The Dambuster Raid

The Dambuster Raid
design by Jeremy White
rule book
table of contents
7.3 Move Phase
24
7.4 Navigation Check Phase
25
7.5 Place Hazards Phase
26
1.0 Introduction
2
7.6 Evade Hazards Phase
26
2.0 Assets
3
7.7 Resolve Hazards Phase
27
7.8 Target Acquisition Phase
30
7.9 Target Map Phase
30
7.10 Clean-up
32
PART 1: ATTACK
3.0 Target Maps
7
4.0 Sequence of Phases - Attack Turn 8
4.1 Run Phase
8
PART 3: TRAINING & PLANNING
4.2 Approach & Release Seq.
8
8.0 Mission Planning Blotter
33
4.3 Circling Phase
14
9.0 Groundcrew
33
4.4 Status Phase
14
5.0 Ending the Game
10.0 Sequence of Play -- Planning Turn 34
17
10.1 Requisitions Phase
34
5.1 Return to Base (RTB)
17
10.2 Security Phase
35
5.2 Morning Reconnaissance
18
10.3 Training Phase
36
5.3 Outcomes
18
10.4 Modifications Phase
38
10.5 Recon Phase
40
PART 2: FLIGHT
6.0 Flight Map
18
7.0 Sequence of Play -- Flight Turn 21
11.0 Flight Preparation
40
12.0 Surprise Check
44
7.1 Coordination Phase
21
13.0 Jinx
45
7.2 Wireless Phase
23
14.0 Optional Rule -- High Altitude
45
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www.GMTGames.com
2
Enemy Coast Ahead
1.0 INTRODUCTION
On the night of May 16-17, 1943, the Royal Air Force attacked Germany’s dams. The Dambuster Raid simulates that action.
NEWBIES
We suggest you learn the game by setting up one of the Attack Scenarios, such as Scenario 5
(it has a special variant just for beginners). Set up information can be found in the Scenario
Book, and to play, use the player aid card to guide you through the sequence of phases (the
card to use is the one labeled A1 to A14; it has Attack Turn information on it).
1.1 Rules
This book describes the rules of the game. Rules are numbered and cross-references to
other rules are listed [in square brackets]. Examples appear off to the side in the margin, as
do historical and design notes (but these are in shaded boxes).
The rules are presented in three sections. This introduction [1.0 and 2.0] and Part 1 [3.0 to
5.0] presents everything you need to play Scenarios 1-5. Part 2 adds the flight rules, and
combined with Part 1 will tell you everything you need to play Scenarios 6-9. Part 3 explains the additional rules necessary to play Scenario 10 (the campaign game).
1.2 Scenario Book
“MOST SECRET: Operation
Chastise [stop] Immediate attack of targets
‘X’, ‘Y’, ‘Z’ approved
[stop] Execute at first
suitable opportunity
[stop]”
Outgoing cypher message from Air
Ministry, Whitehall to Headquarters,
Bomber Command, RAF, May 15,
1943.
Avro Lancaster type III,
Provisioning
Historical notes, set up information and Debriefing Charts for the scenarios are included
in a separate Scenario Book. There are ten scenarios in The Dambuster Raid, plus combinations and variants.
1.3 Players
The Dambuster Raid is a solitaire game. You play the role of the British squadron commander, and sometimes the game asks you to assume other roles too.
Multi-Player Games: The game may also be played with two or three players, either cooperatively or competitively. Special rules for group play can be found in the Scenario Book
[p.43].
1.4 Scale
Each Lancaster marker represents a single Lancaster, and each Aircrew marker represents
the seven men operating the aircraft. Some Elite Crewmen are singled out, represented by
individual markers. The specially engineered mine - codenamed Upkeep - is also represented by its own marker. Each Planning Turn represents approximately two weeks, each
Flight Turn represents an hour, and each Attack Turn represents seven or eight minutes
(eight Attack Turns are nested inside a single Flight Turn).
1.5 Component List
A complete game of Enemy Coast Ahead: The Dambuster Raid contains the following components:
One Rule Book
One Scenario Book
One 22” x 34” map
Three 11” x 17” player aid cards (double-sided)
One 11” x 25.5” player aid card (double-sided)
Two 8.5” x 11” player aid cards (double-sided)
One half sheet of 1” playing pieces (35)
One and a half sheets of 5/8” playing pieces (264)
Four six-sided dice
1.6 Mapsheet
The game map is organized in three sections. The leftmost section is the Mission Planning
Blotter (explained in Part 3 of the rules), while the rightmost section presents the Target
Maps and each dam’s Status Record Track (explained in Part 1 and used in all scenarios).
The center section is the Flight Map (explained in Part 2 and used for Scenarios 6-10).
© 2014 GMT Games, LLC
Originally designed to correct the defects
of the Manchester bomber, the Lancaster
came into service in 1942. Its initial task
was mine-laying along the Germanoccupied coast of the North Sea. The
machine was capable of carrying a bombload weighing as much as 10,000lbs, or
more, and would ultimately become the
workhorse of RAF Bomber Command.
Despite its impressive capacity and
horsepower, to carry but a single specially
engineered mine, codenamed “Upkeep”,
required the removal of the Lancaster’s
top turret and dismantling of some of its
armor.
Dambuster Raid
1.7 Player Aid Cards
A1
refers to information
(table or chart) on a
player aid card
Attack Turns
Flight Turns
Planning Turns
End Game
A
F
P
E
3
The three 11x17 player aid cards carry regularly accessed information, including the charts
and tables necessary for playing the game. Each card is dedicated to a part of the rules: attack, flight and planning, and each is organized by the sequence of play. The three-panel
player aid (11 x 25.5) includes a flow chart which may help you understand how the various sequences fit together. Although a game of this complexity will necessitate dipping into
the Rule Book from time to time, these cards present that information in short and graphic
form, hopefully reducing the number of visits you make to this manual.
1.8 Squadron Log
Instead of using the markers provided, players may prefer to keep track of the condition of
the Lancasters with pencil and paper. Two log sheets are provided at the back of the Scenario Book for that purpose. You may use either one, and may copy them.
2.0 ASSETS
A variety of 1” and 5/8” square playing pieces (also called markers or counters) are used to
play the game. They represent the aircraft, crewmen and ordnance at your disposal. Others
allow you to keep track of a variety of functions during the game.
identification (AJ-F)
nationality of pilot
(if not Great Britain)
2.1 Lancaster
(Lancaster type III 464, Provisioning)
Individual Lancasters are represented by 1 inch squares, referred to in these rules interchangeably as “Lancaster(s)”, “bomber(s)” and “aircraft”.
Australia
New Zealand
Canada
1
USA
historical pilot
requisition cost
(Scenario 10 only)
The numeral in the lower right-hand corner of the marker is used only in Scenario 10 (it
is the requisition cost), and the letters at the top of the marker (for example, “AJ-F”) is the
Lancaster’s identification sign. The name at the bottom left is for informational purposes
(flavor text), indicating the historical pilot’s last name, and the number or word on the back
of the counter is also for historical interest (it is the time of the aircraft’s return to Scampton, or its fate as known at the time of the raid).
2.1.1 Damage to Lancasters
A
identification
0533
historical return time
or fate (e.g. 0533 hours)
The front of the Lancaster marker is its undamaged side, the back is its damaged side (damage is caused when the Lancaster suffers a “hit” by either Flak [4.2.4] or Hazards [7.7]).
Once damaged, a Lancaster marker should be flipped over so that its damage side is face
up. A Lancaster may never become un-damaged during the game (in Scenario 10, however,
during the Modifications Phase, aircraft damaged in training can be repaired [10.4.5]). A
damaged Lancaster that suffers damage again is destroyed and removed from play.
-1
2.1.2 Attachments to Lancasters
release modifier
[see 4.2.13 step 3]
Aircrew, Upkeep, and Elite Crewmen “attach” to the Lancaster markers when they are assigned to a Lancaster. An easy way to indicate attachment is to literally stack them on the
Lancaster marker, or keep them adjacent, or use the Squadron Log and a pencil. Attachment happens at set up, or in Scenario 10 at the end of the Flight Preparation Sequence before the first Flight Turn [Sortie, 11.5]. Once attached, those markers must remain attached
to their aircraft throughout the game. Upkeep is an obvious exception: remove the Upkeep
marker from the Lancaster when it is released against its target [4.2.5, 4.2.9, 4.2.12]; or as
an adverse result during the Resolve Hazards Phase of a Flight Turn [Crash, 7.7.2e]). Once
assigned, attachments may not be transferred to another aircraft (Scenario 10 exception:
the Jinx transfers to another Lancaster [see 13.1]).
Aircrew
2.1.3 Hazards as Attachments
Veteran aircrews were those who endured two or more tours of duty, Seasoned aircrews had at least one tour,
and Green crews had less than one.
These terms are relative and there were
no “sprogs” in 617 Squadron, all had
flight and combat experience of one
kind or another.
Green
aircrew
1
During the Resolve Hazards Phase of a Flight Turn, it is possible for a revealed Hazard
marker to be attached to an aircraft. Once attached, the marker may not be removed. If the
Lancaster is destroyed, place the Hazard marker back in the cup (exception: Delayed Sortie
[7.7.3f]). There is no limit to the number of Hazard markers that may be attached to the
same aircraft (their effects are cumulative).
2.2 Aircrew
aircrew
Veteran
aircrew
2
3
Seasoned
The seven men operating a Lancaster are represented here by 5/8 inch markers rated according to experience type, as noted on the counter: Veteran, Seasoned, and Green.
Each Lancaster on the Target Map or Flight Map must have an Aircrew marker attached
to it. During Flight and Attack Turns an aircraft may not be in play without an attached
© 2014 GMT Games, LLC
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Enemy Coast Ahead
aircrew, and no aircrew may be in the game without attachment to an aircraft. If the aircraft
is destroyed during a Flight or Attack Turn, so is the attached aircrew.
The single-digit number on the Aircrew marker is used only in Scenario 10 (it is the requisition cost, explained in Part 3).
2.3 Elite Crewmen
Elite Crewmen Effects: One side of the Elite Crewman marker indicates its beneficial
effect. Unless noted otherwise, the effect applies only to the Elite Crewman’s Lancaster. In
many cases, the effect may only be used once (this is indicated on the marker), and to signify that it has been used, flip the marker over so that the name and face of the crewman is
face up (or make a note on the Squadron Log). Even after being flipped, an Elite Crewman
still influences its Lancaster’s ability to Return to Base [5.1].
The special effects, or benefits, of each Elite Crewman are explained below:
Elite Crewmen
y
These represent individual crewmen who distinguished themselves during previous missions or training for this mission. Each provides a benefit to the Lancaster he is attached to.
An Elite Crewman must be attached to an aircraft, and no aircraft may have more than one
Elite Crewman attached to it (exception: the Jinx in Scenario 10 [13.0]). Unlike Aircrew
markers, an aircraft need not have an Elite Crewman at all; it may operate in the game
without it. Once assigned, an Elite Crewman must remain attached to its aircraft throughout the game, and is destroyed if its aircraft is destroyed.
It was the designer’s original intention
to represent each and every airman in
617 Squadron who was decorated prior
to the Dambuster Raid or as a result
of it, but the completed design nixed
that aim for the sake of playability and
cost. As a small token to the player who
would appreciate such representation, a
complete list of decorated crewmen and
their awards are provided at the back of
this book.
2.3.1 Bomb-Aimer
+1 Release Modifier – Add 1 as a modifier to the release during the Release Sequence
[4.2.13 step 3].
A12
release modifier
(positive numbers are good)
2.3.2 Engineer
+1 Speed Chit – During step 2 of the Approach Sequence, draw an extra Speed chit [4.2.2].
It has no effect during the Release Sequence; that is, it may not be used during the Final
Speed Check [4.2.13 step 2]. This is a permanent benefit.
+1
A2
A11
2.3.3 Front Gunner
Gunnery -1 – Subtract 1 from the die roll when performing Gunnery using the front gunnery [4.2.8 & 4.2.11 & 4.2.13 step 5]. This is a permanent benefit.
2.3.4 Wing Commander
You may re-roll one or more dice. You may do this only if the roll directly affects the Elite
Crewman’s Lancaster. However, if on the Flight Map and attached to a Wave Leader [6.7.5],
you may use this benefit if the roll directly affects ANY bomber in the wave. Regardless of
how it is used, the Wing Commander benefit may only be used once per game.
A5
Gunnery is the only game
function where negative
numbers are good
2.3.5 Navigator
There are four types, each with a unique benefit:
Navigation Check +1 – Add 1 as a dice roll modifier when you make Navigation Checks
for this Lancaster [7.4.1]. If making a check for a wave and this Elite Crewman is attached
to the Wave Leader, you may use this benefit too. This is a permanent benefit.
+1 Altitude Chit – During step 3 of the Approach Sequence, draw an extra Altitude chit
[4.2.3] (it has no effect during the Release Sequence; that is, it may not be used during the
Final Altitude Check [4.2.13]). This is a permanent benefit.
2.3.6 Pilot
Each marker has a unique benefit:
Approach Vector – Roll two dice instead of one when making an Approach Vector Check,
and select the most favorable die [rule 4.2.1, the table is printed on the map].
Ignore Damage – When the Elite Crewman’s Lancaster suffers damage [2.1.1], you may
choose to ignore it (you must make this decision immediately). This benefit may be used
only once each game.
© 2014 GMT Games, LLC
F4
A3
A10
Dambuster Raid
5
Weave & Jink – Remove an unrevealed Hazard marker during the Evade Hazards Phase of
the Flight Turn [7.6.2]. If in a wave, this Elite Crewman’s benefit may be used to remove a
hazard from the Wave marker. Only one Hazard marker may be removed, and only once
per game. It may not be used to evade hazards in the English Coast or North Sea Zones.
F6
map error
Ignore Map Error – You may remove one Map Error marker from the Elite Crewman’s
aircraft. This benefit may be used anytime, but only once each game.
2.3.7 Rear Gunner
A5
Gunnery -1 – Subtract 1 as a die roll modifier when you make a Gunnery Check when using rear gunnery [4.2.11 Balloons, 4.2.13 step 6]. This is a permanent benefit.
2.3.8 Wireless Operator
F2
Three Dice – During the Wireless Phase of a Flight Turn, when you perform Wireless
Telegraphy, you may roll three dice instead of two [7.2.1]. After rolling, select two of the
dice and then apply the result. If in a wave, this benefit applies to the Wave Leader even if
not attached to the Wave Leader’s Lancaster. This benefit is permanent. If the elite wireless
operator’s Lancaster has a Broken Radio attachment, you may not use this benefit.
2.3.9 Armorer, Jinx, and Spy
P4
These three Elite Crewman markers are used only in Scenario 10 and are explained in Part
3 of the rules [Armorer 9.4, Jinx 13.0, Spy 10.2.3].
2.4 Upkeep (ordnance, aka the “bouncing bomb”)
“Bouncing Bomb”
In Scenarios 1-9, scenario instructions will tell you which Lancasters must start with an
Upkeep marker as an attachment. In Scenario 10 attachment happens during the Flight
Preparation Sequence [11.5]. Only one Upkeep marker may be attached to a Lancaster,
and once attached, may not be transferred to another Lancaster. When selecting an Upkeep
marker for attachment, pick it randomly and do not peek at its damage side.
