1] and Wild Boar Before drawing cards players may discard any number of
[9.5.1] attacks. Remove Combat markers after each attack is cards from their hand face up into the discard pile. If all cards
rolled. have been drawn from a players draw pile, no further cards
RAID DETECTION. Roll to detect raids [8.2]. A success may be drawn by that player. (In other words no card may be
means raid counters and bomber stream counters are placed drawn more than once per game.)
on the map. 6.2 Playing Cards
TAME BOAR. Any TE unit in the same hex as a detected raid When a card is played, read the instructions and apply the
or bomber stream counter, OR in the same hex as a bombing effect, then discard it. Discarded cards form a discard pile.
marker, OR stacked on a beacon in an adjacent hex to a They are discarded face up so the opponent can see them.
detected raid or bomber stream counter, may try to infiltrate
[9.4.1]. Unless otherwise indicated, cards can be played at any time
except for the Draw Cards Phase. Cards that affect a detection,
After resolving all infiltrations, resolve Tame Boar attacks. The attack, infiltration, scramble, recovery or defensive fire dice
Air Defence of Great Britain may attack intruders [12.2.3] roll must be played immediately before making the roll. (This
after which the intruders may make attacks in the England includes cards that do not directly modify a roll, such as cards
space [12.2.4] . that change the jamming level.)

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BOMBER COMMAND 11

6.2.1 CARDS AND MODIFIERS If a TE unit is marked with a Scramble marker, it


Some cards are used to modify dice rolls. Multiple cards may cannot be moved more than one hex. However,
be played by either player to modify the same dice roll. Total remove the Scramble marker after moving (even
the modifiers and apply them to the roll. if the unit elects not to move this turn).
6.2.2 CANCEL CARDS 7.1.1 JUTLAND
Some cards are able to cancel other named cards. To do this A unit not marked with a Scramble marker must expend all
play the cancellation immediately after the named card is its movement to move from the Jutland Box to hex I1, or vice
played. It cannot be delayed until later or applied retroactively. versa. A unit marked with a Scramble marker cannot leave
The cancellation negates the named card and all of its effects. the box.
The cancelled card is placed on its players discard pile.
7.2 Raid Movement
6.2.3 CARD SYMBOLS Raids are not moved on the map. Rather they move according
There is another way in which cards can be cancelled. Each to the secret plot kept by the British player.
card carries one of four symbols: Electronic Warfare, Aircraft/
Equipment, Operations and Bombing. At the beginning of the Raids Move Phase remove all raid
and bomber stream counters from the map. (A raid only
If a player plays a card, his opponent can cancel that card appears on the map when revealed in the Raid Detection
by playing any two cards of the same symbol type. These two Phase [8.2].) Now the British player checks his plot and notes
cards are placed on the discard pile and any effects described where the raids have moved to and what hexes they have
on them are ignored. moved through. If they move through active Himmelbett or
Note that a card that is being used to cancel in this fashion area flak hexes, or pass over their target city and commence
cannot itself be cancelled. No chains of cancellation are bombing, the British player must declare this to his opponent
allowed. [9.1.2, 10.2].
Raids move exactly 2 hexes each turnnever more or less
than this. (EXCEPTIONS: On the game turn that they enter
the map they may move one hex if this has been plotted
[4.2.2]. Also, Gardening raids must stop upon entering their
target hex, even if they have moved only one hex [4.3.3].)
It costs one hex to enter the map in a Mandrel Screen hex. It
costs one hex to exit the map from an exit hex [7.2.4].
7.2.1 BOMBER STREAMS
Main Force and Decoy raids have a bomber stream. This
varies in length according to the scenario.
In the Berlin scenario the stream extends two hexes behind
EXAMPLE: The British player plays a card with an Electronic the raid counter. It occupies the last two hexes the raid
Warfare symbol. The German player can play two cards with EW travelled through [7.2.2].
symbols to cancel it. However, the British player is NOT allowed
In the Downfall scenario the stream occupies the same hex as
to then play two EW cards to cancel one of the German players
the raid counter. However, the British player has the option
EW cards.
of extending it one hex behind the raid if he wishes [7.2.3].
6.2.4 MULTIPLE FUNCTIONS The bomber stream is part of the raid. An attack on any part
Some cards may be used in different ways, as indicated by of the stream is the same as an attack on the raid itself. Where
the use of OR in the text. Such a cards function must be a rule refers to a raid, assume it means the raid counter and
announced when it is played and cannot subsequently be bomber stream counters together.
changed.
When the raid is detected and the air picture is clarified the
EXAMPLE: A VHF card is played by the German player to modify raid and its stream must be marked on the map [8.2.1].
an infiltration roll. If the British player subsequently plays a
TINSEL card the VHF card cannot have its function changed to 7.2.2 BERLIN RAID STREAMS
cancel that card. In the Berlin scenario because the raid and bomber stream
are three hexes long, it takes two game turns for the entire
raid to pass through a hex.
7.0 MOVEMENT
A raid that bombs a target city is said to be travelling over that
Units move on the map as follows: city box within the hex. This means that any trailing bomber
stream does so too and is vulnerable to any city flak or Wild
7.1 Nightfighter Movement Boar attacks in both turns it takes to transit the target.
In the Fighters Move Phase, the German player moves
If the air picture is clarified in the Raid Detection Phase
nightfighter units up to two hexes. Movement is not required;
[8.2.1] place a stream counter in each of the last two hexes
nightfighters can remain in their current hex if the German
the raid passed through. (Note that if the raid doubles back
player wishes.
on itself it is possible for the trailing counter of the bomber
stream to occupy the same hex as the raid counter.)

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12 BOMBER COMMAND

ILLUSTRATION: A Berlin scenario raid trails two bomber ILLUSTRATION: This raid began the Raids Move Phase in hex
stream counters behind it. Note that these counters face the top of C6, its exit hex, from which it moved into the England space. In
the map, but the British player can rotate them however he wants. effect, the raid counter and first bomber stream counter occupy two
virtual hexes in the England space, leaving the tail of the stream
7.2.3 DOWNFALL RAID STREAMS
behind in the exit hex.
In the Downfall scenario a raid will normally take one game
turn to transit a hex. 7.2.5 TRACK MARKERS
If the air picture is clarified in the Raid Detection Phase [8.2.1] At the beginning of the Raids Move Phase when
place one bomber stream counter in the raid counters hex removing raid and bomber stream counters from
OR the British player can choose to place that stream counter the map, the German player may, if he wishes,
in the last hex the raid moved through. place Track markers in the hexes the raid and
stream counters used to occupy. Track markers are an aide
memoire for the player and have no effect on play. The German
player can place and remove these as he wishes.
7.3 Deployment
German nightfighter units cannot be placed in city or radio
beacon boxes unless they are deployed to them.
In the Deployment Phase, nightfighter units in the same hex
as a city or beacon can be deployed by stacking them on that
city or beacon box. A unit stacked on a city or beacon can be
stacked on another city or beacon in the same hex by moving
the counter directly from one to the other in the Deployment
ILLUSTRATION: A Downfall scenario raid occupies one or two Phase. Units marked with Scramble markers may not deploy.
hexes. Units stacked on cities and beacons can be moved off them
The British player can choose where the stream counter goes in the Fighters Move Phase at no additional movement cost.
at the moment he has to place it. If he places the stream in
the last hex moved through, the raid and its stream is treated
as being two hexes long for all subsequent combat that turn.
However, in the next Raids Move Phase the raid reverts to
occupying a single hex for all purposes, including combat.
DESIGN NOTE: This ability to temporarily lengthen the stream is
an abstraction to overcome some of the granularity of the hex grid.
7.2.4 EXITING THE MAP
A raid that starts in or enters an exit hex [4.2] can exit the
map at a movement cost of one hex. A raid that exits the map
is placed in the England space. It may not re-enter the map.
A raid that starts the Recovery Phase in the England space ILLUSTRATION: In this hex there is a SE unit stacked on a city
is removed from the map. Main Force or Decoy raids must and a TE unit stacked on a radio beacon. The remaining TE
be stacked with all their bomber stream counters before they fighter unit is not deployed at all.
can be removed. If the raid is a Main Force or Decoy raid the 7.4 Scramble and Recovery
British player rolls for recovery [7.6].
DESIGN NOTE: On some nights fighter units took more casualties
In the Berlin scenario a Main Force or Decoy raid that exits from taking off and landing than in combat.
the map may still leave a portion of its bomber stream on the
map. Calculate the position of the bomber stream counters 7.4.1 AIRFIELDS
as if the raid counter occupied virtual hexes beyond the exit There are a number of airfields marked on the map. Each is
hex. Bomber stream counters are also placed in the England marked with the designation of the nightfighter unit that is
space when they exit; stack them beneath their parent raid. based there.