Codenamed “Upkeep,” the speciallyengineered mine was a most unusual
ordnance. Designed to be dropped low
from the belly of a bomber, it was supposed to literally skip across a dam’s
reservoir, bounce over lines of torpedo
netting, hit the lip of the dam wall, and
then sink before exploding.
The back, or “damage side” of the Upkeep marker must remain hidden throughout the
game, and may be revealed ONLY during the Detonation Result step during the Status
Phase of an Attack Turn [4.4.4], or when you perform Morning Reconnaissance at the
end of the game [5.2]. Even when an Upkeep marker is removed from play (for example,
because the aircraft carrying it is destroyed), you may NOT peek at the damage side of the
marker.
odds
2.4.1 Evens & Odds
There are two numbers printed on the back of the marker, an odd number above an even
number. When you resolve damage inflicted on a dam from a successful release [4.4.4], you
will apply one of the two numbers as determined by a die roll: if the roll is even, apply the
A14 even number, and if odd, apply the odd number.
evens
2.5 Wave
A Wave marker (1 inch square) serves as a placeholder on the mapsheet for multiple aircraft. When you form a wave, find a convenient place for the Lancaster markers and their
attachments on your gaming table (you are welcome to use the Wave Holding Boxes player
aid cards). An aircraft in a wave is considered to move wherever the Wave marker moves.
On the Target Map, the Wave marker’s only purpose is to mark the location of multiple
aircraft sharing the same space, and you may “create” or “dissolve” Waves at any time while
on the Target Map. In fact, the use of Wave markers is not mandatory on the Target Map at
all; use them only as a convenient method of handling the aircraft and their attachments.
tan
approach
speed
altitude
pink
release
The use of Waves on the Flight Map is more strict (in Scenarios 6-10). They are explained
in Part 2 of the rules [6.7].
2.6 Approach & Release Chits
These fourteen chits are used during the Approach & Release Sequence of the Attack Turn,
allowing you to determine the speed and altitude of a Lancaster. Half are Speed chits and
half Altitude chits (you will need to keep them in separate opaque cups). The pink “release”
side is used only when the Lancaster is in the Release Box [4.2.13] while the tan “approach”
side is used when the Lancaster is in the Far, Near and Close Zones of the Approach [4.2].
© 2014 GMT Games, LLC
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Enemy Coast Ahead
These chits are drawn randomly and blindly from a cup and reused each time altitude or
speed must be checked during the Approach & Release Sequence.
A2
A3 A10 A11
2.7 Dam Defense Level Markers
Use these to keep track of the status of each dam’s defenses. There are three categories of
defense: Flak, Searchlights, and Balloons. Place the markers on the dam’s Status Record
Track to record the current Defense Level as indicated by the Scenario Book.
FLAK
Search
lights
-4
Ba
2.8 Very Light Flare Markers
On the back of the Flak and Searchlights markers are Very Light Flare markers. Most likely
you will not require all eight Flak and all eight Searchlights markers (if you do, surrender),
so you are free to use the extras as Very Light Flare markers.
Dam Defenses
Except for one dam, 617
Squadron attacked undefended
targets (the success of the raid
depended on it). Balloons and
searchlights will not be used
except in Scenario 10 or the
follow-up raid to Scenario 9.
(That’s when you’ll be muttering to yourself, “dang those darn
dam defenses.”)
On the Flight Map: A flare may be fired during the Coordination Phase [7.1.1] of a
Flight Turn. Place the marker on the Lancaster that fired it, or on its Wave marker. These
markers are removed from the Flight Map during the Resolve Hazards Phase [7.7].
On the Target Map: A flare may be fired by any Lancaster during the Circling Phase of
an Attack Turn [4.3.1]. Place the marker on the Attack Turn Track, and check for flare removal at the end of each Status Phase [4.4.5]. It may also be fired during an Uncoordinated
Entry into a Target Map at the start of a dam attack [7.9.4].
2.9 Water Level Markers
Place this marker on the dam’s Status Record Track to record the dam’s current Water
Level: Rising, High, or Full. In Scenarios 1-9 all Water Levels will be Full, but in Scenario
10 they may vary.
water
level
2.10 Recon & Activity Level Markers
Record the amount of reconnaissance that has been performed prior to the raid, referred
to as the “Recon Level,” by using the Recon Level marker. Hostile Flight Zones have Recon
Level Tracks (Scenarios 6-10) while each dam has a Status Record Track (all scenarios).
Record the Recon Level by placing the marker on the appropriate space on the track. Refer
to the Scenario Book for Recon Levels at the start of the game. The other side of the Recon
Level marker is used only for resolving a Surprise Check in Scenario 10, and is explained
in Part 3 [12.0].
8h
12
This example shows the Activity Level at 0
(zero) and the Recon Level at 2.
Activity Level: Use the Activity Level marker to record the aggressive actions of your
bombers at the dam (all scenarios) [see 4.4.3]. It influences Nightfighter Checks.
2.11 Hazard Markers
Hazard markers are used only in Scenarios 6-10, explained in Part 2 of the rules [7.5, 7.6,
7.7].
F5
2.12 Primary & Secondary Target Markers
F7
F6
These are intended to designate a wave’s Primary and Secondary Targets. They are used
only in Scenarios 6-10 and are explained in Part 2 [6.4.1 & 6.4.2].
2.13 Mission Planning Blotter Markers
A number of markers are needed to keep track of your decisions and the effects of those
decisions on the Mission Planning Blotter. They are described in Part 3 of the rules [10.0].
2.14 Groundcrew
These 1” markers are used only in the campaign game (Scenario 10), and are explained in
Part 3 of the rules [9.0].
P2
2.15 Dummy Run & Approach Observed Marker
This marker is brought into play and attached to an aircraft during the Approach & Release
Sequence of an Attack Turn [4.2.5, 4.2.9, 4.2.12, 4.2.13 step 3]. The marker may be used in
a subsequent turn.
2.15.1 Effect
Regardless of which side is face up, Dummy Run or Approach Observed, this marker lends
the same benefit to the Lancaster it is attached to. You may use it when you draw Altitude
© 2014 GMT Games, LLC
A8
A13
Dambuster Raid
7
or Speed chits during the Approach or Release Sequence, as follows: when drawing chits
you may remove the Dummy Run/Approach Observed marker from the Lancaster. This allows you to draw one more chit (either Altitude or Speed). You may use this benefit during
Steps 2, 3, 6 or 10 of the Approach Sequence, or Steps 1 or 2 during the Release Sequence.
Clarification -- No Aldis Lights: You may exchange this marker for an Altitude chit even
when the Approach Lancaster does not have Aldis Lights on [see 4.2.3 and 4.2.13 step 1].
2.15.2 Removal
Besides “trading it in” for a chit [2.15.1], you may remove this marker from a Lancaster at
any time. If not removed, it can remain attached indefinitely.
P3
2.16 Security Markers
5
15
5
Use these only during Scenario 10. When brought into play during the Security Phase of
the Planning Turn, place tan-side face-up. The effects of each marker are explained in Part
3 of the rules [10.2].
Part 1 – Attack
3.0 TARGET MAPS
The mapsheet has three vignettes, the Target Maps. Each vignette is organized by spaces
(“boxes” and “zones”). Individual aircraft must be in a space, none may be outside a space,
or in between spaces. If you have more aircraft (and their attachments) than can reasonably
fit in a space, use a Wave marker as a placeholder to reduce clutter. Arrows or text connect
the spaces to indicate how a Lancaster may move from one space to another. Those connections are also described here in the Rule Book [4.0 to 4.3].
3.1 Circling Boxes: Near & Far
There are two circling boxes, Circling Near and Circling Far. There is no limit to the number of Lancasters that may be inside either space. The Circling Far Box represents airspace
far from the dam, beyond visual contact, while the Circling Near Box represents airspace
in close proximity to the dam and its reservoir, but beyond flak and effective searchlight
range.
The Approach
The Approach is intended to portray (and
analyze) three key elements in a bomber’s
attack: altitude, speed, and distance from
the dam. During an attack you will strive
for the perfect speed and the ideal altitude,
adjusting one or more of these before releasing Upkeep at just the right distance from
the dam.
surprise icon [12.0]
(Scenario 10 only)
Water Level and corresponding damage
needed to breach
[4.4.4]
track space
(Levels 0-4)
(example, Level 2)
3.2 Approach (Far, Near, & Close Zones)
The “approach” is a line of spaces in the corner of the Target Map, and represents airspace
above the reservoir leading to the dam. It is organized into three zones: Far, Near and
Close. You initiate the Approach & Release Sequence by placing a Lancaster into the Far
Zone of the Approach. Note that the Sorpe Target Map has only Far and Close Zones.
3.3 Release Box
This box may be accessed from any zone of the Approach, but only by a single Lancaster
carrying Upkeep (thus initiating the Release Sequence [4.2.13]). Only 1 Lancaster may
enter this box each Attack Turn and its entrance signifies the release of ordnance.
3.3.1 Released Upkeep Box
When you place a Lancaster in the Release Box, detach its Upkeep marker and put it in the
Released Upkeep Box. Do not peek at its damage side. It stays here until you resolve the
release [4.2.13, step 3], at which time you will shift the Upkeep marker to the dam’s Status
Record Track.
3.4 Climb Box
A bomber may only move into this box from the Release Box, and only after releasing Upkeep at the conclusion of the Release Sequence [4.2.13].
3.5 Dam’s Status Record Track
reservoir value
(Scenario 10 only)
On the extreme right of the mapsheet are eight record tracks, each corresponding to one of
the target dams. Use the tracks to record the Water Level of each dam’s reservoir, the level
of defenses (Flak, Searchlights, and Balloons), the Recon Level, and the Activity Level of
your Lancasters at the dam. There are five spaces on the track, ranging from 0 (zero) to four
(Level 0 to Level 4). You will also place Upkeep markers here [4.2.13 Step 3].
© 2014 GMT Games, LLC
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Enemy Coast Ahead
3.5.1 Reservoir Value (rv)
Each dam has a corresponding “rv”, or reservoir value. This value corresponds to the reservoir’s capacity (Eder Dam’s reservoir was the largest, it has the highest rv). This value is
used only in determining the outcome of Scenario 10 [see the Scenario Book, p.39].
Sorpe Dam’s rv: The rv of Sorpe Dam is variable. If Möhne Dam is breached, add 1 to
Turn Length
The debris and spray from a detonation
prevented aircrews from determining if
a mine had breached the dam. Visibility
returned after five to ten minutes.
Sorpe’s reservoir value.
4.0 SEQUENCE OF PHASES – ATTACK TURN
A1
An Attack Turn is comprised of four distinct phases: a Run Phase, an Approach & Release
Sequence, a Circling Phase, and a Status Phase. The player aid outlines the steps of the
Approach & Release Sequences [A1].
4.1 RUN PHASE
You may move one Lancaster into the Approach from the Circling Near Box, thus initiating the Approach Sequence [Step 1, 4.2.1]. To make a run, the Lancaster MUST have an
Upkeep marker attached. If you do not place a Lancaster in the Approach Box, skip the
Approach & Release Sequence and proceed directly to the Circling Phase.
4.1.1 Start in the Far Zone
The Lancaster may only enter the Approach at the Far Zone.
4.1.2 Escort
Up to two other Lancasters in the Circling Near Box may “escort” the Approach Lancaster.
The escorts must be placed in the Escort space(s) next to the Approach in the Far Zone.
You may only place aircraft in the Escort space if you place one in the Approach. An Escort
may NOT have Upkeep attached.
4.2 APPROACH & RELEASE SEQUENCE
The Approach & Release Sequence is triggered when you move a Lancaster into the Approach Box during the Run Phase. If the Approach is empty, skip this phase and go on to
the Circling Phase. Perform the release portion of the sequence only if you end the Approach portion by moving a Lancaster into the Release Box. Perform the sequence in steps:
AJ-B escorts AJ-A
in the Far
Zone
4.2.1 -- Step 1 -- Approach Vector Check
Roll one die and refer to the Approach Vector Check table on the mapsheet (it is next to
the Attack Turn Track). The results will not have immediate effect, but they will influence
the next two steps of the sequence. The table is organized in columns that correspond to
the dams, while its rows correspond to the Recon Level at that dam. At each intersection of
column and row is a yellow box. Find the result in that box.
Clear or Fog? If visibility is Clear, use only the top results, but if Fog, use ALL results in
the box.
In Scenarios 1-5, starting visibility is determined by the scenario instructions, but in 6-10
it is determined during the Target Map Phase of a Flight Turn when transferring Lancasters to the Target Map [7.9.5]. In all scenarios visibility is checked during the Status Phase
of some Attack Turns [noted on the Attack Turn Track printed on the map; also see 4.4.1].
Explanation of results...
S – Draw 1 less Speed chit when you check speed during Step 2 of the Approach Sequence
[4.2.2].
A – Draw 1 less Altitude chit when you check altitude during Step 3 of the Approach Sequence [4.2.3]. Each Very Light Flare marker on the Attack Turn Track nullifies 1 A result.
M – Suffer a -1 modifier when you perform the Michelskopf check after releasing Upkeep
during Step 4 of the Release Sequence [4.2.13]. This result is possible only at Eder Dam.
Results are cumulative. Thus, an SS means you must deduct two from the number of
Speed chits you are permitted to draw during Step 2.
© 2014 GMT Games, LLC
Example -- Approach Vector Check: In Scenario 3 which takes place over Sorpe Dam,
you will use the Sorpe column and the number “2” row (because the Recon Level is 2).
You roll a 4, and let’s say visibility is Clear, so
the result is S. But let’s say visibility is Fog;
in that case the result is S and A, or SA.
But...you fired a Very Light Flare in a previous turn (it sits on the Attack Turn Track),
so you ignore the A result.
Approach Vector Check?
Picture the Lancaster dropping into the
valley of the reservoir as it initiates its attack. The result of the check represents
the crew’s attempt to quickly find an
approach to the target. By the time you
complete this step the pilot and bombaimer can see the dam dead-ahead and
have about ten seconds to adjust speed
and altitude before releasing the mine.
Tactical information about the dams
and surrounding terrain was imperfect.
Wing Commander Guy Gibson noted
that prior to the raid, recon planes flew
a circuitous route in the proximity of the
targets so not to tip-off the enemy.
Dambuster Raid
9
A2 4.2.2 -- Step 2 – Check Speed
Draw a number of Speed chits allowed by the aircrew’s Altitude & Speed Training Level
(recorded on the Mission Planning Blotter on the extreme left of the mapsheet; the Scenario Book indicates what the Training Levels are [p.2]).
Look at the tan approach side of the chits. It’s okay to look at the pink “release” side as well,
but during the Approach Sequence you only use the “approach” side. The pink side is used
only during release [4.2.13].
Use Training Level markers and the Mission
Planning Blotter to note the Training Levels.
Example -- Speed chits: in Scenario 1 the Altitude & Speed Training Level of Veteran aircrews is 5, which means 3 Speed chits may be
drawn by a Veteran aircrew in the Approach
Box.
Modifiers: Alter the number of Speed chits you may draw according to the Lancaster’s
attachments (if any) and by the result of the Approach Vector Check (from Step 1). The
modifiers are indicated on the player aid card, and on the attachments themselves.
Drawing Zero Chits: If modifiers reduce the number of chits to zero, you may not draw
any Speed chits during the entirety of the Approach & Release Sequence (including Steps
6 and 10 of the Approach Sequence, and Step 2 of the Release Sequence). The exception is
the Dummy Run/Approach Observed marker.
Dummy Run/Approach Observed Marker: If the Lancaster has this marker attached,
Dummy Run?
“Dummy Run” was
the phrase used by
Sgt. G.L. Johnson,
the bomb-aimer in AJ-T. It was the bombaimer’s task to release the bouncing bomb
at precisely the correct moment when altitude, speed, angle of approach and distance from the dam were perfect. Quite
often it wasn’t perfect and the bomb-aimer
shouted “dummy run” and the pilot pulled
up.
A3
Aldis Lights
Barnes Wallis engineered the
mine to be dropped at 60 feet,
an altitude too precise for measurement by altimeter. The British devised
a simple technique to solve that problem.
They equipped the belly of the Lancaster
with a pair of Aldis signal lamps, one near
the nose the other further back, each oriented so their beams would intersect at exactly a distance of 60 feet.
Aldis Lamps were originally deA4
veloped by the Royal Navy prior to
the Great War.
Example -- Flak Check: In the column corresponding to Flak Level 2, the to-hit range
is “3-5.” If you roll two dice (say, a 2 and a 3,
adding to 5), a hit is scored. If you roll a 3 and
4, adding to 7, no hit is scored. If you roll a 1
and a 1, adding to 2, no hit is scored (but it is
doubles, so you roll again).
you may exchange it for a Speed chit even if you were not permitted to draw chits due to
modifiers [see 2.15.1, and player aid A8 & A13]. If you elect to trade in your Dummy Run
or Approach Observed marker for an extra chit, you must still end this step with only a
single Speed chit (see “Keep One” below).
Keep One: If you draw two or more Speed chits, keep the best one and put the rest back
in the cup. Place the one you keep in the Speed space in the Far Zone of the Approach (or
just set it aside in a handy spot). The “best one” will have the highest chit value (3 is the
highest and zero the lowest).
4.2.3 -- Step 3 – Check Altitude
Repeat Step 2 except draw Altitude chits instead of Speed chits. The number you must draw
is determined by the aircrew’s Altitude & Speed Training Level modified by attachments
and the result from the Approach Vector Check (from Step 1) [see player aid, A3].
No Aldis Lights: You may only draw Altitude chits if the Lancaster has its Aldis Lights
on. This means that if the hazard “No Aldis Lights” is attached to the Lancaster (Scenarios
6-10 only), you may not draw Altitude chits. You may also voluntarily choose to approach
a dam without using Aldis Lights, which has the same effect as the No Aldis Lights hazard,
but you must make this decision before drawing chits. Once on or off, the lights stay on or
off for the duration of the Approach & Release Sequence of the current Attack Turn. (Even
with Aldis Lights off, you may use the Dummy Run/Approached Observed benefit to draw
an Altitude chit [2.15.1]).
Sorpe and Bever Dams: Aldis Lights (or the lack of them) have no effect at these dams.
4.2.4 -- Step 4 – Flak Check
If the Flak Level is 0 (zero), skip this step. If the Flak Level is 1 or greater, refer to the Flak
Check table on the player aid card [A4], and roll 2 dice (or 3 for lights, see “How Many
Dice?” below).
Procedure – Flak Check: The Flak Check table is organized in columns, each corresponding to a Flak Level (each dam’s Flak Level is determined by set up instructions in Scenarios 1-9, and by Recon in Scenario 10). A range of numbers is located in each column.
This is the “to hit” range. Roll the dice, and if the sum of the numbers rolled falls within the
range, the Lancaster is hit (and thus damaged [see 2.1.1]). If the sum does not fall within
the range, no hit is scored. There are no modifiers. If hit, you may attempt to avoid the hit
by Evasive Action (EA) [see below].
How Many Dice? If the Lancaster has its Aldis Lights on, or if the dam’s Searchlights
Level is 1 or higher, roll three dice and select the two most lethal. If there are no Searchlights and the Lancaster does not have Aldis Lights on, roll two dice. You never roll 4 dice.
On or Off? Aldis Lights “on” is the default condition; the decision to turn them “off ” hap© 2014 GMT Games, LLC
10
Enemy Coast Ahead
pens in Step 3 [4.2.3]. At Sorpe and Bever Dams, Aldis Lights have no effect, on or off.
“Lethal”: If rolling three dice, choose the pair that will result in a hit (the pair of dice you
choose is called the “kept dice”). If no combination of dice results in a hit, keep the two
dice that are doubles, if any (e.g., a 2 and a 2).
Doubles: If you rolled doubles, roll again. If you scored a hit with the first two dice, that
hit must be applied before rolling again. If rolling three dice, consider only the kept dice.
Repeat as many times as you roll doubles or until the Lancaster is destroyed. Also, if the
Lancaster attempts Evasive Action, do not roll again (EA cancels the “doubles” effect).
Doubles?
This represents German gunners chasing
your Lancaster with tracers.
Applying the Hit: A “hit” renders a Lancaster damaged [see 2.1.1]. A hit on the Target Example -- Flak: If the Flak Level is 4 and the
Map may be applied to the Approach Lancaster or its escort (your choice). On the Flight
Map a hit may only be applied to the Lancaster that the Flak hazard was assigned to [7.5
& 7.7].
Critical Hit: If a hit is scored, and the sum of dice is 7, you score an automatic second hit
and the Lancaster is destroyed. (If rolling 3 dice, count only the kept dice.) If the bomber
was already damaged, the Lancaster is destroyed and one other Lancaster in the Approach
or Escort space (if any) is also damaged. If on the Flight Map during the Resolve Hazards
Phase, the excess must be applied to another Lancaster in the wave (if any). Note that a
Critical Hit is possible only if the Flak Level is 4 or 5.
Lancaster has its Aldis Lights on, you will roll
three dice. Let’s say you roll a 4 and a 1 and a
1. The 4 and the 1 add to 5, which falls within the to-hit range of numbers in the flak’s
4-level column (5-7), so a hit is scored. Although you rolled two 1’s (doubles), you did
not keep both 1’s, so you do not roll again.
(Had the Flak Level been 1, you would have
needed a 2, 3, or 4, so a hit would have been
scored and the doubles would have counted.
The 1 and the 1 would have been your kept
dice.)
Evasive Action (EA): If hit, a Lancaster may attempt to avoid the hit by Evasive Action. Example -- Evasive Action: The Flak Level at
(This applies to a Critical Hit too, and if the evasion fails and another Lancaster suffers
damage, it too may attempt EA to avoid the excess hit.)
EA -- Procedure: If this is an Attack Turn and the hit is about to be applied to the Approach Lancaster, you may evade only by forfeiting either your Speed chit or your Altitude
chit: put the chit back in the cup (to perform EA, you must have a chit to forfeit). If the
evading aircraft is an escort, it may take Evasive Action only by immediately moving to
the Circling Near Box (no chit is forfeited). If the evading Lancaster is on the Flight Map
(during the Resolve Hazards Phase), move the Lancaster to the Missing Box. After forfeiting the approach chit or moving the evading Lancaster, make an Evasive Action Check
(EA Check). Attempting EA automatically ends the “doubles” effect (see ”Doubles” above).
Möhne Dam is 2, and during the Run Phase
you bravely move a Lancaster into the Approach and another into the Escort space.
With Aldis Lights on, you roll three dice, getting a 2, 3 and 6. The range needed to score
a hit is 3-5, so you must determine if a pair
falls within that range, and it does (the 2 and
the 3 add to 5). A hit is scored. You decide to
apply it to the escort, and then you make the
decision to let that Lancaster attempt evasive
action. You move it to the Circling Near Box
and roll a die: if you roll an EVEN number
the Lancaster will escape the hit, but if you
roll ODD it will be hit despite the evasion.
EA Check: Roll one die to determine if the hit was avoided: if the result is EVEN, the hit
is not applied (it was avoided successfully). If ODD, the hit must be applied despite the
evasion.
Empty Approach: If the Approach Box is empty at the end of Step 4 and only escorts
remain, you may continue the Approach Sequence but only to perform Flak Checks and
Gunnery in the Near and Close Zones. Bombers may never move from the Escort space to
the Release or Climb Boxes, nor from the Escort space to an Approach Box.
4.2.5 -- Step 5 – Release, Proceed or Pull Up?
After resolving Flak you have three choices: release Upkeep, proceed into the Near Zone,
or pull up.
Release Upkeep? If you choose to release now, place the Lancaster in the Release Box,
detach the Upkeep marker and place it in the Released Upkeep Box next to it, and initiate
the Release Sequence [4.2.13]. Return escorts (if any) to the Circling Near Box (they pull
up). Releasing from the Far Zone incurs the EARLY RELEASE PENALTY, an adverse
modifier when you resolve Step 3 of the Release Sequence. If playing Scenario 10 (or the
follow-up raid to Scenario 9) and there is a Balloons marker in the Close Zone, you avoid
that hazard by releasing from the Far or Near Zones.
Pull Up? If you choose to pull up, place the Dummy Run marker on the Approach Lan-
caster as a temporary attachment [see 2.15] (an escort may not earn the Dummy Run
marker). Then, place the Lancaster, and its escorts (if any) in the Circling Near Box. This
ends the Approach & Release Sequence; proceed to the Circling Phase [4.3].
Proceed Nearer? Your Lancaster may move into the Near Zone (if this is Sorpe or Bever
© 2014 GMT Games, LLC
denotes Early
Release penalty
Pull Up?
Pulling up now will give your
aircrew an advantage when it
makes another run.
Dambuster Raid
Example -- Adjustment [4.2.6]: Let’s say your
Approach Lancaster begins Step 6 of the Approach Sequence with both an Altitude and a
Speed chit. And let’s say you choose to adjust
the Speed chit, so you draw one from the cup
and compare it to the one you already have.
You then choose the better one to keep and
put the other back in the cup. If you also had
the Dummy Run marker you could exchange
it for another chit (Speed or Altitude), let’s
say another Speed chit. So now you draw 2
Speed chits and compare them to the one you
already have, keeping only one of the three.
But let’s say you started this step with only a
Speed chit and no Altitude chit. In that case,
you could not draw an altitude chit during
this step, only a Speed chit. However, if the
Approach Lancaster had the Dummy Run/
Approach Observed marker attached, you
could trade it in for an Altitude Chit (or a
Speed chit), and then immediately “adjust”
it -- that is, draw another Altitude
chit, comparing it to the first chit,
A4
selecting one to keep and putting
the other back in the cup.
Gunners
A5
Ordinarily the front gunner was also
the bomb-aimer, but the top turret gunner
was shifted to the front gun, allowing the
bomb-aimer complete devotion to timing
the release of the mine. This shift also made
sense because of the low-altitude frontal
approach to the dam, giving the front gunner plenty to do as the Lancaster careened
towards its target.
Example -- Gunnery: In Scenario 1 the Flak
Level at Möhne Dam is 3. To attack it with
gunnery you roll a die. Let’s say you rolled a
1, which is less than the Flak Level, so you
reduce that Flak Level to 2.
Example -- One Hit Max: Even if the approach bomber and its escort make successful gunnery attacks against Flak, the Flak
Level is only reduced by 1. Had one targeted
another category, such as Searchlights, then
there was the possibility of reducing both the
Flak and Searchlights level.
Gunnery & Balloons
Climb Box
REAR GUNNER
Close Zone
Near Zone
FRONT & REAR
FRONT GUNNER
Approach Step 11
Approach Step 8
Close Zone
Near Zone
V
Climb Box
FRONT & REAR
Release Steps 5 & 6
FRONT GUNNER
Approach Step 11
Dam, where there is no Near Zone, the Lancaster proceeds into the Close Zone instead).
Slide the Lancaster into the Near Zone and perform Step 6 (if Bever or Sorpe, step 10).
Escorts may slide forward as well, or pull up (but Escorts may not earn the Dummy Run
marker).
4.2.6 -- Step 6 – Adjustment (Near Zone)
You may adjust Altitude or Speed (you may adjust one, but not both), by replacing the chit
with a new one. You must already have a chit to replace. You may also use the Dummy
Run or Approach Observed marker at this time if the Approach Lancaster has it attached
[2.15.1] (you may do so either immediately before or after looking at the new chit; in either
case, you must end this step with no more than one Speed chit and one Altitude chit). Return excess chits to their respective cups.
Procedure -- Adjustment: To adjust Altitude or Speed, draw a new chit. You may draw
only 1 chit (this number is not modified but you may use the Dummy Run/Approach Observed marker now too). Compare it to the chit you already have, then choose one to keep
and put the other back in the cup.
4.2.7 -- Step 7 – Flak
If the dam has a Flak Level of 1 or greater, perform a Flak Check (repeat the process described in Step 4 [4.2.4]).
4.2.8 -- Step 8 – Gunnery
Your Approach Lancaster and its escorts (if any) may attack the dam’s defenses, each targeting ONE of the dam’s defense categories (each Lancaster may target the same, or different, category): Flak, Searchlights, or Balloons (Balloons and Searchlights are possible only
in Scenario 10 or the follow-up raid in Scenario 9). A targeted category must be at Level 1
or higher (for Balloons, there must be a Balloons marker in the Close Zone or Climb Box).
Resolve the attack(s) one Lancaster at a time.
Procedure – Gunnery: Select a Lancaster and a defense category, then roll a die. Sub-
tract 1 from the die roll if the appropriate elite gunner is attached to the aircraft. If equal to
or less than the Defense Level, you score a hit. A hit reduces that level by 1. To score a hit
against a Balloons marker, you must roll a 1 (or less), and the hit removes the marker from
play. The Approach Lancaster and its escorts (if any) do not have to target the same defense
category or Balloons marker.
One Hit Max: Each targeted defense category may only be reduced a maximum of 1 level
each time this step is performed, regardless of the number of Lancasters that score a hit.
Front or Rear Gunner? Every Lancaster is manned by front and rear gunners, you do
not need elite gunners to attack. When a Lancaster is in the Near and Close Zones, only the
Front Gunner may attack. Only rear gunners may attack when in the Climb Box. In both
cases, balloons present an exception:
Balloons in the Close Zone: A Balloons marker in the Close Zone may be attacked by
front gunnery when the Lancaster is in the Near and Close Zones, and by rear gunnery
when the Lancaster is in the Close Zone or the Climb Box. [See 4.2.8, 4.2.11, 4.2.13 step 6.]
V
Release Step 6
11
FRONT GUNNER
Approach Step 8
A4
Balloons in the Climb Box: A Balloons marker in the Climb Box may be attacked by front
gunnery when a Lancaster is in the Near or Close Zones, or when it is in the Climb Box. It
may also be attacked by a rear gunner when the Lancaster is in the Climb Box [4.2.8, 4.2.11,
4.2.13 steps 5 & 6].
4.2.9 -- Step 9 – Release, Proceed or Pull Up?
You have three choices again: release Upkeep, move the bomber forward into the Close
Zone, or pull up. If entering the Close Zone, proceed to Step 10. If it releases, proceed to
Step 1 of the Release Sequence [4.2.13]. If it pulls up, move to Circling Near [see 4.2.5].