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BOMBER COMMAND 13

Nightfighter units placed in the Ready Box, Rearm & Refuel Nightfighter units adjacent to the airfield where they are
Box and the Closed Airfield Box are considered to be at their based can elect to divert if the German player wishes. Place
airfields. Units at their airfield or in a Recovery Box cannot them in a divert box as described above.
attack or be attacked. They cannot move, although units in Units in a Raid Box that are forced to recover use any single
the Ready Box can scramble [7.4.2]. hex of the raid or bomber stream that the British player
7.4.2 SCRAMBLE chooses as their location. The German player announces the
Nightfighter units in the Ready Box may scramble unit is recovering, then the British player removes the unit
in the Scramble Phase. To scramble a unit, place from the Raid Box and places it in any hex currently occupied
it in the hex its airfield occupies, or in the Jutland by the raid or the bomber stream. The nightfighter unit
Box if based there. recovers from that location.
If it is a TE unit, place a Scramble marker on it. The Scramble After all recovering units have been placed in the Recovery
marker is not removed until after the unit has moved next Boxes, roll 2 dice for each unit and consult the Recovery Table.
turn. If it is an SE unit move it up to one hex away and do not Cross-reference the roll with the weather in the Jagddivision
place a Scramble marker. the unit is landing in or diverting to, modifying the dice roll
as indicated.
Units with Scramble markers cannot attack any raids (though
they may be attacked), nor can they deploy to any city The result is the number of nightfighters lost on recovery.
or beacon box [7.3], nor can they be marked with a GCI If the result has a symbol next to it, the recovery was so
Intercept marker [9.3] or infiltrate raids [9.4]. calamitous that the unit is removed from the game.
When units scramble they roll for accident losses. Roll 2 dice Units that do not roll a result are placed in the Rearm
and consult the Scramble Table, modifying the dice roll as & Refuel Box, unless they diverted: in this case they are
indicated and cross-reference the result with the weather in removed from the game and cannot rearm and refuel. Units
the airfield hex. placed in the Rearm & Refuel Box on their depleted side are
immediately flipped back to their full strength side. Units that
The value is the number of nightfighters lost to accidents. A
are removed from the game are placed aside and cannot re-
D next to the number means the unit is depleted (not all the
enter play.
aircraft were able to get off the ground) [9.8.1]. Detachments
ignore D results when scrambling. 7.4.5 REARM & REFUEL
At the beginning of the Recovery Phase, before any recoveries
7.4.3 RETURNING TO BASE
are rolled, units are moved from the Rearm & Refuel Box to
At any time the German player may direct a unit
the Ready Box. They can scramble again in subsequent turns
to return to base. Place a Return to Base marker
if the German player wishes.
on that unit.
Depleted units or detachments that are forced 7.4.6 CLOSED AIRFIELDS
to deplete through combat or card play must return to base After all recoveries have been rolled in the Recovery Phase,
[9.8.1]. Units in a raid box that are ordered to return to base units in the Closed Airfield Box [9.2.5] are moved to the
must leave the raid in the next Fighters Move Phase [9.4.3]. Rearm & Refuel Box.
A unit marked as returning to base can move, but cannot 7.4.7 OUT OF RECOVERY RANGE
deploy, infiltrate a raid, or make any kind of attack. It is not A recovering nightfighter unit is out of recovery range if it is
required to recover unless its Fuel marker is in the 0 space of more than two hexes from a hex in a Jagddivision that is in
the Fuel Track [7.5]. continental Europe. A line is drawn on the map to indicate
When a unit recovers, remove the Return to Base marker. the limit beyond which units are out of recovery range.
Any unit that recovers while out of recovery range must roll
7.4.4 RECOVERY
on the Fog column regardless of the actual weather and add
Recovery is the term used for nightfighter units landing at an
+4 to the recovery dice roll in addition to all other modifiers.
airfield. Units recover during the Recovery Phase.
Nightfighter units may recover in any Recovery Phase at the 7.4.8 ALLIED TERRITORY
German players option. However, nightfighter units must In the Downfall scenario [Link] has been disbanded.
recover at the end of play if they are still on the map [11.0]. This is now Allied Territory. A nightfighter unit that attempts
Units must also recover in the Recovery Phase if their Fuel to recover while in an Allied Territory hex and which is not in
marker is in the 0 space of the Fuel Track [7.5]. a hex adjacent to its airfield must divert to [Link]. Recovering
nightfighter units in Allied Territory hexes may be out of
In the Recovery Phase, if the recovering nightfighter unit
recovery range [7.4.7].
is in the same or adjacent hex to the airfield at which it is
based, place it in the Recovery Box bearing the designation 7.5 Fuel
of its own Jagddivision. Units based in Jutland must be in the All nightfighter units must track their use of fuel.
Jutland Box to do this.
There are Fuel markers for each nightfighter
If it is not in the same or an adjacent hex to its own airfield it unit in matching colours (yellow for the Berlin
is placed in a divert Recovery Box bearing the Jagddivision scenario, red for Downfall). Use the 5/8 markers
designation corresponding to the hex currently occupied by for SE units and 1/2 markers for TE units. Each Fuel marker
the unit (this can be the same Jagddivision the unit comes has a value on it; this is its endurance value.
from).
GMT Games, 2012
14 BOMBER COMMAND

Each unit may not spend more turns on the map than its The play of cards can increase or decrease the
endurance value. Once its endurance is used up the unit must jamming level. Move the Jamming Level marker
recover. to mark the changes. Increases and decreases
When a unit scrambles place its Fuel marker on the space are cumulative. However, the Jamming Level
of the Fuel Track that corresponds to the value on the Fuel marker cannot be moved any further than the
marker. (This space is marked with the aircraft type of the left-most space of the track.
unit.) At the end of each Fighters Move Phase while it is At the bottom of each space on the Jamming track the
on the map, move the units marker one space to the left. infiltration value is printed. Roll against this number to
(Note this means that a unit that scrambles does not move infiltrate a Tame Boar nightfighter unit into a raid [9.4.1].
the marker until after the unit has moved next turn.) Adjust The presence of Naxos and Beleuchter markers may affect
the Fuel marker even if the unit does not move during the detection [8.2] or modify infiltration rolls [9.4.1].
Fighters Move Phase. In the Recovery Phase, any unit with its
Fuel marker in the 0 space must immediately recover [7.4.4]. 8.2 Raid Detection Phase
7.5.1 GCI FUEL In the Raid Detection Phase the German player
determines whether he has detected any raids.
DESIGN NOTE: Gruppen flying Himmelbett missions were
Roll 2 dice and compare the result with the
rotated in and out of the line from their airfields.
jamming level. The roll can be modified by the
Units marked with GCI Intercept markers do not play of a card.
decrement their Fuel markers during the Fighters
The results are as follows:
Move Phase [9.3]. As a reminder, flip the Fuel
marker to its GCI side. If the roll is less than the jamming level, no raids are
detected.
7.6 Raid Recovery If the roll is equal to the jamming level only the following
When a Main Force or Decoy raid recovers the British player raids are detected:
rolls two dice for bomber losses on the Recovery Table, using - Raids currently infiltrated by one or more
the column for the weather in the England space [7.2.4] and nightfighter units.
modifying the dice roll as indicated.
- Main Force and Decoy raids if the Naxos marker is
The disruptions/flak damage modifier is computed by on the Jamming Track.
totalling all disruptions and flak damage on the raid into
a single number; every full five disruptions/flak damage If the roll is one greater than the jamming level, all raids
(ignore any fractions) adds 1 to the roll. are detected. Place raid counters on the map. In addition:
The result rolled on the table is the number of bombers lost; - If the Naxos marker is on the Jamming Track the air
symbols are ignored. picture is clarified. Place bomber stream counters on
the map [8.2.1].
Mosquito and Gardening raids never roll for recovery.
However, Mosquito raids that have taken any losses must roll If the roll is two or more greater than the jamming level,
to confirm those losses [9.9.1]. all raids are detected and the air picture is clarified. Place
raid counters and bomber stream counters on the map
7.6.1 FIDO [8.2.1].
DESIGN NOTE: Fog Investigation and Dispersal Operation was Do not place any raid counters for undetected raids. If a raid
a means of dispersing fog from British airfields by use of fire. is detected, the British player places a raid counter in the
The British player may activate FIDO by playing hex that it occupies as noted on the plot. The British player
a WEATHER card. Place the FIDO counter in does NOT have to indicate which raid counter on the map
the England space. If Fog is in effect, apply a -3 represents which raid box.
modifier to raid recovery rolls. Note that raids may be detected on one turn and then not
detected the next. Only place raid and bomber stream
8.0 DETECTION counters as directed by the dice roll.
To be able to counter a raid, the German player needs to 8.2.1 AIR PICTURE CLARIFICATION
know where it is. If the air picture is clarified, detected Main Force and Decoy
raids place bomber stream counters on the map. In the Berlin
8.1 J a m m i n g Tr a c k scenario place a bomber stream counter on the map trailing
DESIGN NOTE: The Jamming Track registers the general out behind a raid in each of the last two hexes it had been
effectiveness of German communications and radar, and of the plotted to move through [7.2.2]. In the Downfall scenario
British jamming effort against them. place a single stream counter in the same hex as the raid
Mark the jamming level by placing the Jamming Level marker counter OR in the last hex moved through [7.2.3].
in the correct space of the track. The starting jamming level is Bomber stream counters are removed, along with the raid
5 in the Berlin scenario and 6 in the Downfall scenario. counter, when the raid next moves [7.2]. In the Berlin
If Naxos and Beleuchter markers are placed on the track scenario on the first turn a Main Force raid enters the map, it
due to the play of cards, keep them in the same space as the is possible that one or both bomber stream counters cannot
Jamming Level marker. be placed, in which case ignore the excess counters.