4.2.10 -- Step 10 – Adjustment, and Flak (Close Zone)
If the Approach Lancaster moves into the Close Zone, perform the same procedure described for the Near Zone, steps 6-7.
© 2014 GMT Games, LLC
12
4.2.11 -- Step 11 –Gunnery...and Balloons?
Enemy Coast Ahead
Perform the same procedure described in Step 8 (Gunnery), and again, only front gunners
may attack (for now).
A5
F7
Balloons: After Gunnery, if playing Scenario 10 (or the follow-up raid in Scenario 9) and
a Balloons marker is in the Close Zone, the Approach Lancaster must resolve the Balloons
hazard [as described in 7.7.3a]. Escorts are not affected by the hazard (they automatically
evade it). Finally, the Approach Lancaster and its escort may attack the Balloons marker
with Rear Gunnery [as per 4.2.8, player aid A5].
4.2.12 -- Step 12 – Release or Pull-Up
The Approach Lancaster must either proceed into the Release Box (and thus initiate the
Release Sequence [4.2.13]), or pull up and return to the Circling Near Box, thus ending the
Approach & Release Sequence (if it pulls up, place the Dummy Run marker on the Lancaster). Regardless of your choice, all escorting aircraft, if any, must return to the Circling
Near Box.
Late Release: If the Lancaster enters the Release Box from the Close Zone, it must make
a Late Release Check to determine if there was an adverse effect to letting go of Upkeep too
close to the target, or if it garners a benefit because the timing was “Spot on!”
Procedure -- Late Release Check: Roll a die and apply the result indicated by the table
printed on the player aid card [A9].
Results explained -- Late Release...
If you roll 1-3, a negative modifier (indicated on the table) must be applied during Step 3 of
the Release Sequence (a marker is provided as a mnemonic; use it as a temporary attachment until you conclude the Release Sequence). It means the release was botched and most
likely induced an extra bounce or incurred some other detriment. If you roll 4-5 there is
no effect, but if you roll a 6 you earn a +1 modifier (“Spot on!”) that will be applied during
Step 3 of the Release Sequence [4.2.13]. The ‘M’ result applies only to Eder Dam and takes
effect only when the Lancaster is about to enter the Climb Box [4.2.13 step 4].
A9
Too Late or Perfect Timing?
The Close Zone represents a desperate
moment that may either be a second too
late or perhaps just right.
4.2.13 Release Sequence
The Release Sequence is initiated when the Approach Lancaster enters the Release Box (as
the result of a choice you make during the Approach Sequence [4.2.5, 4.2.9, or 4.2.12]).
Only the Approach Lancaster may enter the Release Box. Escorting aircraft, if any, must
return to the Circling Near Box (they pull up, but Escorts may not earn the Dummy Run
marker).
Release Step 1 – Final Altitude Check
To determine the Lancaster’s Altitude at the point of release, draw a number of Altitude
RELEASE chits indicated by the Altitude approach chit you already have. If you don’t have
an approach chit, you may not draw release chits. You may use the Dummy Run/Approach
Observed marker now if attached to the bomber [2.15.1].
There are no modifiers to this final check of altitude, draw only the number indicated on
the Altitude approach chit. (If you don’t have an approach chit, you don’t draw release chits;
but you may use the Dummy Run/Approach Observed marker now [2.15.1].) Look at the
PINK side of the chits. Select one Altitude release chit, and put the rest back in the cup.
Finally, put the Approach chit back in the cup.
Release Step 2 – Final Speed Check
Repeat step 1, drawing Speed chits instead of Altitude chits. You may do Steps 1 & 2 simultaneously.
Release Step 3 – RELEASE!
Tally all release modifiers into a single aggregate modifier, and roll 2 dice: if the modified
sum of the numbers rolled is 15 or higher (after adding the aggregate modifier), the release
is successful. If lower, it fails. If the modified dice roll is 10 or lower, it fails and results in a
concussion to the Lancaster. The modifiers and results are explained below.
© 2014 GMT Games, LLC
-- Final Altitude Check:
A10 Example
a Lancaster enters the Release Box
from the Near Zone. The Altitude chit
selected during the Approach Sequence
[4.2.3] indicates that the Lancaster’s altitude is 60ft – the marker reads “3 chits.”
Thus, the player draws 3 Altitude chits
from the cup, and looks at their pink “release” side. He elects to use the Dummy
Run benefit too, so draws a total of
4 chits. He selects one and
puts
the rest back in the cup.
A11
A12
indicates the number
of release chits you
draw
Dambuster Raid
Example -- Release Step 3: You slide AJ-M
from the Near Zone into the Release Box,
detaching the Upkeep marker and placing it
into the Released Upkeep Box. You take stock
of the modifiers: AJ-M is damaged so that’s
a -1 modifier, but you have an elite bombaimer attached so that’s a +1. The aircrew is
veteran and its Bomb-Aiming and Release
Training Level is 5 which gives you a +2. Your
Altitude release chit is +4 and your Speed chit
is +3 for another +7. Altogether you add 9 to
your dice roll (pretty good). You roll a pair of
dice, a 3 and a 4 (adds to 7), and then add the
aggregate release modifier (+9), for a total of
16. A successful release!
Modifiers (in alphabetical order)…
Altitude release chit: Add the number on the chit;
13
release modifier
Early release penalty: Subtract 2 if the Lancaster entered the Release Box directly from the
Far Zone of the Approach [4.2.5] (this modifier is printed in the Far Zone space);
Elite Bomb-Aimer: Add +1 if this Elite Crewman is attached to the aircraft;
Faulty Release: Subtract 1 if this Hazard marker is attached;
Lancaster is Damaged: Subtract 1 if the bomber is damaged;
Late Release: Subtract 1 or 2 if the aircraft suffered a late release penalty, or add 1 if the
release is “Spot on!” [4.2.12];
A
missing
-1
No Moon: Subtract 1 if the raid was launched on Planning Turn 2 or 4 (this applies only to
Scenario 10 and its follow-up raid);
Searchlights: If the dam has a Searchlights Defense Level of 1 or greater, subtract 4;
Speed release chit: Add the number on the chit;
no damage side
Training: Add the aircrew’s Bomb-Aiming & Release Training Level modifier (indicated
on the Mission Planning Blotter). In Scenario 10, this modifier applies only if you completed Cockpit modifications [10.4.4].
Results explained...
SUCCESS: Upkeep detonates successfully and damages the dam. Place the Upkeep mark-
er on the left or “damage” side of the dam’s Status Record Track. Do not flip the marker over
yet (you will do that during the Status Phase [4.4.4, player aid A14]).
damage side
FAILURE: Upkeep is released and detonates, but does not damage the dam. Place the Upkeep marker on the “no damage” end of the dam’s record track. Do not peek at the damage
side of the marker.
Approach Observed
A13
At Eder especially, speed was difficult
to maintain. The approach across the
reservoir involved hopping over a hill
and a castle, and this little maneuver
played havoc with speed control. Pilot
officer Knight of AJ-N observed AJ-Z’s
muffed attack, and while circling he devised a slightly altered approach vector.
Instead of a straight on approach, he
steered around the steepest part of the
Hammerberg rather than hop over. It
worked. AJ-N was credited with breaching the Eder Dam, its pilot awarded a
DSO while its navigator and bomb-aimer were awarded DFCs.
Four months later Knight and his
crew died in action over Germany.
Michelskopf
Although Eder Dam was undefended
(except by torpedo netting), the steep
hill behind the dam made it a difficult
target.
‘M’ denotes the
Michelskopf modifier
(-1)
CONCUSSION: This result is the same as “failure” above, plus the Lancaster is damaged
[2.1.1]. The “concussion” result represents a complete botch: the mine struck the airplane, or
its detonation damaged it, or the bomber clipped the dam’s structure...etc.
Approach Observed: If the result is Failure or Concussion, you may place the Approach
Observed marker on a Lancaster in the Circling Near Box as an attachment. You may do so
even if the marker (or the Dummy Run marker) is already attached to another Lancaster
(simply transfer it) [2.15.2].
Release Step 4 – Climb
Return Altitude and Speed release chits back to their respective cups. Move the Lancaster
from the Release Box to the Climb Box. However, if this is Eder Dam, the Lancaster must
pass the Michelskopf Check first.
Eder Dam – Michelskopf Check: If this is Eder Dam, before moving the Lancaster to
the Climb Box, roll two dice and refer to the Michelskopf table on the Target Map. If the
sum of the numbers rolled is 3 or less, the Lancaster collides against the hill (see “Impact”
below). Modify the sum by the following:
-1 if the Lancaster entered the Release Box from the Near Zone (note the “M” icon in the Near Zone space);
-1 for each “M” icon earned as the result of a Late Release Check [Step 12, 4.2.12];
-1 for each Release chit with the “M” icon, and for an ‘M’ result during the
Approach Vector Check [Step 1, 4.2.1].
Results explained -- Michelskopf...
Impact: If the modified result is “impact,” the Lancaster fails to negotiate the steep face of
© 2014 GMT Games, LLC
14
Enemy Coast Ahead
the Michelskopf. It is destroyed.
Climb: The Lancaster proceeds to the Climb Box without harm.
Release Step 5 – Flak and Balloons
If the Flak Level is 1 or greater, make a Flak Check [4.2.4]. If Aldis Lights were on during
Approach & Release they are still on, in which case you must make the Flak Check with
three dice. Then, if a Balloons marker is in the Climb Box, your front gunner may attack it
[Gunnery, A5; see 4.2.8]. Finally, if a Balloons marker is in the Climb Box you must make
a Balloons Check [see 7.7.3a].
Release Step 6 – Rear Gunnery
The aircraft’s rear gunner may use gunnery to attack one of the dam’s defense categories
[4.2.8], including Balloons if present in the Close Zone or the Climb Box.
A4
F7
A5
Release Step 7 – End
The Release Sequence is over. Proceed to the Circling Phase [4.3].
4.3 CIRCLING PHASE
You may, and sometimes must, move your aircraft on the Target Map during this phase.
They may also fire Very Light Flares [4.3.1]. The following applies:
Circling Near to Far, or, Far to Near: Lancasters in either circling box MAY move to
the other circling box.
Climb Box: A Lancaster in the Climb Box MUST move to the Circling Near Box. It may
not move to the Circling Far Box this phase, nor may it Return to Base.
No Upkeep: Lancasters not carrying Upkeep MAY exit the Target Map. To be able to do
this the Lancaster must start the Circling Phase in one of the circling boxes. Place exiting
Lancasters in the Return to Base Box on the Flight Map (in the corresponding Flight Zone
[6.3]).
Approach: Lancasters may not enter the Approach during this phase.
Example -- No Upkeep RTB: A Lancaster
is in Ennepe Dam’s Circling Near Box at
the start of the Circling Phase. It is not
carrying Upkeep. The player may move
the bomber to the RTB Box in the Ruhr
Flight Zone.
Moving is not mandatory: Except for a Lancaster in the Climb Box (and possibly a
Lancaster with a Broken Radio), none of your aircraft on the Target Map need to move.
Broken Radio: If a Lancaster has a Broken Radio attachment (possible only in Scenarios
6-10 [7.7.3c]), it MUST move to the Circling Near Box. It may not move from the Circling
Near to Circling Far. If not carrying Upkeep it MUST move from the Circling Near Box to
the RTB Box on the Flight Map [6.3].
broken
RADIO
4.3.1 Very Light Flare
each Very Light Flare
marker nullifies 1 A
Approach Vector result
A Lancaster that begins and ends this phase in the Circling Near Box may fire a Very Light
Flare to mark the Approach. The reason for doing this is to nullify an A result during subsequent Approach Vector Checks [4.2.1]. Place a Very Light Flare marker in the current
space of the Attack Turn Track. Only ONE Very Light Flare marker may be placed on the
Attack Turn Track each turn.
4.4 STATUS PHASE
Perform this phase only if you have one or more bombers on the Target Map. In Scenarios
6-10, a Lancaster is not considered to be “on the Target Map” if it is on the Attack Turn
Track waiting to enter [this can happen as the result of an Uncoordinated Entry, 7.9.4].
A1
This phase consists of five steps, performed in this order:
4.4.1 Visibility Check
On Attack Turns 3, 5, and 7, roll two dice and add the numbers rolled, and then note the result on the Visibility table on the player aid card. Subtract the Visibility modifier indicated
on the Flight Turn Track, if appropriate (e.g., on Flight Turn 7, subtract 2 from the Visibility Check dice roll). In Scenarios 1-5 this modifier will be indicated in the Scenario Book.
© 2014 GMT Games, LLC
A1
Use the Visibility marker to denote the visibility at the dam.
Keep it near or on the Approach
Vector Check table on the mapsheet.
Dambuster Raid
Results explained -- Visibility Check...
Defense Attrition?
This represents the effect of
detonated mines as well as
the depletion of ammunition,
or mechanical failures that
might bedevil the Germans.
Example Defense Attrition [4.4.2]:
You released Upkeep this turn.
Both Flak and Searchlights levels
are 1 or more, and there is a Balloons marker in both the Close
Zone and the Climb Box. You will
make a total of 4 Defense Attrition Checks. If the Flak Level is 3
and you roll a 1, reduce the Flak
Level to 2. Let’s say Searchlights
is at Level 1 and you roll a 4, so
it remains at 1. You roll a die for
each Balloons marker, a 2 for the
Climb Box and a 1 for the Close
Zone, and so you remove the one
in the Close Zone.
Clear – This is the default condition.
Fog -- Place the Visibility marker “Fog” side-up near the Approach Vector Check table as a
reminder. Fog will have an effect on subsequent Approach Vector Checks [4.2.1].
A7
4.4.2 Defense Attrition Check
If you released Upkeep this turn, roll a die for each defense category whose level is 1 or
higher (and for each Balloons marker, if any).
Procedure -- Defense Attrition: Roll a die, if the number rolled is equal to or less than
the Defense Level, reduce that level by 1. For a Balloons marker, if you roll a 1, remove the
marker. This is summarized on the player aid [A7] (it’s the same procedure as Gunnery).
A6
Example -- Nightfighter Sighted? The Alert Level is 1 and there
are no Searchlights. The sighting
range is therefore 2-4. You roll
a pair of dice and score a 3 and a 4, adding to 7, which falls outside the range. No
sighting, which means the sky is clear of
Nightfighters. Had you rolled a 2 and a 2,
a Nightfighter would have been sighted and
you would have proceeded to the next step.
Searchlights
0
1 2 3
2-4 3-5 4-6 5-
No
Searchlights
2-3 2-4 3-5 4-
Alert Level
15
4.4.3 Nightfighter Check
This is a two-step procedure (refer to the player aid card). First, check to determine if a
German Nightfighter has been sighted. Then, if sighted, check to determine if it attacks.
In Scenarios 6-10, Nightfighter Checks are sometimes triggered on the Flight Map during
the Resolve Hazards Phase [7.7.3l], but the procedure is identical to that explained here.