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BOMBER COMMAND 15

8.3 Raid Information PLAY NOTE: In the Berlin scenario this means a Main Force or
The British player is not required to tell the German Decoy raid will trigger combat each turn it takes to transit such
player what the ID letter of a raid is, though he can if he a hex, while a Mosquito or Gardening raid will only trigger an
wishes. However, this information may become apparent attack on the turn it enters the hex. In the Downfall scenario all
to his opponent during play when a raid takes losses; when raids only trigger attacks on the turn they enter the hex.
nightfighter units are added to a Raid Box; when Disrupt
markers, Flak Damage markers and Mosquito Hunt markers
are added to a Raid Box; or when Flak Damage markers are
expended. See also advanced rule 12.5.
Place an appropriate Combat marker on that hex for each
9 . 0 C O M B AT separate GCI, flak and Wild Boar attack the raids movement
triggers. If multiple raids enter that hex, place a Combat
The German player can attack raids to inflict bomber losses marker for each combat that each of the raids triggers.
and disrupt them. Four types of attacks can be used against All attacks resulting from movement must be declared before
raids in the game: GCI, Tame Boar, Wild Boar and flak attacks. they are rolled for (or in other words, once the German player
The British player may be able to attack German nightfighter has committed to an attack by placing a Combat marker, he
units, via the play of SERRATE or PERFECTOS cards, with cannot change his mind after the dice start rolling). Once
Patrol counters or by attacking intruders in the England all Combat markers have been placed for all raids resolve
space. These attacks inflict nightfighter losses. the attacks in any order the German player wishes except as
Patrols may also attack nightfighters scrambling from airfields, specified in 9.1.3.
forcing them into the Closed Airfield Box. 9.1.3 MULTIPLE ATTACKS IN A HEX
A player is never required to make attacks. Where multiple attacks take place in a single hex resolve
combats in the following order:
9.1 German Attacks
1st GCI attacks
This section describes attacks by German nightfighters and
flak on British raids. 2nd Flak attacks
3rd Wild Boar attacks
9.1.1 MAKING ATTACKS
To make an attack the German player indicates a raid and EXAMPLE: A raid enters a city hex and begins bombing. There
announces the type of attack. are two nightfighter units stacked on the city. A Flak marker and
two Wild Boar markers (one for each nightfighter attack) are
Raids Move Phase. At the end of the Raids Move Phase
placed. The flak attack is resolved before each of the Wild Boar
the German player resolves all the GCI, flak and Wild
attacks.
Boar attacks denoted by the Combat markers placed on
map [9.1.2]. Each attack begins with the German player Multiple raids may transit the same Himmelbett or area
indicating the Combat marker being resolved. The British flak hex in a Raids Move Phase. If multiple raids are being
player keeps a mental note of the ID letter of the raid attacked in a hex attacks are resolved in the following order:
being attacked but does not have to declare the raids 1st Main Force raids
identity to his opponent [8.3]. After the attack is resolved 2nd Decoy raids
the Combat marker is removed.
3rd Gardening raids
Tame Boar Phase. In the Tame Boar Phase the German
4th Mosquito raids
player will indicate a nightfighter unit occupying a Raid
Box on the map [9.4.1]. That unit attacks the raid whose In other words: all attacks on a Main Force raid must be
box it is in. The British player must announce the weather resolved before any attacks on a Decoy raid, Gardening raid
modifier for the attack. or Mosquito raid.
When any nightfighter unit attacks, the British player It is up to the British player to track the ID letter of each raid
announces if there is any flak damage on that raid [9.8.4]. being attacked in the correct orderhe does not have to tell
Once the target raid and type of attack have been announced the German player which raid is being attacked.
the German player rolls 2 dice to resolve the attack [9.7]. 9.2 British Attacks
Each nightfighter unit attacks separately. They cannot The British player may attack German nightfighter units.
combine together in an attack. Flak attacks cannot combine
with any other kind of attack. 9.2.1 RESOLVING BRITISH ATTACKS
British attacks on nightfighter units are rolled on
9.1.2 MOVEMENT AND COMBAT the GCI column.
Raid movement can trigger combat. In the Raids Move Phase
the British player must declare when a raid or bomber stream ADGB and Patrol attacks use the combat
enters an active Himmelbett hex [9.3], an area flak hex strength printed on the counter. SERRATE and
[9.6.1], or a hex containing a city that the raid is bombing PERFECTOS attacks use the combat strength
[9.5.1]. The British player does not have to state whether the listed on the card. Dice roll modifiers apply to
triggering movement is that of a raid counter or the bomber British attacks, as if making a nightfighter attack.
stream trailing behind it, or what the ID letter of the raid is.
GMT Games, 2012
16 BOMBER COMMAND

Apply losses to the nightfighters [9.8.2]. If a disruption results, 9.3 GCI (Himmelbett)
deplete the unit. (This is in addition to any other depletion
DESIGN NOTE: Himmelbett was the codename for a method of
resulting from play of a SERRATE or PERFECTOS card.)
interception under the direction of a ground controller. A thin line
9.2.2 SERRATE AND PERFECTOS of interception zones ran from Denmark to France.
Playing a SERRATE or PERFECTOS card permits the British A line of Himmelbett hexes is marked on the map.
player to select a nightfighter unit, deplete it and roll for an
In the Deployment Phase the German player
attack using the combat strength printed on the card.
can place GCI Intercept markers on TE units
9.2.3 AIR DEFENCE OF GREAT BRITAIN in Himmelbett hexes. (Also on SE units in the
If there are intruder units in the England space, the ADGB Downfall scenario [9.3.1].) Place a marker only
counter may make a single attack against them in the Tame if a unit is in a Himmelbett hex within the area of its own
Boar Phase [12.2.3]. Jagddivision. Only one unit per hex may be marked with a
GCI Intercept marker. Units marked with Scramble markers
9.2.4 PATROLS
cannot be marked for GCI Intercept [7.4.2].
In the Downfall scenario the British player has a pool of Patrol
counters that he keeps face up in the Patrol Pool box on the While a unit is marked with a GCI Intercept marker, the
map [3.2.2]. He can use counters in the pool as follows: Himmelbett hex it occupies and both adjacent Himmelbett
hexes are active. However, adjacent hexes can only be active
(1) In the Scramble Phase, after nightfighter units scramble
if they are in the same Jagddivision as the unit.
the British player can use Patrol counters to attack any
scrambling units. (Alternatively, they can attack its airfield
[9.2.5].)
(2) In the Recovery Phase the British player can use Patrol
counters to attack units in Recovery Boxes.
A unit or airfield may not be attacked by more than one Patrol
counter in any phase.
The weather modifier for the attacks is based on the hex
the nightfighter unit is scrambling in or for the Jagddivision
where the unit recovers.
Using a Patrol counter expends it, but it will return later in
the game. After using a Patrol counter, place it on the Game
Turn Track a number of spaces to the right of the Game Turn
markers current position equal to the counters combat
strength.
EXAMPLE: The 3 Patrol counter is expended on Game Turn 2.
Place it in the Turn 5 space.
When the Game Turn marker enters the space containing a
Patrol counter, return it to the Patrol Pool box.
EXAMPLE: The active Himmelbett hexes for the GCI Intercept-
9.2.5 AIRFIELD ATTACKS marked unit are H5 and H6 (highlighted in yellow). Hex I5 is
Instead of attacking a scrambling nightfighter unit in the inactive because it is not in the same Jagddivision.
Scramble Phase, the British player can use a Patrol counter to
When a raid or a portion of the bomber stream
make an attack on its airfield. The attack takes place before
passes through an active Himmelbett hex in the
scramble losses are rolled [7.4.2].
Raids Move Phase, the British player places a GCI
Roll 1 die and add the Patrol counters combat strength: Combat marker there [9.1.2]. If multiple raids pass
If the result is less than 6 the nightfighter unit scrambles through the hex, place one Combat marker for each raid.
normally. Roll for scramble losses. After all Combat markers have been placed resolve a GCI
If the result is 6 or more place the unit in the Closed attack for each marker placed. Choose one GCI Intercept-
Airfield Box and do not roll for scramble losses. marked unit (only) that is either in or adjacent to the
Airfield attacks cannot take place against airfield hexes Himmelbett hex to make the attack. The unit may attack only
affected by Heavy Cloud or Fog. if the hex where the Combat marker is placed is in the same
Jagddivision.
Using a Patrol counter expends it. Place it on the Game Turn
Track as per rule 9.2.4. A raid may be attacked by GCI no more than once per active
hex it moves through. (EXCEPTION: If a STRAGGLERS:
HIMMELBETT card is played all GCI Intercept-marked
units within three hexesincluding those not in the same
Jagddivisionmay attack in one of the active hexes moved
through.)
A unit marked with a GCI Intercept marker may attack
multiple raids in a Raids Move Phase, including raids that
GMT Games, 2012
BOMBER COMMAND 17

move through the same hex. However, it cannot attack the The results are as follows:
same raid twice in the same phase. If the modified roll is less than the infiltration value the
Units marked with GCI Intercept markers cannot deploy unit does not infiltrate.
to a city or radio beacon, infiltrate raids, conduct wild boar If the modified roll is equal to the infiltration value only
attacks or move except to return to base [7.4.3]. If the unit part of the unit infiltrates. Deplete the unit and place it in
is marked with a Return to Base marker for any reason, the the Raid Box for that raid. If the unit is already depleted,
GCI Intercept marker is removed and the Himmelbett hexes or is a detachment, do NOT deplete it again but place it
associated with it are no longer active. in the Raid Box.
Units marked with GCI Intercept markers do not decrement If the modified roll is greater than the infiltration value
their Fuel markers in the Fighters Move Phase [7.5.1]. the unit infiltrates without depleting. Place it in the Raid
9.3.1 GEBIETSNACHTJAGD Box for that raid.
DESIGN NOTE: Late in the war single-engined fighters were A unit that fails to infiltrate stays in its hex or on its beacon. It
used to patrol the main penetration lanes and try to shoot down cannot make another infiltration attempt that Phase.
Mosquitos. This form of fighting was titled Gebietsnachtjagd. If the unit infiltrates successfully the British player tells the
In the Downfall scenario the German player can assign GCI German player which Raid Box to place the nightfighter unit
Intercept markers to SE units in Himmelbett hexes. This is in. Move the unit to that box. The unit can attack that raid
handled in exactly the same way as for TE units. in the Tame Boar Phase and in every subsequent Tame Boar
Me262 and SE units that attack Mosquito raids while marked Phase that it occupies the Raid Box. A unit cannot make more
with GCI Intercept markers are considered to be making than one Tame Boar attack per Phase.
Mosquito Hunting attacks [9.9.2]. 9.4.2 INFILTRATION AND BOMBED CITIES
9.3.2 ANTI-OBOE OPERATIONS DESIGN NOTE: The activity over a bombed city was a beacon for
DESIGN NOTE: Single-engined fighters tried to counter the free-fighting Tame Boars.
bombers being used to mark targets with OBOE. A TE unit in the same hex as a city marked with a bombing
If a GCI Intercept-marked SE unit scores a disruption result marker may roll to infiltrate, even if no raid is detected or
on a Main Force raid that is bombing in that hex, cancel any placed on the map there. It does not suffer the modifier of -2
OBOE modifier that might apply to the raids target marking. for not being stacked on a beacon (even if it is not stacked on
the city). If the roll results in infiltration [9.4.1] place the unit
9.4 Ta m e B o a r in the Raid Box of the raid bombing that city.
DESIGN NOTE: Tame Boars were TE nightfighters that would In the Berlin scenario units can infiltrate if the bombing
try to infiltrate the bomber stream and swim inside it, finding and marker is on its Bomb Drop or Resolve Bombing side.
picking off targets. In the Downfall scenario units can infiltrate only if the marker
Only TE units may make Tame Boar attacks. is on its Bomb Drop side.
9.4.1 INFILTRATION Note that it is possible for a TE unit that attacks as a Wild
The following TE units may try to infiltrate raids in the Tame Boar in the Raids Move Phase to infiltrate and attack again as
Boar Phase: a Tame Boar in the Tame Boar Phase.
(1) A TE unit in the same hex as a detected raid or bomber 9.4.3 LEAVING A RAID
stream counter. An infiltrated unit can leave a raid in any subsequent Fighters
(2) A TE unit stacked on a radio beacon in an adjacent hex Move Phase by placing a Return to Base marker on it [7.4.3].
to a detected raid or bomber stream counter. The German player announces the unit is moving, then the
(3) A TE unit in the same hex as a city marked with a bombing British player removes the unit from the Raid Box and places
marker (see also 9.4.2). it in any hex currently occupied by the raid or its bomber
stream. As soon as the Tame Boar unit is placed back on the
To infiltrate, the German player points at an eligible raid or map it can move normally. If the raid exits the map during
bomber stream counter, or at a city with a bombing marker. the Raids Move Phase (i.e. the raid and all of the stream
He rolls 2 dice and compares the result to the infiltration has entered the England space) the Tame Boar unit must
value printed on the bottom of the Jamming Track in the immediately leave the raid. Place it in the hex from which
space occupied by the Jamming Level marker [8.1]. the raid exited, marked with a Return to Base marker [7.4.3].
The roll can be modified by: If a Tame Boar infiltrates a Mosquito raid, the Tame Boar unit
? the play of cards immediately leaves the raid after the attack is resolved. Do not
+1 the Beleuchter marker is on the Jamming Track place a Return to Base marker on it.
? weather modifier for that hex (units adjacent to more For recovery while occupying a Raid Box, see 7.4.4.
than one hex of a raid should specify the hex they are 9.4.4 TAME BOAR ATTACKS AND WEATHER
infiltrating into to determine this modifier) When Tame Boar units attack, apply the weather modifier
? the visibility modifier for any hex the raid or bomber stream occupies. The British
-2 the infiltrating unit is NOT stacked on a beacon (see also player announces the weather modifier that applies, but does
9.4.2) not have to point out which hex the attack takes place in.

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18 BOMBER COMMAND

9.5 Wild Boar This is the only occasion in which nightfighter units can move
on the map in the Raids Move Phase. Reacting Wild Boars
DESIGN NOTE: Wild Boars were fighters that would attack
cannot deploy to the city until the Deployment Phase [7.3].
bombers over cities with the aid of illumination from searchlights
and the glow of the burning city. 9.6 Flak
Both SE and TE units may make Wild Boar attacks. There are three types of flak:
9.5.1 WILD BOAR ATTACKS City Flak. This represents the flak around a city and
In the Raids Move Phase non-infiltrated is marked by a flak value from 0 to 5 on that city.
nightfighter units can make Wild Boar attacks EXCEPTION: Peenemnde has no flak and cannot attack
against raids or bomber streams that are bombing raids at all as indicated by an X in place of a flak value.
a city in the same hex as the unit. Place a Wild Boar Area Flak. This represents extensive areas of flak coverage
Combat marker on the city for each attacking nightfighter and is marked by a flak gun symbol in the hex with a flak
[9.1.2] and resolve the attacks after all Combat markers have value of 0 or 1 next to it.
been placed. Searchlights. This represents coastal defences. All
A raid is bombing a city each turn the raid or part of the searchlights have a flak value of 0.
bomber stream is moving through the target citys hex while
a bombing marker is placed [10.2]. A Wild Boar unit can 9.6.1 FLAK VERSUS BOMBERS
attack such a raid once per turn. (EXCEPTION: The EARLY Flak attacks in the Raids Move Phase. The type
ARRIVAL AT TARGET card can increase the number of of flak that attacks depends on whether the raid
attacks.) See also the Play Note in 9.1.2. is bombing a city in the hex or is simply passing
through without bombing.
There are two columns on the Combat Table for Wild Boar
units. Use the STACKED column if the unit is stacked on the Raid bombing a city. City flak attacks if a raid bombs that
city that is being attacked [7.3]. Use the LATE column if the city by placing a Bomb Drop marker or its bomber stream
unit is not stacked on the city being attacked. A unit stacked passes over that city while it is marked with a bombing
on a radio beacon uses the LATE column and must leave the marker [10.2]. See also the Play Note in 9.1.2.
beacon when it makes a Wild Boar attack. Raid passing through. Area flak attacks if a raid enters its
If two cities in a hex are bombed simultaneously, each Wild hex or a bomber stream passes through that hex without
Boar unit not stacked on a city may attack one raid, but not bombing a city.
both. City flak does not attack raids that are passing through. Area
flak does not attack raids that are bombing a city.
9.5.2 WILD BOAR REACTION
In the game turn when a raid places a Bomb Drop marker When flak makes an attack place a Flak Combat marker and
on a city, any nightfighter unit stacked on a radio beacon or resolve the attacks after all Combat markers have been placed
city in an adjacent hex may react. Move the reacting unit to [9.1.2]. Place the Flak Combat marker in the hex for area flak
the bombed citys hex and make a Wild Boar attack using the and on the city for city flak.
LATE column. EXAMPLE: Main Force raid C enters hex J6. It bombs Dortmund
Reaction takes place after all Bomb Drop markers have been and finishes the turn in K6. Mosquito raid F splits from the
placed in the Raids Move Phase. Movement by all reacting Main Force in this hex before exiting to K7. Mosquito raid H
nightfighter units must be completed before any attacks also splits from the raid and enters J5, where it bombs Osnabrck.
against a bombing raid are rolled. Three Flak Combat markers are placed: two in the hex and one on
the city. Two will be for the area flak attacking raids F and H.
The third will be for the Dortmund city flak attacking raid C.
Flak in a hex may only attack each raid once in each Raids
Move Phase.
Roll for flak attacks using the Flak columns of the Combat
Table. There are three columns in all. Roll to determine the
losses inflicted on the raid in the Flak Loss column. Then read
across to the Disrupt column to find the amount of disruption
inflicted and the Damage column to see the quantity of flak
damage inflicted [9.8.4].
9.6.2 SEARCHLIGHTS
DESIGN NOTE: The searchlight symbols represent coastal lights
and defences.
The STRAYING BOMBERS cards permit city flak and
searchlights to attack detected raid and bomber stream
EXAMPLE: A British raid starts bombing Hannover. The TE counters in the same hex. The only way that searchlights can
unit stacked on beacon Gertrud can react and make a LATE Wild attack raid and bomber stream counters is by play of one of
Boar attack. The SE unit is not stacked on a city or beacon and these cards. Searchlights have a flak value of 0.
so cannot react.