Procedure (Step 1) – Nightfighter Sighted? The “Nightfighter Sighted?” table is organized in columns, each corresponding to the current Alert Level (in Scenarios 1-5, the
Alert Level is determined at set up; see the Scenario Book). There are two rows. Use the
top row if the dam has a Searchlights Defense Level of 1 or greater (possible in Scenario 10
or the follow-up raid in Scenario 9), otherwise use the bottom row (note that Searchlights
does not include Aldis Lights – Aldis Lights, on or off, are irrelevant for this check). (When
checking for sighting on the Flight Map in Scenarios 6-10, use the bottom row unless a
Searchlights marker has been assigned to the Lancaster or its wave [7.7].) Select the appropriate column and row. A range of numbers is located in each cell of the table. This is the
“sighted” range. Roll two dice, and if the sum of the numbers rolled falls within the range,
a Nightfighter has been sighted and you must determine if it attacks (Step 2). If the sum
does not fall within the range, the Nightfighter Check ends immediately without a sighting.
For Step 2, there are two “Nightfighter Attacks?” procedures, one for use on the Target Map
during an Attack Turn, the other for the Flight Map during the Resolve Hazards Phase of a
Flight Turn (scenarios 6-10 only). Each is described here:
Example -- “Nightfighter Attacks?”: You
have yet to release Upkeep or fire a Very
Light Flare, so the Activity Level is zero.
You therefore use the “0” column. A Nightfighter is not nearby, so you use the top row.
You roll two dice, a 3 and a 5, adding to 8,
and check the result in the far-right column
of the table – the result is “vanish.” Either
the Nightfighter disappeared without noticing your bombers, or the aircrew reporting
the sighting was mistaken.
Procedure (Step 2) – Nightfighter Attacks? – Target Map: The “Nightfighter Attacks?” table is organized in columns and rows. Each column corresponds to an “Activity
Level” at the dam (see below). There are two rows, a top and a bottom. Use the bottom row
if there is a Nightfighter Nearby marker present from a previous “Nightfighter Attacks?”
Check. Otherwise, use the top row. Locate the appropriate row and column, and roll two
dice. Each cell of the table has three number ranges, stacked vertically. Add the numbers
rolled and locate the sum in the appropriate range in the cell. Each range corresponds to a
result located in the far-right column: “vanish,” “nearby,” and “attack.”
Example -- Activity Level: Your
Lancasters released 2 Upkeep
thus far and have reduced the
Flak to 0 (zero) (it started at Flak
Level 3). One Lancaster was shot down by
Flak. The Activity Level is currently at 6.
The Activity Level is the aggregate of four factors:
- the number of Upkeep markers released at the dam (regardless of success or failure);
- the number of Defense Levels that have been lowered at this dam (by gunnery but not by Defense Attrition);
- the number of Lancasters that have been destroyed at the dam;
- the number of Very Light Flare markers currently on the Attack Turn Track.
The Status Record Track only
goes up to 4, so if you use this
marker, flip it over to denote an
Activity Level of 5 or greater.
Activity Level
In every case, include only those items in the above list that have taken place at this dam
(while the Alert Level affects all dams equally, each dam has its own Activity Level).
Added together, the sum of these factors is the Activity Level. Use pencil and paper to keep
track of it, or use the marker provided (place it on the dam’s Status Record Track).
© 2014 GMT Games, LLC
16
Enemy Coast Ahead
Results explained -- Nightfighter Sighted…
Vanish: No attack. If a Nightfighter Nearby marker is in play at this dam, remove it.
Nearby: There is no attack, but the sighting has been confirmed. Place a Nightfighter
Nearby marker on the Target Map (or the dam’s Status Record Track) to indicate that a
Nightfighter is nearby. It remains in play at that dam until a subsequent check results in
“vanish” or “attack”.
Attack: The Nightfighter is no longer “nearby”, it attacks! Select one Lancaster in the Circling Near Box to be destroyed (remove it). All other Lancasters in the Circling Near Box
scatter (see below). All Lancasters in the Circling Far box also scatter. Lancasters waiting to enter the Target Map may remain where they are or join those scattering from the
Circling Far Box (if this is Scenario 1-5, the attack ends the scenario). If the attack result
happens during Scenarios 6-10, the Alert Level will increase at the end of the Flight Turn
(during the Clean Up Phase [see 6.6.1]). Remove the Nightfighter Nearby marker (if any).
Clarification -- Nearby: No matter how many
times you get a “Nearby” result, you need
only one Nearby marker as a reminder. This
result represents one or more nightfighters
sighted nearby. The fog of war in this situation
(low altitude at night scanning the sky above
for mid and high altitude aircraft), precludes
divulging more information than a generic
and vague result such as this.
Scatter -- Target Map: Aircraft in the Circling Near Box immediately move to the Flight
Map as independent aircraft (place them in the dam’s Flight Zone; if this happens during
Scenarios 1-5, they Return to Base (resolve their fate at the end of the game; this is the same
as placing them in the RTB Box). Scattered aircraft in the Circling Far Box also immediately transfer to the Flight Zone, but they do so together as a single wave. Place the Wave
marker on its Formation Compromised side.
Me109, Me110, and Ju88, each corresponding to a column of the table at the bottom of the
player aid card [A6]. Locate the appropriate type that matches the nightfighter depicted
on the Hazard marker. Roll two dice and add the numbers together. If the sum falls in the
range of the numbers in the column, the Nightfighter attacks, in which case the affected
Lancaster is immediately destroyed, and the Alert Level will increase by 1 (it increases
during the Clean Up Phase of the Flight Turn). If that destroyed Lancaster is in a wave, the
wave scatters (see below). Return the Hazard marker to the cup.
Scatter – Resolve Hazards Phase: If the scatter result happens during the Resolve Hazards Phase of a Flight Turn, the wave becomes Formation Compromised. If already Formation Compromised, ALL aircraft in the wave are now independent aircraft.
4.4.4 Detonation Result
Perform this only if you have an Upkeep marker on the “Damage” end of the dam’s Status
Record Track that has yet to be revealed. However, you may perform this now ONLY if you
have an aircraft in the Circling Near Box (because somebody has to be there to see it).
Procedure – Detonation Result: Turn the Upkeep marker over to reveal its damage
side, and roll a die. There are two numbers printed on the marker, an even number and an
odd number. If the die roll is even, apply the even number, and if the number rolled is odd,
apply the odd number. The number applied is the damage inflicted on the dam. If the evens
result applied, orient the Upkeep marker so its even number is right side up; if odd, orient
the marker so that the odd number is right side up.
Deferring Results: If you do not have at least one Lancaster in the Circling Near Box,
DO NOT resolve the detonation result now. Place the Upkeep marker on the Damage end
of the dam’s Status Record Track (but do not flip it over to reveal the damage, yet), and
resolve the detonation result in the next Status Phase in which you have a Lancaster in
the Circling Near Box of this dam. If that never happens, resolve it when the game is over
(resolve the damage when you conduct Morning Reconnaissance [5.2]). More than one
Upkeep marker may be revealed in the same phase.
Dam Breach: If the accumulated damage inflicted on a dam equals or exceeds its dam-
age capacity, a breach has occurred. Flip the Water Level marker over as a reminder. The
damage capacity of each dam varies depending upon the Water Level (in Scenarios 1-9 all
dams are Full).
© 2014 GMT Games, LLC
Example -- Nightfighter Attacks? - Flight
Map: You revealed a Me110 during the Resolve Hazards Phase and when you performed Step 1 of the Nightfighter Check you
determined that indeed a Nightfighter was
sighted. So now you locate the number range
under the Me110 icon at the bottom of the
Nightfighter Attacks? table to note that the
range is 4-6. You roll a pair of dice, say a 3
and a 6, adding to 9, which falls outside the
number range. The Me110 “vanishes.” Had
you rolled a 3 and a 1 instead, it would have
attacked, immediately destroying one Lancaster and scattering the others in the wave.
A14
odd
even
Procedure – Nightfighter Attacks? – Flight Map: There are three Nightfighter types:
damage needed to breach
Example -- Dam Breach: At “Full,” the
Möhne Dam requires 6 damage
points to breach, but at “Rising”
it requires 12 damage points. In
this example, 7 points of damage
has been accumulated. With the
Water Level at “Full,” the dam is
breached.
Dambuster Raid
4.4.5 Very Light Flare Check
17
Conclude the Status Phase by determining if one or more Very Light Flare markers must be
removed from the Attack Turn Track (if none are on the track, skip this step).
Example -- Very Light Flare Check: It is
Turn 7 and you check for a flare fired on
Turn 3. You roll a die and subtract 4 (because it’s been 4 turns since it was fired).
Let’s say you rolled a 2 -- the marker must
be removed.
Procedure -- Remove Very Light Marker? Roll a die for each marker. If the modified number rolled is ‘0’ (zero) or less, remove the marker. Modify the number rolled by
subtracting the number of turns since the marker was placed on the Attack Turn Track.
4.4.6 Ending the Attack Turn
At the end of the Status Phase, or if the Status Phase was skipped, advance the Attack Turn
marker to the next turn space, and commence the next Run Phase [4.1].
Ending Attack Turn 8: Unless instructed otherwise, if playing Scenarios 1-5 and this
concludes Attack Turn 8, reset the Attack Turn marker at Attack Turn 1 and continue; but
before you start the next Run Phase make a Visibility Check. If playing Scenarios 6-10, see
rule 7.9.
5.0 ENDING THE GAME
The scenario-specific rules in the Scenario Book establish when the game ends. When the
conditions have been satisfied to end the game, you must resolve the fate of returning aircraft [5.1]. You may also have to perform Morning Reconnaissance [5.2]. To interpret the
game’s outcome, see the scenario’s “Debriefing Chart” in the Scenario Book.
E1
Example -- RTB: A damaged bomber in the
Weser Flight Zone’s RTB Box has an Elite
Crewman as an attachment. Its aircrew is
Veteran but it has a Faulty Merlin attachment
as well. Taken altogether, the modifiers aggregate to -2. You roll a pair of dice, let’s say
it’s a 7 (subtract the modifiers), for a result
of 5 -- “Lost.” You roll again, applying exactly
the same modifiers, but refer to the Lost table.
Let’s say you roll a 10, subtract the modifiers,
for a final result of 8 -- “Returns Damaged.”
Since the Lancaster is already damaged, you
make one final roll: a 5 -- the Lancaster survives the return journey.
Lost?
The fate of several bombers remained unknown to Bomber Command for years,
and it was the painstaking work of many
historians and amateur enthusiasts, both
in Britain and on the Continent, to figure
out exactly what happened to them all. In
order to simulate this aspect of the fog of
war, the game may deliberately leave the
player in the dark.
E2
5.1 RETURN TO BASE
Check aircraft in Return to Base (RTB) Boxes to determine if they reach Scampton safely.
Each aircraft must be checked separately and completely before checking the next aircraft;
do not check waves as a whole. If playing Scenarios 1-5, check all aircraft that were not
destroyed, unless the scenario rules instruct otherwise.
Procedure -- RTB: Select an aircraft and roll two dice. Modify the sum of the numbers
rolled by the modifiers listed on the player aid [E1 and listed below]. Consult the RTB
Table on the player aid card to determine the result.
Modifiers…
+1 if Veteran aircrew;
-1 if Green aircrew;
+1 if Elite Crewman is attached (any crewman regardless of benefit, even if benefit has
been used);
-1 if Lancaster is damaged;
-1 if Faulty Merlin is attached;
-1 if Compass Card marker is attached (apply this modifier only if Upkeep is attached
[7.7.3d];
+2 if RTB Box is in English Coast or North Sea Zone;
-1 if RTB Box is in Ruhr zone;
-2 if RTB Box is in Weser zone;
-1 if Alert Level is Alarm (apply this modifier only to bombers in hostile zones);
+1 if the Recon Levels of all hostile Flight Zones add to 7 or more (Scenario 10 only).
5.1.1 RTB Results explained...
Returns Safely: The aircraft returns to Scampton (remove it from play).
Lost: The aircraft does not return (yet). Roll dice again and apply the same modifiers, but
apply the results from the LOST TABLE [player aid E2].
5.1.2 Lost Results explained...
M.I.A.: The bomber is destroyed.
Returns Safely: The aircraft returns to Scampton (remove from play).
© 2014 GMT Games, LLC
18
Enemy Coast Ahead
Returns Damaged: The aircraft returns to Scampton, but is damaged [2.1.1]. If already
damaged, roll a die to see if it returns safely:
1-4 = it does not return (it is destroyed);
5-6 = returns safely (still damaged).
Attacks Target? If playing Scenarios 1-5, or if the Lancaster does not carry Upkeep, the
bomber returns to Scampton. If playing Scenarios 6-10 and the Lancaster carries Upkeep,
this result means that the crew veered off the intended course but eventually found a dam
to attack, or, it made its way back to Britain. Your choice: either the result is “Returns
Safely” (as described above), or, you play up to 8 Attack Turns at a dam of your choice
(target automatically acquired, uncoordinated entry). When the attack is concluded, place
the Lancaster in the Flight Zone’s RTB Box and resolve its Return to Base again [as per 5.1].
5.2 MORNING RECONNAISSANCE
You must conduct a post-game recon check, as follows: roll one die for each successfully
detonated Upkeep marker [“success” as per 4.2.13, step 3]. If the result is a 1, subtract 1
damage point. If the result is 2-5 there is no effect. If the result is a 6, add 1 to the Upkeep marker’s damage. Thus, it is possible that a breached dam may not actually have been
breached, and one badly damaged may actually have been breached.
Upkeep Not Revealed?: If an Upkeep marker is on the damage end of the Status Record
Track but has yet to be revealed, flip it and roll a die to determine the damage it inflicts on
the dam [as per 4.4.4]. Do this BEFORE performing Morning Recon.
5.3 OUTCOMES [Scenario Book]
After resolving each Lancaster’s return and after performing Morning Recon, use the Debriefing Chart in the Scenario Book to interpret the outcome. Each scenario has its own
chart. Read the chart from left to right, “moving” with your eye from column to column,
selecting appropriate rows until you determine the result in the rightmost column. Generally, the higher your result is located on the page (that is, the higher the row), the more successful the mission. Many outcomes will also require you to roll a die or dice, especially to
resolve the fate of aircrew downed over hostile territory, in which case you roll only once,
not once for each Lancaster.
Morning Recon?
Assessing damage was difficult at night,
necessitating several circuits around the
dam. The results were ultimately verified
the next morning by reconnaissance aircraft.
Example -- Morning Recon: let’s
say there are two Upkeep markers on Eder Dam’s Status Record
Track, a 3 and a 4 (i.e., 3 points of damage
and 4 points of damage, adding to a total of
7 points of damage which means Eder Dam
was breached). During Morning Recon you
roll a die for each marker. If you roll a pair
of 1’s, you would subtract one point of damage from each marker, reducing the dam’s
total damage to 5, which would mean your
aircrews were mistaken when they reported
that the structure had been breached. If you
roll only a single 1, you would subtract only
one point of damage, adjusting the total damage to 6 -- the breach is confirmed.
E3
Outcomes
The Debriefing Charts for Scenarios 1-8
must be read in context. For example,
when reading Scenario 2’s chart, the outcomes assume that the Möhne Dam was
already breached.
PART 2 – Flight
This part of the game adds the flight from 617 Squadron’s base at Scampton to the dams
in Germany. All the rules learned in Part 1 are used here, in addition to the following new
rules. This will allow you to play Scenarios 6-9.
6.0 FLIGHT MAP
Use the Flight Map to move waves and independent aircraft from their base at Scampton
to the target dams.