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BOMBER COMMAND 19

9.6.3 FLAK VERSUS NIGHTFIGHTERS and x10 marker for tens. When a raid is attacked increment
Some cards such as WILD BOAR and TRIGGER HAPPY FLAK the losses for that raid.
may result in nightfighter losses to flak. EXAMPLE: The x1 marker is in the 3 box of the track and the
9.7 Attack Resolution x10 marker in the 2 box. Total losses are 23.
To perform an attack roll 2 dice and add the units combat Nightfighters may be lost to combat, scrambles or recovery.
strength (or flak strength) to the roll. Further modify the roll Track nightfighter losses using the Fighter Losses x1 and x10
as indicated on the Play Aid Card and consult the Combat markers on the Loss Track.
Table, using the column appropriate for the type of attack.
The result is the number of bombers lost [9.8.2].
Cards such as CORKSCREW can be played after combat to
reduce the losses.
Results marked with a d inflict one disruption on the raid 9.8.3 DISRUPTION
[9.8.3]. Flak attacks inflict a number of disruptions equal to Raids can be disrupted by combat results or the
the value in the Flak Disrupt column. play of cards. The British player places Disrupt
markers equal to the total value of disruption in
9.7.1 DEPLETION the target raids Raid Box on the map. Disruption
As nightfighter units fight, they run out of ammo and fuel or results are cumulative.
simply become scattered and lost. When a nightfighter unit
Also add one disruption to the raid for each waypoint on the
rolls for combat, if doubles are rolled on the dice, deplete
outbound portion of the raid (not including the waypoint at
the attacking unit [9.8.1].
the target). Apply this disruption at the moment the bombing
British attacks [9.2.1-9.2.4] and the play of cards may also is resolved.
deplete nightfighter units.
Disruption results affect bombing and recovery. The British
9.7.2 BOMBER DEFENSIVE FIRE player reveals disruption levels to the German player when
When a nightfighter unit attacks, if a six is rolled on either bombing and recovering.
die (or on both dice) there is a chance nightfighters are hit
9.8.4 FLAK DAMAGE
by bomber defensive fire. The British player rolls 2 dice and
consults the following table. DESIGN NOTE: Flak damaged many aircraft and often
contributed to nightfighter kills.
7 or less No losses Flak attacks may result in flak damage being
8-11 1 nightfighter is lost inflicted on a raid. For each point of flak damage
12 or more 2 nightfighters are lost the British player places a Flak Damage marker in
the target raids Raid Box on the map.
This second dice roll may be modified by REAR GUNNER or When a nightfighter unit attacks, the British player must
VILLAGE INN cards. declare if that raid has any Flak Damage markers. The German
Do not roll defensive fire if the target of the attack is a player can prompt his opponent to check for this. The British
Mosquito raid [9.9]. player is only required to say that the raid has markers, not
how many remain.
9.8 Combat Results
DESIGN NOTE: If not using advanced rule 12.5 this information
Combat results are applied in several ways. Depletion results
might already be plain to the German player.
are applied to nightfighter units. The British player tracks
bomber losses, disruption and flak damage on the Loss Track The German player can choose to expend a marker to
and Raid Boxes. obtain a +1 modifier for that attack. He must decide this
before making the roll. The British player removes expended
9.8.1 DEPLETION markers from the Raid Box. No more than one marker may
A unit that depletes is flipped to its depleted side. If a depleted be expended for each nightfighter attack.
unit depletes again it must return to base [7.4.3]. (If already
depleted and returning to base there is no further effect.) 9.9 Mosquito Raids
Detachments, which in effect start depleted, must return When any nightfighter unit (NOT flak) resolves an attack on
to base when they receive a depleted result. However, a Mosquito raid, before any cards are played or dice are rolled
detachments are unaffected by depletion effects from the British player must announce the raid is a Mosquito raid.
scrambling or infiltration [7.4.2, 9.4.1]. Resolve the attack as normal, but calculate losses differently
[9.9.1].
9.8.2 LOSSES
The Combat Table lists results as losses, representing the PLAY NOTE: Remember to keep the identity of a raid secret if
number of bombers shot down. attacked by flak and only reveal it as a Mosquito raid when
attacked by fighters.
Track bomber losses on the Loss Track printed on the map.
There is a set of x1 and x10 Bomber Losses markers for each If the attack is a Tame Boar attack the infiltrated unit leaves
raid ID letter. Place these on the Loss Track to total the losses the raid immediately after the attack is resolved [9.4.3].
for each raid, using the x1 marker to note individual numbers Mosquito raids do not roll defensive fire [9.7.2].

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20 BOMBER COMMAND

9.9.1 MOSQUITO LOSSES Transport. Represents ports, warehousing and rail hubs.
DESIGN NOTE: The Germans claimed far more Mosquito losses Fields. Any area without a City Centre, Residential,
than were actually achieved. Industrial or Transport icon is a Fields area. Fields
When a Mosquito raid in the England space is removed from represent surrounding non-urban land.
play in the Recovery Phase, the British player announces that
the raid was a Mosquito raid and rolls to see how many losses
were actually achieved against it.
For each loss listed for the Mosquito raid on the Loss Track,
roll 1 die. If the roll is 1, the loss is confirmed and the resulting City
Residential Industrial Transport
Centre
loss stands. If the roll is 2 through 6, no bomber was lost (the
Mosquito got away). ILLUSTRATION: Area icons. Note that there are two different
After all die rolls have been made, total the number of icons for Transport.
confirmed losses and adjust the Bomber Losses markers on There is a dashed boundary outside of the Fields areas. The
the Loss Track accordingly. space outside this boundary represents the wider countryside
(henceforth simply called the countryside). The countryside
9.9.2 MOSQUITO HUNTING
encompasses all space outside the boundary and is therefore
When nightfighter units attack Mosquito raids, they are
adjacent to the outermost Fields areas.
considered to be Mosquito Hunting if:
Each map has a small compass hexagon in the corner,
The attacker is a SE or Me262 unit marked with a GCI
surrounded by numbers and indicating North.
Intercept marker [9.3.1].
The attacker played a TA154 MOSKITO card. 10.1.1 OIL TARGETS
Maps B, C and E each have an oil symbol on one
When a Mosquito Hunting attack is resolved,
Industrial area. This indicates an oil target area.
determine losses against Mosquito raids normally.
However, for each loss achieved in a Mosquito ILLUSTRATION: An oil symbol.
Hunting attack, also place a Mosquito Hunt 10.2 Bombing Attacks
marker in the raids Raid Box.
A bombing attack begins when a raid first enters
When rolling to determine Mosquito losses [9.9.1] a number the hex containing its target. The British player
of loss rolls equal to the number of Mosquito Hunt markers in indicates the city being bombed and then places a
the Raid Box confirm the loss on a roll of 1 through 5 instead bombing marker on it flipped to its Bomb Drop
of a 1. Any roll of 6 means that no bomber was lost. side. Take no further action. The bombing marker
EXAMPLE: A Mosquito raid has taken three losses and is marked is flipped to the Resolve Bombing side in the End
with two Mosquito Hunting markers. When checking losses the Phase.
first two rolls confirm losses on a 1 through 5 and the third only If the bombing marker is on its Resolve Bombing
on a 1. side in the Bombing Phase, resolve the bombing
and then remove the marker [10.3].
10.0 MAIN FORCE BOMBING While the bombing marker is in place, raid and bomber
The British players objective is to bomb targets with his Main stream counters in or passing through the city hex can be
Force raid(s). He scores Victory Points (VPs) for dropping attacked by Wild Boars and city flak [9.5.1, 9.6.1]. TE aircraft
bombs on cities. can infiltrate the bombing raid [9.4.2].
For Mosquito raid bombing see 4.3.2 and for Gardening raids 1 0 . 3 Ta r g e t M a r k i n g
see 4.3.3. DESIGN NOTE: A bombing raid began with pathfinder aircraft
10.1 City Maps dropping Target Indicator pyrotechnics (or TIs) on the target to
mark it for the rest of the raid.
There are five generic city maps, marked A, B, C, D and E,
printed on four 8.5 x 11 sheets. (City Map D shares a sheet The British player begins to resolve bombing by placing the
with Map E. Ignore Map E when using City Map D and vice correct city map for the target, as indicated by the letter in its
versa.) city box, on the table. He next sets the aimpoint and approach
on the map. Then he places Target Indicators (hereafter
The background, depicting rivers, rail lines and built-up areas
called TI).
is for flavour only.
Each city is divided up into hex-shaped areas. (We call them 10.3.1 AIMPOINT AND APPROACH
areas to distinguish them from the hexes on the scenario The British player specifies one area to be the
maps.) There are five types of areas: aimpoint. In the Berlin scenario choose any area
(though not a Fields area or the countryside).
City Centre. Represents dense urban residential and
Place an Aimpoint marker in this area.
commercial areas; also areas of cultural significance.
In the Downfall scenario the aimpoint must be either an
Residential. Represents urban and suburban residential
Industrial or Transport area. If the target selection chit had
areas. Also commercial and light industrial zones.
an oil target symbol on it [4.5.1], the aimpoint must be placed
Industrial. Represents heavy industry and oil refining. in the oil target area [10.1.1].
GMT Games, 2012
BOMBER COMMAND 21

Place the Approach marker in any area next to The British player rolls 1 die and consults the compass
the Aimpoint marker. (This marks the direction hexagon on the city map. The arrow by the rolled number
from which the bombers are approaching the indicates the direction the TI counter must be moved.
aimpoint.) If the drift value and direction would move the TI counter
10.3.2 TARGET INDICATORS across the outer city boundary into the countryside, place the
Once the aimpoint is set, mark the target with a TI counter. counter in the countryside and stop movement there.
There are three marking methods, codenamed Newhaven, Note that only the TI counter is moved. The Aimpoint counter
Parramatta and Wanganui. The method used depends on the remains in the original area.
weather in the target citys hex: OPTIONAL RULE: Rather than reading marking quality
Clear, Broken Cloud. Use Newhaven. from the same roll as the drift value, roll separately for each.
But apply the same modifiers to both rolls.
Haze, Cloud. Use Parramatta.
Heavy Cloud, Fog. Use Wanganui. 10.3.3 APPROACH MARKER
If the TI counter has been moved, then shift the Approach
The British player takes the Newhaven, Parramatta or marker into an area adjacent to it. This area must be in the
Wanganui TI counter as appropriate and places it on the city same relative position to the TI as the Approach marker was
map in the same area as the aimpoint. Then he moves the TI to the aimpoint.
counter a number of areas away equal to the drift value.
If the TI counter is in a Fields area next to the outer boundary,
the approach can be placed in the countryside. If the TI
counter is moved into the countryside, place the Approach
marker in the countryside.

To determine the drift value make a target marking dice roll.


Roll 2 dice and apply appropriate modifiers. Read off the
result from the Marking Table. Also take note of the marking
quality indicated by the roll.
MARKING TABLE
Modified Dice Drift Value Marking Quality
Roll
3 or less 0 One row up
4-5 0 No change
6-7 0 One row down
8 1 One row down
9 1 Two rows down
10-11 2 Two rows down EXAMPLE: On City Map B the British player places a Wanganui
TI counter in the same hex as the aimpoint, with the Approach
12 or more 3 Three rows down
stretching back into the adjacent city centre area. The roll on the
Marking Table goes poorly, generating a drift value of 2. The
Modify the dice roll as follows:
die for compass direction is a 2, meaning the TI counter and
+0 Newhaven marking Approach marker are both moved two areas in the indicated
direction. The Approach is now in a Fields area.
+1 Parramatta marking
+3 Wanganui marking 10.4 Dropping Bombs
-1 City marked with OBOE symbol Once the TI counter and Approach marker are set the British
-1 Clear weather in the city hex player places bomb counters on the city map.
? Effect(s) of cards played (modifiers are cumulative where 10.4.1 BOMB LOAD
multiple cards are played) A Main Force raid gets a load of 20 bomb counters.
Modify this to 24 counters if carrying a heavy bomb
The following radar signature modifiers apply only to load [12.3.1] or 16 if carrying a light bomb load
Parramatta or Wanganui marking on cities with no OBOE [12.3.2].
symbol:
Bomb counters come in two varieties: HE and
-1 City has a Good radar signature Incendiary. After TI placement the British player
+1 City has a Poor radar signature decides on a mix of HE and Incendiary counters
up to the load limit.
If the drift value is 0 the TI counter does not move. If the EXAMPLE: The British player chooses 6 HE and 14 Incendiary.
final drift value is 1 or greater, the British player moves the TI
counter that number of areas on the city map.

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22 BOMBER COMMAND

10.4.2 BOMB PLACEMENT


DESIGN NOTE: The object of bombing is to create a concentration
of HE and Incendiaries that will in turn start fires.
The British player takes the HE and Incendiary bomb counters
and puts them in a suitably opaque receptacle, such as a cup.
From this he draws the counters one by one and places them
in areas of the city map, as follows:
First, determine the bomb concentration value. This is
determined by weather type in the target city hex and marking
quality.
Consult the Bomb Concentration Table. Find the row
corresponding to the weather. Then shift rows up or down
according to the marking quality [10.3.2].
BOMB CONCENTRATION TABLE
Weather Concentration
13
11
EXAMPLE: This Wanganui attack through Heavy Cloud
Clear 9 generates a concentration of 2 on the TI counter. This leaves
Broken Cloud 7 18 bomb counters to place on the map. The first six counters are
6 placed in the ring marked 1. The next eight counters in the ring
marked 2. The remaining four counters are placed by the British
Cloud, Haze 5 player in the areas marked 3.
4
10.4.3 COUNTRYSIDE
Heavy Cloud, Fog 3 If the TI counter is placed in the countryside, the procedure
2 is changed slightly. Firstly, counters equal to the bomb
concentration value are placed in the countryside.
2
Then the British player draws the remaining bomb counters
1
one-by-one. He places the first counter in any area of the
1 city map, then he places one in the countryside. A third is
placed in another city area and a fourth in the countryside.
In addition:
He continues to alternate placing bomb counters in the city
Shift 1 row up if the raid has a heavy bomb load [12.3.1]. and countryside until they have all been placed.
Shift 1 row down if the raid has a light bomb load [12.3.2]. No more than one bomb counter may be placed in each area.
Row shifts are cumulative. After all row shifts look across to When resolving bombing in this fashion the restrictions on
find the concentration value. placing within so many spaces of the TI counter are ignored.
EXAMPLE: A raid makes a bombing attack in Clear weather. EXAMPLE: A Wanganui attack goes terribly wrong and the TI
Marking quality indicates a shift two rows down. The Clear row counter lands in the countryside. The concentration is 3, so that
gives a result of 9, but shifting two rows down yields a result of 6. many bomb counters are drawn and placed in the countryside.
Place bomb counters equal to the concentration value in the The remaining 17 bomb counters alternate between placement in
area marked with the TI counter. Draw the counters blindly the city and the countryside, resulting in 9 counters placed in city
from the cup before placing them. areas and 8 more in the countryside.
Next, blindly draw bomb counters one-by-one from the cup 10.5 Bomb Adjustment
and place one per area on the city map. Before drawing, the
DESIGN NOTE: Many factors impinged upon bombing to either
British player chooses which area to place the counter in. He
scatter bombs wide of the target, or to better concentrate them.
cannot place more than one per area and cannot place these
counters in the area marked with the TI counter. After all bomb counters have been placed players move them
around on the city map. The German player moves them
The British player must place a bomb counter in each area
according to the degree of bombing error then the British
adjacent to the TI counter first. Once all these areas are filled,
player moves them if he benefits from accurate bombing.
he places a bomb counter in each area two spaces away from
Finally, the players convert bomb counters into major fires.
the TI. When these are filled he places a counter in each area
three spaces from the TI, and so on. Each time a ring of 10.5.1 MOVING BOMB COUNTERS
areas is filled he keeps placing them at the next distance away Players may have the opportunity to move bomb counters on
until all bomb counters have been placed on the city map. the city map. Each move is from one area to an adjacent area.
If every area on the city map is filled and there are undrawn Counters in Fields areas bordering the countryside may be
bomb counters remaining, they are placed in the countryside. moved to the countryside by the German player (the British

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BOMBER COMMAND 23

player may never move counters into the countryside). Bomb A bomb counter may be moved more than once by expending
counters in the countryside can be moved to any of the an additional point of accuracy value. Counters moved by
outermost Fields areas by the British player. the German player in the previous step can be moved by the
British player. The British player does not have to expend all
10.5.2 ADJUSTMENT PROCESS
of the accuracy value.
Follow these procedures carefully step by step.
Any bomb counters still in the countryside at the end of this
(1) BOMBING ERROR. The German player determines the
step are removed from play.
error value by adding the following together:
DESIGN NOTE: The 2 accuracy for the Downfall scenario
2 Visibility is poor
represents a variety of improvements, such as the advent of [Link]
2 City has a Poor radar signature H2S and shortening the period of attack, which reduced backward
? The value from the Disruption Table below, based on the drift.
current disruption total inflicted on the raid (the British (3) CONFLAGRATION. After moving all counters, the British
player must announce the total number of disruptions at player may convert bomb counters into major fires [10.5.3].
this point) [9.8.3]. Creepback may take place [10.5.4]. After all conversions
? Value of any cards played. (Card values are cumulative check for firestorms [10.5.5].
where multiple cards are played.)
10.5.3 CONVERSION
The German player expends one point of error value to move The British player can convert HE and Incendiary
one bomb counter one area. Counters in an outermost Fields counters in the same area into major fires. He
area cost one point to move into the countryside. does this by removing bomb counters from an area
A bomb counter may be moved more than once by expending and replacing them with Major Fire counters. The
an additional error value. The German player does not have British player does not have to convert and can decide how he
to expend all of the error value. converts counters.
DISRUPTION TABLE The British player converts counters in the following order:
(1) The area with the TI counter.
Disruptions Error Value
(2) The area with the Approach marker.
0 to 2 0
(3) Other areas in any order the British player desires.
3 to 4 1
Expend counters as follows to create major fires:
5 to 6 2 City Centre Areas. Two counters of either type converts
7 to 9 3 to one major fire. Two Incendiaries and one HE counter
10 to 12 4 converts to two major fires.
13 to 16 5 Residential Areas. One Incendiary and one HE counter
converts to one major fire. Two Incendiaries convert to
17 to 20 6 one major fire.
21 to 25 7 Industrial and Transport Areas. Any three counters
26 to 30 8 convert to a major fire so long as there is at least one HE
31 or more 9 counter amongst them.
Fields Areas. No conversion allowed.
The error value on the Disruption Table is also subtracted Once converted, Major Fire counters may never be moved.
from VPs scored by Gardening raids at the moment of attack
The CIVIL DEFENCE card prevents one conversion,
[4.3.3].
while leaving the bomb counters in place. Converting two
(2) BOMBING ACCURACY. Now the British player Incendiaries and one HE counter into two major fires in a
determines the accuracy value by adding the following: City Centre area counts as two conversion attempts for the
2 If playing the Downfall scenario purposes of this card. In other words, it prevents only one fire
2 Visibility is good from starting.
2 City has a Good radar signature 10.5.4 CREEPBACK
2 The Moon has risen and Newhaven marking is being If two major fires are created in the area with the TI counter,
used creepback is triggered immediately. Move all remaining
unconverted bomb counters from the TI-marked area to
? Value of any cards played. (Card values are cumulative the area containing the Approach marker. If the Approach
where multiple cards are played.) marker is in the countryside, move the counters there.
2 If resolving a follow-up raid [10.6] and two or more major The number of fires required to trigger creepback can be
fires were started in the first attack increased or reduced by cards. Play the cards at the moment
The British player expends one point of accuracy value to during conversion where they may trigger or prevent the
move one bomb counter one area. Counters starting in the triggering of creepback. Modifications to the trigger value
countryside cost one point to move into any outermost Fields are cumulative.
area.