England Flight Zone
6.0.1 Flight Zones
The map is organized into six zones: England, English Coast, North Sea, Dutch Coast, and
two zones in Germany: Ruhr and Weser. The Dutch Coast and the two Germany zones are
hostile zones. Waves and individual aircraft will move from one zone to the next during
the Move Phase. Hazard markers and the occasional Very Light Flare marker will also be
placed in zones.
No Limit: There is no limit to the number of aircraft, waves or markers that may occupy a
zone, and no marker, wave or aircraft may occupy more than one zone at a time.
6.1 FLIGHT TURN TRACK
The Flight Turn Track is printed on the mapsheet next to the Flight Map. Each Flight Turn
represents approximately one hour of flight time. Some turns are “-1 Visibility” and “-2
Visibility” turns, indicating modifiers that affect Visibility Checks during the Attack Turn
[4.4.1]. Visibility during Turn 9 is automatically “Fog” (do not bother rolling on the Visibility table during Turn 9).
6.1.1 Turn 10 -- Game Over
Historically, the raid was complete by this time; all surviving aircrews had managed to
return to Scampton by then. But just in case your crews are still striving to complete their
mission this late, or should we say, early, the following rule applies:
© 2014 GMT Games, LLC
visibility
modifier
Dambuster Raid
19
The game may not continue beyond Flight Turn 9. All surviving bombers must move immediately to the Return to Base Box in their Flight Zone. Then, resolve their fate on the
RTB table [5.1], conduct Morning Recon [5.2], and then check the scenario’s outcome on
the Debriefing Chart [5.3].
6.2 MISSING BOX
Each Flight Zone has a Missing Box (except the England Zone). Evasive Action [4.2.4] or
a failed Navigation Check [7.4] may require you to designate an independent aircraft as
missing, which means you must place it in its Flight Zone’s Missing Box. During the Move
Phase, a Lancaster in the Missing Box must remain there. You may only move an aircraft
out of this box during the Navigation Check Phase, and only as the result of a successful
Navigation Check [7.4]. For the purpose of placing, evading and resolving hazards, an aircraft in a Missing Box is still considered to be in the Flight Zone.
Fuel?
Some players may find the absence of a
fuel rule troubling, but the parameters of
this simulation obviate the need for such
a rule or set of rules. The Move rules [7.3],
RTB rule [5.1], and the tight relationship
between Flight Zone and Flight Turn are
those parameters.
6.2.1 Wave marker in the Missing Box
Ordinarily Wave markers should not be placed in the Missing Box (because only independent aircraft belong there), but you may be tempted to place a Wave marker there as a
placeholder to reduce clutter. This is allowed, but even if you place a Wave marker in the
Missing Box, treat each of its Lancasters as flying independently (this is particularly important during the Place Hazards Phase of the Flight Turn [7.5]).
6.3 RETURN TO BASE (RTB) BOX
Each zone has a Return to Base Box (the English Coast and the North Sea Zones share
the same RTB Box). When a Lancaster on the Flight Map returns to base, place it in the
RTB Box in its Flight Zone. Once in the RTB Box, a Lancaster remains there until the end
of the game, at which time its fate is resolved [rule 5.1, player aid E1]. Unlike the Missing
Box, Lancasters in a Return to Base Box are NOT affected by Hazard markers in that Flight
Zone, nor do they trigger Hazard marker placement. (As far as Hazard markers are concerned, Lancasters in RTB Boxes are invisible). To reduce clutter, you are welcome to use a
Wave marker as a placeholder for aircraft in the RTB Box.
6.4 TARGET ACQUISITION BOX
Both Germany Flight Zones have Target Acquisition Boxes, each box representing the location of a target dam. The Ennepe, Bever, Henne, Sorpe, and Möhne Dam Target Acquisition Boxes are in the Ruhr zone, while Eder, Diemel and Lister Dams are in the Weser zone.
denotes the
dam’s Flight
Zone
These boxes connect the Flight Map to the Target Maps. A Lancaster transfers from the
Flight Map to the Target Map via the Target Acquisition Box, and vice versa, during the
Target Map Phase of a Flight Turn [7.9], but only after successfully “acquiring” the dam
during the Target Acquisition Phase [7.8].
Example -- Primary Target: AJ-A
may be assigned Sorpe Dam as its
Primary Target. While Sorpe is its
primary target, no other dam may
be AJ-A’s Primary Target. AJ-W may also be
assigned Sorpe Dam as its Primary Target.
6.4.1 Primary Targets
A “primary target” is the dam that a Lancaster is ordered to attack. All Lancasters carrying
Upkeep MUST have a Primary Target. A Lancaster may be assigned only ONE Primary
Target at a time. More than one bomber may share the same Primary Target.
Scenario instructions will indicate the targets for each aircraft. Designate the Primary Target with pencil and paper (use the Player Log), or use the Primary Target markers (place
each in the appropriate Target Acquisition Box on the dam’s Status Record Track, or in the
appropriate space on a Wave Holding Box). Because all Lancasters in a wave must share the
same Primary Target [6.7.3], the target markers are identified by wave. (In many scenarios,
Primary Target designation is easily remembered without the aid of a note or marker.)
6.4.2 Secondary Targets
a
Each bomber MAY have one Secondary Target (the dam it is ordered to attack after its Primary Target has been breached). A Lancaster’s Secondary Target, if it has one, may not be
the same as the Primary Target. Only one Secondary Target is permitted for each Lancaster.
More than one bomber may share the same Secondary Target.
Scenario instructions will indicate the Secondary Targets (if any). Designate the Secondary
Target in the same way you designate the Primary Target (i.e., with paper and pencil or the
target markers provided).
© 2014 GMT Games, LLC
20
6.4.3 Target of Last Resort
Enemy Coast Ahead
The squadron as a whole shares the same Target of Last Resort, designated by placing
the marker in a Target Acquisition Box. Scenario instructions indicate the Target of Last
Resort for the squadron. If a Lancaster does not have a Primary Target, the Target of Last
Resort automatically becomes its Primary Target. If the Target of Last Resort is breached,
you must immediately designate another dam as the Target of Last Resort.
6.4.4 Changing the Target
There are only two ways to change a Primary Target: Wireless Telegraphy or visual confirmation that the Primary Target has breached. A Secondary Target may only be changed via
Wireless Telegraphy.
Wireless Telegraphy: See 7.2.1 [player aid F2]. If the transmission is “received”, any unbreached dam may be designated a Lancaster’s new Primary or Secondary Target.
Target or Targets?
The Lancasters of 617 Squadron launched with more than
one “target of last resort” designated, but here we simplify these targets into a single target designation. If
breached, automatically designating a
new Target of Last Resort is merely equivalent to aircrews over Germany selecting
another dam previously designated by
Bomber Command. You are welcome to
use pencil and paper to individualize the
Target of Last Resort, assigning one or
more Lancaster’s their own targets.
Visual Confirmation: During an Attack Turn, a Lancaster achieves visual confirmation
if it occupies the Circling Near Box of a breached dam. During a Flight Turn, a Lancaster
does so merely by acquiring the breached dam [see Target Acquisition Phase, 7.8]. Visual
confirmation that a Primary Target has breached automatically “upgrades” a Lancaster’s
Secondary Target -- it becomes the new Primary Target. If the Lancaster does not have a
Secondary Target, then the Target of Last Resort automatically becomes the new Primary
Target.
6.5 RECON TRACKS
Hostile zones (Dutch Coast, Ruhr & Weser) have reconnaissance tracks. At set up you will
place a Recon Level marker in each track. The Recon Level will not change during the game
(in Scenarios 6-9). The Recon Level is important during the Evade Hazards Phase [7.6],
and when your Lancasters attempt to locate a dam [Target Acquisition Phase, see 7.8].
Scenario 10 -- Recon Tracks: The Recon Level starts at 0 (zero), and may increase during the Planning Turn [10.5]. Also, the back of the Recon Level marker with its cryptic
symbols and numbers is only used in Scenario 10 [explained in 12.0].
6.6 ALERT TRACK
The Alert Track is located between the North Sea and Dutch Coast zones. Use it to keep
track of the current state of German alertness in hostile zones. The Alert Level applies to
all hostile zones and dams, but has no effect on the North Sea, English Coast and England
Flight Zones (exception if at Level 4 Alarm: see modifiers for RTB Check [5.1]).
In Scenarios 1-5 the Alert Level does not change. In Scenarios 6-10 it can increase.
6.6.1 Increasing the Alert Level
Increase the Alert Level by 1 when…
- a dam is breached,
- a Nightfighter Check results in an Attack [4.4.3].
The Alert Level influences the number of
hazards encountered in hostile zones, as well
as the likelihood of encountering Nightfighters.
One Level Maximum: The Alert Level may only be increased once each Flight Turn. It
may only be increased during the end of the Flight Turn, and it may only be increased by
a total of 1 Level each turn. Use the red side of the Alert Level marker as a reminder that
an increase is pending.
Example -- Alert Level Increase: Let’s say
you breached two dams and were attacked
by a Nightfighter during Turn 5 (an eventful
turn!). At the end of Flight Turn 5 you will
increase the Alert Level by 1, not by 3.
6.6.2 Decreasing the Alert Level
Example -- “Pending”:
During the Resolve
Hazards Phase one of
your Lancasters is destroyed by a Nightfighter. A Nightfighter attack demands an increase in the Alert Level,
but the increase can only happen at the end
of the Flight Turn. So, you flip the Alert Level
marker to its red side as a reminder for later.
The Alert Level can never decrease. The only exception is during Scenario 9 or 10 when
you launch a follow-up raid [see the Scenario Book].
6.7 Waves on the Flight Map
Each wave represents two or more Lancasters flying together in close coordination, sharing
the same dam as their Primary Target.
6.7.1 Size Limit: Two or More
There is no upper limit to the number of aircraft that may be part of a wave, and the exact
number of aircraft in a wave may change during the game. If only one (or fewer) aircraft is
in a wave, automatically “dissolve” the wave. The Wave marker may be reused when a new
© 2014 GMT Games, LLC
Dambuster Raid
21
wave is formed [7.1 or 7.9.7]. Six Wave markers are included in the game but if you need
more, represent waves on the mapsheet by their Wave Leader and make a note of the wave’s
composition with pencil and paper.
6.7.2 Formation Compromised
The front of a Wave marker is its “good order” side (it is the default condition). The back of
the Wave marker is its Formation Compromised side, indicating that aircrews are not flying in close proximity to each other. A wave can become compromised during the Navigation Check Phase [7.4] and the Resolve Hazards Phase [7.7] of a Flight Turn, or as the result
of a Nightfighter attack that scatters the aircraft during an Attack Turn [4.4.3]. A wave may
be restored to good order during the Coordination Phase of a Flight Turn [7.1.3] or when
transferring back to the Flight Map at the end of an attack [7.9.7].
6.7.3 Waves and Targets
Each Lancaster in a wave must share the same Primary Target. If a Lancaster’s Primary Target changes, it may not remain in the wave unless all aircraft in the wave have their Primary
Targets changed too (and, to the same dam). Primary Targets may be changed in two ways
[explained in 6.4.4]. Also, if a Lancaster in a wave has a Secondary Target, all Lancasters in
that wave must share that same Secondary Target.
6.7.4 Changing a Wave’s Composition
While on the Flight Map, independent aircraft may not join a wave except by successfully
completing a Coordination attempt [7.1.4]. Independent aircraft may combine to form a
new wave during the Coordination Phase [7.1.5]. Aircraft may split off from a wave only
as a result of a failed Navigation Check [7.4], by designating a new Primary Target during
the Wireless Phase [7.2.2], or by performing Evasive Action when resolving Flak [4.2.4]. A
Delayed Sortie hazard may force a Lancaster to split off from a wave too [7.7.3f]. You may
form waves freely when Lancasters transfer from a Target Map to the Flight Map [7.9.7].
6.7.5 Wave Leader
One Lancaster in a wave must be designated “Wave Leader”. Note the designation with
pencil and paper, or use the Wave Leader marker provided (use it as an attachment). If the
Wave Leader is destroyed or exits the wave, it remains the de jure leader but you must temporarily and immediately assign a new de facto Wave Leader from amongst those remaining in the wave. If and when the de jure leader rejoins the wave, it resumes its former role
as Wave Leader. [For Wave Leader without Upkeep, see 7.3 “No Upkeep”.]
7.0 SEQUENCE OF PLAY – FLIGHT TURN
Each Flight Turn is played in phases, and the phases must be played in this sequence:
7.1 COORDINATION PHASE
By passing Coordination Checks during this phase [7.1.1], you may improve the organization of your waves. Three types of actions are possible:
a. Coordinate Wave – Do this to flip a Formation Compromised wave to its good
order side [7.1.3];
b. Join Wave – Do this to add an independent aircraft to a wave [7.1.4];
c. Create Wave – Do this to create a new wave [7.1.5].
These actions are voluntary (in fact, you may skip this phase entirely), but if you choose to
attempt one or more actions, consider the following:
Zone by zone: Resolve all actions in one Flight Zone before resolving those in another.
Any order is okay: Actions within a Flight Zone may be performed in any order, but
must be performed one at a time.
RTB & Missing Boxes excluded: Aircraft selected to attempt these actions may not be
in RTB or Missing Boxes.
© 2014 GMT Games, LLC
22
Enemy Coast Ahead
“Broken Radio” and “No VHF” excluded: A Lancaster with a Broken Radio attach-
ment [7.7.3c] may not perform actions during this phase. One Lancaster in a wave with
this attachment prohibits the entire wave from attempting actions. In Scenario 10, if you
did not install VHF radio sets during the Modifications Phase of the Planning Turn [10.4],
you may not perform actions during this phase [see 11.6].
7.1.1 Coordination Check
The success of a coordination action is determined by performing a Coordination Check.
Procedure – Coordination Check: Choose an action (Coordinate Wave, Join Wave,
Create Wave), select a wave and/or independent aircraft, and roll two dice. Add the numbers rolled, and compare the modified sum to the WORST aircrew’s Navigation Skill
[7.1.2]. If the modified sum of the two dice is equal to or higher than the Navigation Skill
of the worst quality aircrew, the action succeeds [see 7.1.3 – 7.1.5 for effects]. If it fails, there
is no effect.
Modifiers…
F1
Flares?
Veteran Leader: Add 1 if the Wave Leader is a Veteran aircrew (this is applicable only
when a Wave Leader is involved);
Very Light Flare: Add 1 if you choose to fire a Very Light Flare.
Firing a Very Light Flare: You may elect to have one of the aircraft fire a Very Light
Flare now – place a Very Light Flare marker on it. If a wave is involved, place it on the Wave
marker. Regardless of the number of Very Light Flare markers, you only add +1 for this
modifier. The Very Light Flare marker remains attached to the aircraft or wave until the
beginning of the Resolve Hazards Phase, when it is removed [7.7].
On the Flight Map the Very
Light Flare marker represents flares as well as tactics
intended to attract the attention of other Lancasters
(increased radio chatter for
example, or deviations in
course -- you are welcome to
imagine what you like). This
may attract the attention of
the Luftwaffe as well.
7.1.2 Worst Quality Aircrew defined
Green is worse than Seasoned, and Seasoned is worse than Veteran. In determining which Clarification -- Worst Aircrew: When attempting a Coordinate Wave action, consider
aircrew is the worst, consider only those involved in the action.