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24 BOMBER COMMAND

10.5.5 FIRESTORMS 11.1 Victor y Points


Firestorms start only in good weather [3.4.1, 12.1.1]. Assess The British and German players total their Victory Points
whether a firestorm has started after all conversions are (VPs):
complete.
The British player totals Victory Points as follows:
If there are three or more major fires in a City Centre area
roll 2 dice. If the result is less than the number of fires in the ? VPs printed on the target selection chit [3.3] (or both
area, a firestorm begins. A firestorm doubles the number of target chits in the Downfall scenario)
major fires in that area; place additional counters on the map. ? VPs of any mine hex attacked by a Gardening raid less
If multiple City Centre areas have three or more major fires, VPs for disruption on the raid [4.3.3, 10.5.2]
roll separately for each area. 1 VP for each Mosquito raid bombing (3 VPs if the
Mosquito raid target is Berlin)
10.6 Follow-Up Raids 0.5 VP for every nightfighter loss
When a follow-up raid is selected, two Main
? Total of all Main Force raid bombing VPs [11.1.1-11.1.2]
Force raids attack the same target, but at
different times. The German player totals Victory Points as follows:
The HE and Incendiary counters have a tinted 1 VP per bomber loss in the Berlin scenario (2 for each
reverse side. Use this to distinguish between confirmed Mosquito raid loss [9.9.1])
bombs dropped in the first and second attacks. Major 2 VPs per bomber loss in the Downfall scenario (3 for each
fire counters are also shaded differently on the reverse to confirmed Mosquito raid loss [9.9.1])
distinguish between fires started in the first and second attack. Bomber loss and target selection VPs [3.3] are
Resolve the first attack on the city as normal. The second totalled at the end of the game. During play use
attack is resolved on the same city map. However, all the bomb the x1 and x10 VP markers on the Loss & Victory
counters and major fires from the first attack remain in place. Point Track to keep tabs on the running totals
Remove the TI counter and Approach marker after the first for bombing, mining and nightfighter losses.
attack, but keep the Aimpoint marker in the same area for the (The British player uses the +0.5 side to track any half VPs.)
second attack. For the second attack place a new TI counter, 11.1.1 BOMBING SCORING (BERLIN SCENARIO)
based on the current weather in the target citys hex, and In the Berlin scenario the British player scores the following
resolve the attack as normal. If the first attack drifts [10.3.2] VPs for bombing:
the second will drift in the same direction if its drift value is
1 VP for each unconverted Incendiary or HE counter
greater than 0.
dropped on a non-Fields area.
Bomb counters and major fires placed in the first attack
4 VPs for each major fire.
cannot be adjusted or moved in the second attack. However,
major fires from the first attack may modify the accuracy value No VPs are scored for bomb counters in Fields areas.
of the second attack [10.5.2]. Furthermore, bomb counters Double the VPs for all Incendiary or HE counters and major
from the first and second attack can be combined to covert fires in Industrial and Transport areas.
into major fires [10.5.3].
11.1.2 BOMBING SCORING (DOWNFALL SCENARIO)
EXAMPLE: In a Residential area an Incendiary counter from the In the Downfall scenario the British player scores the following
first attack can be combined with an HE counter from the second VPs for bombing:
attack to start a major fire.
0.5 VP for each unconverted Incendiary or HE counter
Major fires from the first attack are added to those of the dropped in a non-Fields area.
second when rolling for firestorms [10.5.5]. However, do not
2 VPs for each major fire that is not in the Aimpoint area.
roll for firestorms in any area where no new fires were started
by the follow-up raid. Also do not roll for firestorms in any 4 VPs for each major fire in the Aimpoint area.
area that has already suffered one. No VPs are scored for bomb counters in Fields areas.
11.2 Victory Assessment
11.0 END OF GAME Drop any fractions from the British VP total.
The game ends either when all raids have exited the map and Next, subtract the German VP total from that of the British.
recovered, or when both players agree to end play. Then compare the total to the table appropriate for the
At the end of play, all nightfighter units still in the air must scenario to determine victory:
recover. Roll for recovery [7.4.4]. If fuel states may affect
BERLIN VICTORY TABLE
recovery the German player can play out as many turns as he
needs to return all units to airfields or divert and recover. 0 or less German Major Victory
(As a sporting gesture and to prevent play dragging on +1 to +9 German Victory
interminably, players are asked not to draw cards in the hope
+10 to +18 Draw
of playing an ACCIDENT card in this end stage.)
+19 to +27 British Victory
After all units have recovered and losses been determined,
count up the Victory Point scores and then check for victory. +28 or more British Major Victory

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BOMBER COMMAND 25

DOWNFALL VICTORY TABLE If there is a moonrise or moonset the British


player secretly checks the moon value on the
+10 or less German Major Victory
target selection chit (use the value on the Target
+11 to +20 German Victory A chit in the Downfall scenario). This value
+21 to +30 Draw indicates the game turn the moon rises or sets.
The British player places the Moonrise or Moonset marker, as
+31 to +40 British Victory
appropriate, on the Game Turn Track. He can place it on the
+41 or more British Major Victory game turn indicated by the chit OR up to two spaces to the
right or left of this turn.
The victory levels can be interpreted as follows: The British player does not indicate the moon value indicated
German Major Victory. Bomber losses are unacceptable. by the chit to the German player; he just places the marker on
More nights like this and a bombing halt will be ordered one of the five potential turn spaces, as he desires.
so the strength of Bomber Command can recuperate. A Moonrise marker means that the moon rises at the beginning
German Victory. Bomber losses outweigh the damage of the game turn indicated by the Moonrise marker and lasts
inflicted. It is a good night for the Nachtjagd. until either twilight begins or the end of the game, whichever
Draw. Mounting losses cancel out the effects of bombing. comes first.
British Victory. The target has been plastered while A Moonset marker means that the moon has risen at the start
bomber losses have been kept at an acceptable level. of the game and lasts until the end of the game turn indicated
British Major Victory. A good concentration has been by the Moonset marker.
achieved on the target with relatively little loss. The Reich While the moon has risen add 1 to visibility
is reaping the whirlwind. modifiers for infiltration and combat [3.4.4].
In certain conditions it may modify bombing
accuracy [10.5.2]. Mark that the moon has risen
1 2 . 0 A DVA N C E D RU L E S by flipping the Visibility marker to its moon side.
The following rules add detail to the game but at a cost in
12.1.3 TAIL WINDS
time and complexity. Both players must agree which advanced
If the weather for the scenario is bad when determining the
rules are in play before the game begins.
environmental effects during setup [12.1.1], a wind direction
12.1 Advanced Environment Rules is established by rolling 2 dice. If the result is between 5 and
9 (inclusive) place the Wind marker on the Tail Wind display
12.1.1 BAD WEATHER facing in the direction indicated by the dice roll. On any
DESIGN NOTE: Electronic navigation aids meant that Bomber other result there is no tail wind. Wind direction can point
Command attacks often took place in bad weather, when down a column of hexes or a row of hexes.
nightfighters were likely to be grounded.
After selecting the target and before placing Weather markers
[3.4], the British player rolls 1 die and checks the result.
1-2 the weather for the scenario is good.
3-6 the weather for the scenario is bad.
When placing Weather markers on the map, flip them to
their good or bad side depending on the weather rolled for
the scenario.
Fog and Heavy Cloud markers are marked with
a cross in the corner. No more than two such
markers may be placed on the map. If two cross
markers are placed and a third is drawn, reject
it and keep drawing until a non-cross marker
is picked. (This rule also applies to markers drawn due to
WEATHER cards.)
12.1.2 MOON
DESIGN NOTE: Bomber Command mostly flew during moonless ILLUSTRATION: The wind is facing direction 8. The red lines
periods. But occasionally they raided when the moon had risen. show the direction of the wind and the yellow lines the direction to
When setting up the game, the British player rolls 2 dice and either side of the wind.
checks the result. An infiltration modifier is applied, depending on whether the
2-10 No Moon lead counter of the raid travelled the last hex of its movement
that turn in the direction indicated by the wind, or on a
11 Moonrise reciprocal (opposite) course to the wind. (This direction is
12 Moonset based on the raids plotted course.) If a raid is travelling in
the same direction as the wind, or the direction either side