7.1.3 Coordinate Wave
You may attempt a Coordination Check to flip a Formation Compromised wave to its good
order side. A wave may attempt this action only once each Coordination Phase.
Effect -- Coordinate Wave: Flip the Wave marker to its good order side. If the action
fails, the wave remains Formation Compromised.
7.1.4 Join Wave
An independent aircraft may attempt a Coordination Check to join a wave. It may attempt
this only once per phase, no matter how many waves are in its Flight Zone. Regardless of
success or failure, the wave MAY also make a Coordinate Wave attempt this phase [7.1.3],
either before or after the Join Wave attempt is resolved.
Requirement: The independent aircraft must share the same Primary Target as the wave
it is trying to join (and Secondary Target, if any), and it must be in the same Flight Zone
[6.7.3].
Effect -- Join Wave: If the attempt succeeds, the Lancaster is no longer an independent
aircraft, it now is part of the wave. If the independent aircraft had a Very Light Flare marker
attached, transfer it to the Wave marker (it remains attached until the start of the Resolve
Hazards Phase [7.7]). If the attempt fails, the Lancaster remains independent.
7.1.5 Create wave
Two independent aircraft in the same Flight Zone may attempt a single Coordination
Check to form a new wave (you roll once, not twice). Both must share the same Primary
Target (and Secondary, if any). Neither bomber may attempt a Join Wave action this phase.
Effect -- Create Wave: If the attempt succeeds, the Lancasters are now flying in a wave.
Remove them to a convenient spot on your gaming table (or Wave Holding Box) and place
a new Wave marker in their Flight Zone (on its good order side). Designate one of the Lan© 2014 GMT Games, LLC
all the Lancasters in the wave. If one happens
to have a Green aircrew attached, use its
Navigation Skill. If attempting a Create Wave
action, consider the aircrew of the two Lancasters attempting to form a new wave. Or, if
performing a Join Wave action, consider the
independent Lancaster’s aircrew as well as all
of the Lancasters in the wave it is attempting
to join.
Dambuster Raid
23
casters as Wave Leader, and place the corresponding Primary Target marker in the appropriate Target Acquisition Box. If one or both of the independent aircraft had a Very Light
Flare marker attached, transfer it to the Wave marker (it remains attached until the start of
the Resolve Hazards Phase [7.7]). If the attempt fails, the Lancasters remain independent.
7.2 WIRELESS PHASE
During this phase you may attempt to change the Primary and/or Secondary Target of
your Lancasters. You do this by performing one or more Wireless Telegraphy actions.
This action is voluntary (in fact, you may skip this phase entirely), but if you choose to attempt one or more Wireless Telegraphy actions, consider the following:
Any Lancaster: You may select an independent aircraft or a Lancaster within a wave as
the “recipient” of this action. If you select a Lancaster within a wave, and the transmission
is “received”, assigning it a new target will immediately remove it from the wave [it immediately becomes an independent aircraft; see 7.2.2].
Wave Leader: If you select a Wave Leader and the transmission is “received”, it allows you
to designate a new target for the ENTIRE wave. By attempting to transmit to the Wave
Leader on behalf of the entire wave you forgo your right to attempt this action individually
for each Lancaster within the wave [see “Once only” below].
Once only: You may select each recipient only once each phase.
Example -- Once Only: If you
select AJ-A for a Wireless Telegraphy action on Turn 3, you may
not select it again for this action
until Turn 4. If it is in a wave, you
may not use the Wave Leader to
alter the target of the wave as a
whole after already attempting
the action with AJ-A individually.
Example -- Broken Radio excluded: You successfully performed a Wireless Telegraphy
action and changed the Primary
Target of a wave from Eder Dam
to Ennepe Dam, but one of the
four Lancasters in the wave has
a broken radio attachment. That
Lancaster can’t adopt Ennepe as
its Primary Target but the other
three can, and so it immediately
splits off and flies independently
as it continues on its way to Eder
Dam.
Broken Radio excluded: You may not perform this action for an aircraft attached with
a Broken Radio marker. If this is attached to an aircraft in a wave, its Lancaster is excluded
from the wireless attempt.
Upkeep is mandatory: You may only select a Lancaster carrying Upkeep. The only exception is a Wave Leader.
Elite Wireless Operator: If the Lancaster selected has this Elite Crewman marker at-
tached, roll three dice instead of two when you perform the Wireless Telegraphy action.
Then choose two of the dice and ignore the third. A Wave Leader may use this ability if an
Elite Wireless Operator is attached to any Lancaster in its wave (unless the elite operator is
attached to a Lancaster that also has a Broken Radio attachment).
7.2.1 Wireless Telegraphy Action
F2
Procedure -- Wireless Telegraphy: Select an aircraft or Wave Leader, and roll two dice.
Add the numbers of each die to find their sum, and refer to the Wireless Telegraphy table
for the result. The table is located on the player aid [F2].
Explanation of results...
Received: This is a successful result. You are free to designate any dam as the new Primary
or Secondary Target (you may change one or both).
Garbled: Immediately try again; roll two dice but add +1 to the sum. This is cumulative
(that is, if you get this result the next roll, add +2 to the third roll).
Misinterpreted: Roll another die (if attempting to change the target of a wave via the
Wave Leader, roll separately for each Lancaster in the wave). Apply the result corresponding to the number rolled, as follows:
1 -- the Lancaster is ordered to Return to Base (immediately move it into the RTB Box);
2-3 -- the new Primary Target is the dam with the lowest Recon Level (if a tie for lowest, break the tie by choosing one of them); if already breached, Target of Last Resort instead;
4-5 -- the new Primary Target is the dam with the highest Recon Level (if a tie © 2014 GMT Games, LLC
24
Enemy Coast Ahead
for highest, break the tie by choosing one of them); if already breached, Target of Last Resort instead;
6 -- the new Primary Target is the Target of Last Resort.
A “misinterpreted” result is permanent. You are prohibited from selecting this Lancaster as
a recipient during subsequent turns (if this was the Wave Leader, this prohibition extends
to all Lancasters in the wave). Use the Misinterpreted marker as a reminder.
Not Received: A new target is not assigned; you may try again next turn.
7.2.2 Splitting a Wave
If you successfully assign a new Primary Target to a Lancaster in a wave, the Lancaster may
not remain in that wave (all aircraft in a wave must share the same Primary Target [as per
6.7.3]). It immediately becomes an independent aircraft (place the Lancaster in the Flight
Zone). If you succeed in doing this for two or more Lancasters in the same Wireless Phase,
forcing each to leave the same wave, you may immediately group them into a new wave.
New Wave: To instantly form this new wave, two conditions must be satisfied: first, the
Lancasters must have begun the phase in the same wave, and second, their new Primary
Target (and Secondary Targets, if any), must be identical. When you form a new wave in
this manner, immediately designate one of the Lancasters as the Wave Leader. If the wave
they are splitting off from was Formation Compromised, this new wave begins life Formation Compromised as well.
7.3 MOVE PHASE
Each aircraft with an Upkeep marker must move to an adjacent Flight Zone towards its
Primary Target (that is, towards a Flight Zone containing the Target Acquisition Box of its
Primary Target). If already in the Flight Zone with its Primary Target’s Acquisition Box, the
aircraft remains in that zone and does not move (it will attempt to locate the dam during
the Target Acquisition Phase [7.8]).
F3
Exceptions…
RTB Box: An aircraft in an RTB Box does not move. It remains in the box until the end
of the game [see 5.1].
RTB allowed
Missing Box: An aircraft in the Missing Box does not move. It must attempt to leave the
box during the Navigation Check Phase [7.4].
Damaged Lancaster, Faulty Merlin, Broken Radio, No Aldis Lights: A damaged
aircraft, or an aircraft attached with a Faulty Merlin, No Aldis Lights or Broken Radio
Hazard marker, MAY move into the RTB Box instead of towards the Primary Target, at the
player’s discretion. It may not do this if in the Missing Box or RTB Box.
Delayed Sortie: An aircraft with a Delayed Sortie hazard may not move this turn (not
even into the RTB Box). If in a wave, it breaks out of the wave and flies independently
(while the wave moves). Remove the Delayed Sortie marker at the end of the Move Phase
(remove it from play, do not put it back in the cup).
Flight Turn 7 or later: Starting on Flight Turn 7, you MAY move an independent aircraft
or wave towards the Target of Last Resort instead of its Primary Target, or to the RTB Box.
You may not split a wave to do this, it must remain together regardless of where you move
it (you may only voluntarily split a wave during the Wireless Phase [7.2.2]).
No Upkeep: A Lancaster not carrying an Upkeep marker MUST move into its Flight
Zone’s RTB Box. It may leave a wave to do this. However, even when unburdened by Upkeep, a Wave Leader may accompany its wave towards its Lancasters’ Primary Target (at
the player’s discretian) [6.7.5]. If the Wave Leader is knocked out of its wave and it does
not carry Upkeep, he may continue moving towards that Primary Target or into the RTB
Box instead.
© 2014 GMT Games, LLC
Delayed Sortie?
AJ-T took off late. In fact,
McCarthy and his crew were
supposed to fly a different
Lancaster, but engine trouble just before
take-off sent them scrambling into AJ-T
at the last minute. A scaled-down and
hurried flight check delayed the bomber
long enough that it failed to catch up with
the rest of the wave.
Dambuster Raid
7.3.1 No Primary Target?
25
Every Lancaster carrying Upkeep must have a Primary Target [6.4.3].
7.4 NAVIGATION CHECK PHASE
During this phase you must determine if your aircraft are flying on course and in good
order. To do this, make a Navigation Check for each independent aircraft and wave, excluding those in the RTB Box.
Clarification -- Once only: The “Once only”
clause applies only to this phase, not to the
turn, which means a Lancaster may be required to make a Navigation Check multiple
times in the same turn (in the Navigation
Check Phase, the Resolve Hazards Phase, and
the Target Acquisition Phase). Regardless of
when the check is made, the procedure is the
same as described in 7.4.1.
Example -- Navigation Check: Let’s
F4
say a Wave Leader has a Seasoned
aircrew. In Scenario 9, the Navigation Training Level of Seasoned aircrews is 3, which
means the Navigation Skill is 7. Thus, rolling
two dice, their sum must be 7 or higher in
order to pass the check. A Map Error marker
attached to the Lancaster, or attached to ANY
Lancaster in the wave, subtracts 1 from the
sum. So, let’s say you roll a 10, and subtract
1 for the Map Error marker, modifying the
sum to a 9, and thus the Navigation Check is
passed successfully.
ONED
SEASin
ing
tra l
leve
r
marke
Navigation Skill in this example is 7
Consider the following as you make your Navigation Checks:
Zone by zone: Perform all checks in one Flight Zone before doing so in another zone.
Once only: Check each Lancaster or wave only once this phase. If an aircraft is knocked
out of a wave as a result of a Navigation Check, do not check it again as an independent aircraft. Likewise, if an independent aircraft fails its Navigation Check, do not check it again
after it moves into the Missing Box.
7.4.1 Navigation Check Procedure
Select a wave or independent aircraft and roll two dice. Compare the modified sum of the
numbers rolled to the aircrew’s Navigation Skill. If checking a wave, use the Wave Leader’s
aircrew. If the modified sum is equal to or greater than the aircrew’s Navigation Skill, the
wave or independent aircraft passes the check (the result is “success”). If less than the Navigation Skill, the result is “failure.”
Modifiers…
Map Error and Compass Card: Subtract 1 for EACH Map Error and Compass Card
marker attached to the aircraft. However, for the Compass Card, apply this modifier only
if Upkeep is attached (the Compass Card should be attached to the Upkeep marker, not to
the Lancaster, which means that if the Lancaster does not carry Upkeep it can’t have the
Compass Card attached).
Elite Navigator: Add 1 if an Elite Crewman with a +1 Navigation Skill is attached.
Searchlights: Subtract 1 for EACH Searchlights marker (Note: this applies only to Navigation Checks that take place during the Resolve Hazards Phase, triggered by a Searchlights hazard [7.7.3n]).
No Moon -- Scenario 10 only: Subtract 1 if you launched the Raid on Planning Turns 2 or
4.
Explanation of Results – Navigation Check...
SUCCESS: There is no effect, unless you are checking a Lancaster in the Missing Box. If
that is the case, move the Lancaster out of the Missing Box and into the Flight Zone (it is
now an independent aircraft in that Flight Zone).
FAILURE: The effect varies, depending on the state of the aircraft or wave being checked:
Failure -- Independent aircraft: Place the aircraft in the Flight Zone’s Missing Box. If
already in the Missing Box, roll again and check the results on the Lost table [E2], applying
only Lost table modifiers [see 5.1.2].
Failure -- Wave: Flip the Wave marker to its Formation Compromised side. If already
compromised, it remains compromised and one aircraft in the wave must immediately
break out of the wave and fly independently (choose the Lancaster, or if you prefer, select
randomly). Place it in the same Flight Zone as the wave. If you select the Wave Leader, you
must immediately designate a new de facto Wave Leader until it returns to the wave (if
ever) [6.7.5].
© 2014 GMT Games, LLC
26
7.5 PLACE HAZARDS PHASE
Enemy Coast Ahead
During this phase you must place Hazard markers in each zone occupied by your Lancasters.
F5
English Coast,
North Sea
yellow
7.5.1 Hazard Marker Colors
There are three types of Hazard markers, each distinguished by color. The colors correspond to Flight Zones.
Dutch Coast,
Ruhr
light blue
When placing Hazard markers, use only the appropriate type for that zone (for example, in
the North Sea Zone, you must place yellow Hazard markers). Before the game starts, group
the markers according to color, and put each group in an opaque container.
7.5.2 Hazardous Flight Zones
Hazard markers are only placed in Flight Zones containing your Lancasters (waves and/or
independent aircraft). Aircraft in Missing Boxes are considered to be in a Flight Zone, but
those in Return to Base Boxes are not. (“Hazardous” is not the same as “hostile” [7.5.3].)
7.5.3 Procedure -- Drawing Hazard Markers
Select a Flight Zone containing aircraft, and then draw Hazard markers from the appropriate cup one at a time and put them into that Flight Zone. Do not peek at the identity side of
the marker (i.e., the black side). Draw all hazards for one zone before drawing for another
zone.
How Many? The number of markers to be drawn is determined as follows (this is also
indicated in each zone on the Flight Map):
Friendly Flight Zones:
England: none.
English Coast: 1 Hazard marker (yellow).
North Sea: 2 Hazard markers (yellow).
Hostile Flight Zones:
Dutch Coast: 3 Hazard markers plus an additional number of Hazard markers (light blue).
Ruhr: 2 Hazard markers plus an additional number of Hazard markers (light blue).
Weser: 2 Hazard markers plus an additional number of Hazard markers (dark blue).
Additional Hazards: The number of additional Hazard markers to be placed in a hostile
zone is determined as follows:
+ 1 Hazard marker for each wave and independent aircraft in the zone (including the Missing Box, but excluding the RTB Box);
+ ? Hazard markers equal to the Alert Level;
+ 1 Hazard marker for each Very Light Flare marker in the zone.
7.5.4 Assigning Hazards
Weser
dark blue
Example -- Place Hazards: A wave is in the
Dutch Coast Flight Zone. You must place
hazards in that zone. An independent aircraft is in the Missing Box of the Ruhr zone,
so you must also place hazards in that zone
too. There is an aircraft in the Return to Base
Box of the North Sea Zone, but aircraft in
RTB Boxes do not trigger hazards, so you
will NOT place Hazard markers in that zone.