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26 BOMBER COMMAND

of the wind, there is a 1 modifier to infiltration rolls against (Raids are considered alerted to the presence of intruders.
that raid. If travelling on a reciprocal course to the wind, or Use the Alerted marker as a reminder of this.) Apply modifiers
the reciprocal direction either side of the wind, there is a +1 for the weather in the England space.
modifier to infiltration rolls.
12.3 Alternative Bomb Loads
The British player should announce if such a modifier applies
to the roll. 12.3.1 HEAVY BOMB LOAD
When plotting a Main Force raid the British player can assign
12.2 Intruders that raid a heavy bomb load. As a reminder, note Heavy on
DESIGN NOTE: Late in the war the Germans launched the planning map next to the raids ID letter.
Operation Gisela, sending nightfighters to England to shoot down If the raid has a heavy bomb load its load is 24 bomb
bombers as they landed. counters [10.4.1]. In addition, shift one row up on the Bomb
The German player may employ nightfighter units as Concentration Table [10.4.2].
intruders. While carrying a heavy bomb load the British player cannot
12.2.1 INTRUDER CREATION play any CORKSCREW or HIGH-ALTITUDE BOMBERS
The German player declares a unit to be an cards to defend against attacks on the Main Force raid until
intruder when it scrambles. This declaration is the entire raid (raid and bomber stream) is on the return
made after scramble losses and patrol attacks are flightpath.
resolved. The moment a German nightfighter unit attacks such a raid,
Only units from [Link] and [Link] may be declared as intruders. the British player must announce it has a heavy bomb load.
In the Berlin scenario only one nightfighter unit may be Nightfighter attacks against raids with heavy loads benefit
declared an intruder for the entire scenario. In the Downfall from a +1 modifier until the entire raid (raid and bomber
scenario any number of eligible units may be used as intruders. stream) is on the return flight path.
Mark intruder units with Intruder markers. 12.3.2 LIGHT BOMB LOAD
DESIGN NOTE: On long-ranged raids the bombers carried a
12.2.2 INTRUDER BEHAVIOUR
lighter bomb load because of the weight of the fuel required for the
Intruders cannot conduct GCI, Tame Boar or Wild Boar
journey.
attacks.
After plotting, total the number of hexes in the Main Force
Intruders can move to the England space by exiting the map
raids flightpath, including the entry hex and exit hex. In
from a hex adjacent to England. They can also move from
the Downfall scenario raids starting in the southern group of
the England space to any adjacent hex. It costs two hexes of
entry hexes (G9, H9, H10, I11) add 5 to the total.
movement to move from an adjacent hex to England or vice
versa. Each Fighters Move Phase spent in the England space If this flightpath total is 20 or greater, the raid takes place at
a nightfighter unit may not move except to exit the England long range. As a reminder, note Long on the planning map
space but still decrements its Fuel marker. next to the raids ID letter. Long-ranged raids carry a light
bomb load.
Any intruder unit that recovers from the England space diverts
to either [Link] or [Link] (only [Link] in the Downfall scenario) but If the raid has a light bomb load its load is 16 bomb counters
is out of recovery range [7.4.7]. [10.4.1]. In addition, shift one row down on the Bomb
Concentration Table [10.4.2].
12.2.3 AIR DEFENCE OF GREAT BRITAIN
The British player can, if he wishes, plot that hes carrying a
DESIGN NOTE: Mosquitos under ground control defended heavy bomb load [12.3.1] on a long-ranged raid. If he does
British air space against intruder operations. this the light and heavy bomb loads cancel out (making for
If there are one or more intruder units in the no change at all; the raid has 20 bomb counters and no row
England space the British player gets to attack one shifts for loads). However, all heavy bomb load effects on
of them (his choice) with the ADGB counter in nightfighter combat and CORKSCREW or HIGH-ALTITUDE
the Tame Boar Phase. Roll one attack, regardless BOMBERS cards still apply until bombing is complete.
of the number of intruder units present.
12.4 Bombing Approach
12.2.4 INTRUDER COMBAT
North on the city map matches the direction of North on the
DESIGN NOTE: Bombers over England carelessly burned their scenario map. When placing the Approach marker during
navigation lights, making them easy targets for intruders until target marking [10.3.1], place it in the direction relative
they were alerted. to the aimpoint that matches the hex from which the raid
In the Tame Boar Phase, after the Air Defence of Great Britain entered the citys hex on the scenario map.
has attacked, intruder units in the England space may make
an attack on any raid in the space. The German player selects 12.4.1 VARIABLE NORTH
each intruder unit in turn and then selects a raid to attack. DESIGN NOTE: This rule helps mix up the configuration of
cities somewhat.
Attacks are made using the Wild Boar STACKED column.
However, if any attack generates defensive fire [9.7.2] all Before the British player begins raid plotting, roll 1 die (or
subsequent attacks in that scenario, by the same or different one for each target city, if playing a Downfall scenario with two
intruder units, are made on the Tame Boar column instead. different target cities). The number rolled sets the direction

GMT Games, 2012


BOMBER COMMAND 27

of North on the target citys map. When setting up the city The British player uses a different procedure to pick his
map for bombing, check the numbers around the compass initial card hand [3.7.1].
hexagon and set North to be the direction rolled, using a Main Force and Decoy raids occupy one hex instead of
North marker. three [7.2.1], though they can temporarily lengthen to
two hexes [7.2.3].
[Link] has been replaced by Allied Territory.
Nightfighter units in Allied Territory receive recovery
penalties [7.4.8].
The German player may assign GCI Intercept markers to
SE units [9.3.1].
Nightfighters may only infiltrate on bombed cities if the
bombing marker is on its Bomb Drop side [9.4.2].
Mosquito Hunting is possible [9.9.2].
The aimpoint must be an Industrial or Transport area
[10.3.1].
The British player receives a bombing accuracy modifier
EXAMPLE: A raid moves G8, H8, I8 and bombs Dsseldorf. [10.5.2].
Assuming North is compass direction 1 on the city map, the Follow-up raids are possible [10.6].
Approach (see inset) would be placed in direction 5 from the Bombing scoring differs from the Berlin scenario
aimpoint, since this is the direction of the hex from which the raid [11.1.2].
entered I8. Victory is assessed differently [11.2].
12.5 F o g o f Wa r Any number of units may be used as intruders (only 1 in
To increase the confusion for the German player, the British the Berlin scenario) [12.2.1].
player tracks bomber losses, disruption, flak damage and The southern group of entry hexes (G9, H9, H10, I11)
Mosquito Hunt markers differently. Instead of placing add 5 to the total hexes in the flightpath when calculating
markers on the Loss Track or Raid Box, track losses and Long range [12.3.2].
effects on a copy of the Raid Tally Sheet supplied at the back
of the play book, or use a piece of scrap paper instead. The
British player keeps this information secret from the German
player until required to reveal it.
He must reveal the number of disruptions when figuring
error values from disruption [4.3.3, 10.5.2].
He must reveal the presence of Flak Damage markers
when nightfighters are attacking [9.8.4]
He must reveal the presence of Mosquito Hunt markers
when recovering Mosquito raids [9.9.2]
He must reveal the number of disruptions and Flak
Damage markers when recovering raids [7.6].
Total losses are revealed at the end of the game.

1 3 . 0 P L AY I N G D O W N F A L L
The rules are primarily written for players playing the Berlin
scenario. This is a quick reminder of the rules where the
Downfall scenario differs from Berlin.
Use red nightfighter counters, not yellow.
Use the Downfall cards in the card deck, not Berlin cards.
The starting jamming level is 6 [3.1.2, 8.1].
The British player receives Patrol markers [9.2.4].
Place Flak Stripped markers [3.6].
The British player selects two targets [4.5.1].
Roll for Twilight before determining targets [4.5.3].
The British player receives two Main Force raids, a Decoy
raid and increased numbers of Mosquito raids [3.5.1].

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28 BOMBER COMMAND

S E Q U E N C E O F P L AY
DRAW CARDS. (Skip this phase on the first game turn.) Both After all raids have moved and all Combat markers have been
players may discard any number of cards from each hand. placed [9.1.2], roll GCI [9.3], flak [9.6.1] and Wild Boar
Then, both players draw up to three cards into their hand. [9.5.1] attacks. Remove Combat markers after each attack is
However, their hand cannot exceed 5 cards [6.1]. rolled.
FIGHTERS MOVE. Infiltrated units can leave raids [9.4.3]. RAID DETECTION. Roll to detect raids [8.2]. A success
The German player moves his nightfighter units [7.1]. means raid counters and bomber stream counters are placed
Move TE and SE units up to 2 hexes. on the map.
Move TE units with Scramble markers up to 1 hex and TAME BOAR. Any TE unit in the same hex as a detected raid
remove the Scramble marker. or bomber stream counter, OR in the same hex as a bombing
marker, OR stacked on a beacon in an adjacent hex to a
Units without a GCI Intercept marker decrement their Fuel
detected raid or bomber stream counter, may try to infiltrate
markers by one [7.5-7.5.1].
[9.4.1].
Do NOT yet place nightfighter units into city or beacon boxes.
After resolving all infiltrations, resolve Tame Boar attacks. The
SCRAMBLE. Place nightfighter units on their airfield hex Air Defence of Great Britain may attack intruders [12.2.3]
[7.4.2] and the corresponding Fuel markers on the Fuel after which the intruders may make attacks in the England
Track. Mark TE units with a Scramble marker. Move SE units space [12.2.4] .
up to 1 hex but do not mark them with a Scramble marker.
DEPLOYMENT. Stack nightfighter units on cities or beacons
Patrols may attack [9.2.4, 9.2.5]. Check losses for scrambling
in their current hex [7.3] if desired. Units in Himmelbett
units. Declare intruders [12.2.1].
hexes may have GCI Intercept markers placed on them [9.3].
RAIDS MOVE. Remove all raid and bomber stream counters
RECOVERY. Perform the following actions in strict order:
[7.2]. The German player can, if he wishes, mark the formerly-
Move units from the Rearm & Refuel Box to the Ready Box
occupied raid hexes with Track markers [7.2.5].
[7.4.5]. Recover nightfighter units by moving them into the
Raids are considered to move to their next plotted destination Recovery Boxes [7.4.4]. Check for recovery losses. Patrols
hex. No counters are yet placed or moved on the map. may attack [9.2.4]. Recovering units then move to the Rearm
However, raids and bomber streams that exit the map place & Refuel Box, unless diverting, in which case remove them
their counters in the England space [7.2.4]. from play [7.4.4]. Units in the Closed Airfield Box move into
If a raid or bomber stream moves through an area flak hex the Rearm & Refuel Box [7.4.6]. Remove raids in England
place a Flak Combat marker in the hex. from play [7.2.4]. Main Force and Decoy raids in England
If a raid or bomber stream moves through an active check for losses [7.6]. Confirm Mosquito losses [9.9.1].
Himmelbett hex place a GCI Combat marker in the hex. BOMBING. Resolve bombing for bombing markers currently
If a raid flies over a city it is plotted to bomb, place a bombing on their Resolve Bombing side [4.3.2, 10.2-.5], then remove
marker there on its Bomb Drop side [10.2]. Nightfighter the bombing marker. Gardening raids that reached their
units deployed on beacons or cities in an adjacent hex at this target hex this turn place Mine markers in the hex.
moment may react and move into the hex [9.5.2]. END PHASE. Flip bombing markers from Bomb Drop to
While a raid or any part of its bomber stream is bombing a city, Resolve Bombing [10.2]. Move the Game Turn marker one
nightfighter units in that hex may declare Wild Boar attacks space forward. If it moves into a space containing a Patrol
against the raid [9.5.1]. City flak will also attack the raid. Place counter, place that counter in the Patrol Pool box [9.2.4].
Wild Boar and/or Flak Combat markers on the city.

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