Flight Planning
Some Hazard markers reveal their identity, others do not. Some Flak Hazards
are completely concealed while others tell
you they are flak but not their Flak Level.
Flight planning was a matter of avoiding
as much danger as possible, and yet surprises happened. Gibson noted that his
flight flew over an unexpected concentration of flak just outside a Luftwaffe aerodrome that had not yet been marked on
his combat charts.
Example -- Additional Hazards: Two waves
and one independent aircraft are in the
Dutch Coast Flight Zone. One of the waves
has a Very Light Flare marker on it. The
Alert Level is 2. Thus, you will draw 3 Hazard
markers for the zone, 1 marker for each wave,
1 for the independent aircraft, 2 markers for
the Alert Level, and 1 marker for the Very
Light Flare – a total of 9 Hazard markers.
After placing Hazard markers in a Flight Zone, each marker must now be assigned to a
wave or independent aircraft in that zone (this includes aircraft in the Missing Box, but not
those in the RTB Box). You may look at the front of the markers as you assign them, but do
not peek at their black sides.
Distribute Evenly: Distribute them as evenly as possible within the zone. No wave or independent aircraft may have more than one Hazard marker assigned to it than any other
wave or independent aircraft.
Example -- Distribute Evenly: If you have
one wave and one independent aircraft in a
zone with five Hazard markers, stack 3 on
one and 2 on the other.
7.6 EVADE HAZARDS PHASE
During this phase you may remove newly assigned Hazard markers from hostile Flight
Zones. Do not do this for yellow Hazard markers; that is, for those placed in the English
Coast or the North Sea Zones (hazards in those zones may not be evaded).
7.6.1 Procedure – Evade Hazards
Select a Flight Zone in which you have a Recon Level of 1 or more, and remove a number of
Hazard markers equal to the Recon Level in that zone. Place evaded Hazard markers back
in the opaque cup; they may be drawn again in a subsequent turn.
© 2014 GMT Games, LLC
F6
Example -- Evade: The Recon Level is 2 and
you have three independent aircraft in the
Flight Zone, each with 2 newly assigned
Hazard markers on them. You may remove
1 Hazard marker from two of the aircraft, or,
you may remove 2 Hazard markers from one
of the aircraft.
Dambuster Raid
27
If you are allowed to remove 2 or more markers in a zone, you may remove some or all of
them from the same wave or aircraft.
7.6.2 Special Evasions
In addition to the Recon Level, there are two other circumstances that allow you to remove
newly assigned Hazard markers from hostile zones (yellow markers may not be evaded).
Weave & Jink: Elite Crewman markers with the Weave & Jink ability allow you to evade
a Hazard marker. You may use the Weave & Jink ability to evade one Hazard marker assigned to that Elite Crewman’s Lancaster, or evade a Hazard marker assigned to its wave.
In either case, if you choose to use the Weave & Jink ability, remove the Hazard marker
and place it back in the opaque cup (do not peek at the black side), and then flip the Elite
Crewman marker over as a reminder that its special ability has been used (it may only be
used once per game).
Clarification -- Nightfighter & Flak Evasion:
Evading hazards only happens during the
Evade Hazards Phase, so if in the Resolve
Hazards Phase a Nightfighter is revealed, it
may not be removed even if Flak is also attacking the same wave or independent aircraft.
F7
Resolve Hazards Timing?
Think of hazards as a sequence of events
rather than a sudden intersection of calamities. Either the Nightfighter attacks
first, followed by the Flak, or vice versa.
Perhaps the Nightfighter pilot spotted the
bursts from the Flak and then targeted the
Lancasters after it passed through the flak
zone. Maybe the Lancaster pilot deliberately veered into a zone of known flak in
order to shake loose the Nightfighter.
Example -- Distribute Evenly: Three newly
assigned Hazard markers are stacked on
a Wave marker in the Dutch Coast Flight
Zone. There are two aircraft in the wave. You
may not place all 3 Hazard markers on one of
the aircraft, you must place 2 on one aircraft
and the third on the other.
Immediately attach these hazards:
p
Nightfighter and Flak: If you assigned a Flak hazard to a wave or independent aircraft,
you automatically evade all known Nightfighter hazards assigned to that same independent
aircraft or wave. Remove the Nightfighter marker(s) and put it/them back in the opaque
cup. Do not peek at the black-side of the Hazard markers, use only the front or color-side
of the markers to determine if it is Flak or a Nightfighter.
7.7 RESOLVE HAZARDS PHASE
During this phase remove Very Light Flare markers from the Flight Map and then reveal
and apply the effects of all newly assigned Hazard markers. Do this one Flight Zone at a
time, resolving all newly assigned Hazard markers in that zone before resolving them in
another zone.
7.7.1 Procedure – Resolve Hazards
Within a Flight Zone, resolve Hazard markers one wave or independent aircraft at a time,
following this sequence of steps:
Step 1 – Select Lancaster or Wave
Select one independent aircraft or a wave in the Flight Zone.
Step 2 – Distribute Hazards in Waves
(Skip this step if you selected an independent aircraft in Step 1; Step 2 only applies to
waves). You must now distribute newly assigned Hazard markers within the wave by placing them on specific aircraft.
Distribute Evenly: If there are multiple Hazard markers on the wave, you must distribute
them as evenly as possible amongst the aircraft in that wave. You may not place a second
Hazard marker on an aircraft unless all the aircraft in the wave already have one (ignore
hazards attached in a previous turn).
Step 3 – Three Max.
No Lancaster may have more than 3 unrevealed Hazard markers assigned to it. Return the
excess to the cup.
Step 4 – Reveal Hazards
Flip over all newly assigned Hazard markers. If there is more than 1 Hazard marker on an
aircraft, flip them all over. If several aircraft in a wave have markers, flip them all over at
the same time.
Step 5 – Attach Immediately
Some Hazard markers must be attached to their assigned aircraft [as per 2.1.3]. Once revealed, they are IMMEDIATELY attached, and no other action is necessary to resolve these
hazards.
Immediate attachment applies to the following hazards:
Yellow – Broken Radio, Compass Card, Delayed Sortie, Faulty Controls, Faulty Merlin,
Faulty Release, Map Error, No Aldis Lights, Unfit Aircrew.
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Enemy Coast Ahead
Light & Dark Blue – Map Error.
Hazardous Balloons?
The cables mooring barrage
balloons could severely damage and destroy aircraft. The
Balloons marker in the Close
Zone represents such a cable
(or cables) positioned such that
to avoid it the Lancaster would
have to alter its approach in a
significant way. Balloons encountered in a Flight Zone
must also be avoided, but the
consequences to trajectory and
speed would hardly be measurable at that scale.
Step 6 – Apply Effects
Hazards not attached to their assigned Lancasters will have an immediate effect that must
be resolved during this phase. Apply the effects of each Hazard marker one at a time, in any
order you like. Except for Searchlights and possibly Flak [critical hit, in 4.2.4] and Nightfighters [scatter, in 4.4.3], effects are restricted to the aircraft the hazard is assigned to. If a
Hazard marker is not supposed to be attached to a Lancaster, place it back in the cup after
you apply its effects (exception: Searchlights – this hazard influences Flak and Nightfighter
hazards, so return it to the cup only at the end of the phase [see 7.7.3n]).
Destroyed by a hazard: When a Lancaster is destroyed by the effects of a Hazard mark-
er, that Hazard marker and all pending Hazard markers are returned to the opaque cup
(“pending” refers to those Hazard markers whose effects have yet to be resolved). The only
exception is Searchlights. If it is revealed in a wave, it remains in effect until the end of the
phase, even if the Lancaster it was assigned to was destroyed.
Birds?
During training, low-flying
Lancasters struck birds, and
on rare occasions damaged the
aircraft. Although this is a minor threat, and bats may seem
even less likely, this hazard is
also intended as a catch-all -you are welcome to imagine
any sudden problem aboard
the Lancaster.
7.7.2 Veteran Save
The effects of some hazards may be avoided by a “veteran save” (eligible hazards have the
letter “V” printed on them). Such a save is possible only if the Lancaster has a Veteran
aircrew attached, or if it has an Elite Pilot attached. If such an attachment is present, roll a
die to determine if the Lancaster is spared the effect. If you roll a 6, the Lancaster is saved,
but if you roll 1-5 the hazard’s effect must be applied. “Save” usually means the effect is nullified, but there are exceptions, as indicated in the description for each hazard [7.7.3; also
indicated on the player aid F7].
7.7.3 Hazard Effects
The effect of each type of Hazard marker is described in alphabetical order below (you may
also refer to the Resolve Hazards list provided on the player aid card [F7]). A Lancaster
may be affected by multiple Hazard markers. Unless attachment is noted, once their effects
are resolved, place Hazard markers back in their respective cups.
F7
Clarification -- No Hazard: You
resolve this hazard by putting
it back in the cup. The crew efficiently handled the mechanical
problem in flight.
a. Balloons – To resolve the effect of this hazard, roll a die: if EVEN, the Lancaster is
damaged [see 2.1.1]. If ODD, the Lancaster is destroyed.
Compass Card
Veteran Save? -- Balloons: If saved [7.7.2], the Lancaster is neither damaged nor de-
stroyed.
b. Birds/Bats – Roll a die: if you roll a 1, the aircraft is damaged [2.1.1]. If you roll a 2 or
higher there is no effect.
Veteran Save? -- Birds/Bats: If saved [7.7.2], the Lancaster is not damaged.
c. Broken Radio – Attach the marker to the aircraft. Henceforth, you may not select it
for a Wireless Telegraphy action [7.2], nor a Coordination action [7.1], and its movement
is limited during the Circling Phase of an Attack Turn [See 4.3]
d. Compass Card – Attach the marker to the Upkeep marker (not to the Lancaster it-
self). This hazard marker will function as an adverse modifier when you make Navigation
Checks [F4] and RTB Checks [E1]. Remove the hazard marker when Upkeep is no longer
attached to the Lancaster.
e. Crash – To determine the effect, roll a die. If the result is ODD, the aircraft is destroyed.
If EVEN, it loses its ordnance (remove the Upkeep marker from the aircraft, and from the
game, but do not peek at the damage side). The Lancaster is also damaged [2.1.1].
Veteran Save? -- Crash: If saved [7.7.2], and the result was “damaged,” the Lancaster is
still damaged but Upkeep remains attached (of course, if the bomber is already damaged, it
is now destroyed and the ordnance is lost anyway). If the result was “destroyed,” the result
instead reverts to “damaged” and now there is a chance to keep the ordnance: Roll another
die to make a second Veteran Save attempt, and if it succeeds, Upkeep remains attached to
the Lancaster.
© 2014 GMT Games, LLC
U
1
The mine altered the magnetic compass reading on
the Lancaster, and therefore
required special calibrations
that were recorded on a card.
This hazard represents faulty
calibrations, or a hasty takeoff without the card. This is
what happened to AJ-T; its
aircrew had to abandon its
assigned Lancaster when it
developed a coolant leak in
one of its engines, but the
replacement bomber had
just arrived and was not
equipped with a compass deviation card. In other words,
the crew flew without a reliable compass.
‘V’ denotes Veteran Save
Crash
617 Squadron flew at an altitude of 100 feet or less.
Lancasters struck the crest of
waves, dunes, tree tops, utility poles and clipped a steeple.
Dambuster Raid
29
f. Delayed Sortie – Attach the marker to the Lancaster. It takes effect next turn during
the Move Phase. The Lancaster may not move (nor may it change altitude, if playing the
optional rule [14.0]). At the end of the Move Phase, remove the Delayed Sortie marker. If
in the Missing Box this hazard has no effect (because Lancasters in the Missing Box may
not move). When the marker is removed, remove it from play (do not put it back in the
cup to be drawn again).
A2
g. Faulty Controls – Attach the Hazard marker permanently to the aircraft. Hence-
A3
forth, the affected aircraft suffers a -1 chit draw modifier during the Approach Sequence of
the Attack Turn (either Speed or Altitude, as indicated on the Hazard marker [A2 or A3]).
It does NOT apply to the Release Sequence [A10 & A11].
A10 A11
h. Faulty Merlin – Attach the Hazard marker permanently to the aircraft. One of its
engines is feathered or inoperative. At your discretion you may place this aircraft in the
Return to Base Box in its Flight Zone during the Move Phase of any Flight Turn. This
marker will also adversely modify the Lancaster’s Return to Base Check at the end of the
game [E1].
Merlin?
Lancaster III bombers were
powered by four RollsRoyce Merlin-28 engines,
designed and manufactured
in Britain, although by 1943
the majority were built by
Packard Motors in the United States.
i. Faulty Release – Attach the Hazard marker permanently to the aircraft. Henceforth,
the affected aircraft suffers a -1 die roll modifier when it releases Upkeep [4.2.13, step 3].
Flak Level
A4
Maps
j. Flak – The Lancaster is attacked from the ground by anti-aircraft fire. Use the same
procedure described in the Attack Rules [4.2.4]. The number on the Flak marker is the
Flak Level.
Flak & Searchlights: If a Searchlights marker is also assigned to the Lancaster, or to another Lancaster in the same wave, roll three dice instead of two.
Navigators used paper maps
rolled on a cylinder, or
folded, and unfolded them
during flight. AJ-G made a
ten degree wrong turn at the
Rhine, due to a handwriting error on the part of the
navigator.
Evasive Action (EA): If hit by Flak, the Lancaster may attempt to nullify the hit by taking Evasive Action. Move the Lancaster to the Missing Box in its Flight Zone, and make
the Evasive Action Check [4.2.4]. Unresolved Hazard markers assigned to it accompany
the Lancaster to the Missing Box and are resolved there normally (a Searchlights hazard
marker may thus be “moved” out of a wave by EA). Once in the Missing Box, a Lancaster
may not perform another Evasive Action attempt (thus, only one Flak hazard assigned to a
Lancaster may be evaded by EA).
k. Map Error – Attach the Hazard marker to the aircraft. Henceforth it will adversely
affect Navigation Checks by subtracting 1 from the sum of the dice [7.4.1]. More than one
Map Error marker may be attached to the same Lancaster, and their effects are cumulative.
(A Map Error marker affects Navigation Checks for the wave as a whole.)
l. Nightfighter – Perform a Nightfighter Check [explained in Part One of the rules:
A6
4.4.3].
m. No Aldis Lights – Attach the Hazard marker permanently to the aircraft. During
Clarification -- Searchlights Hazard: You make only one Navigation Check regardless of the
number of Searchlights markers
on the independent aircraft or in
the wave. Even if two bombers in
the same wave have Searchlights
markers, only make one check
for the wave as a whole.
the Move Phase, the Lancaster may move into the RTB Box [7.3]. During the Approach
& Release Sequence of an Attack Turn, you may not draw Altitude chits for this Lancaster
[A3 & A10]. This hazard has no effect at Sorpe and Bever Dams.
F4
Example -- Searchlights: Let’s say you placed
two Hazard markers on a Lancaster. When
you reveal them you learn that one is Flak
and the other is a Searchlights marker. Let’s
say you elect to resolve the Flak first, and the
result is that the Lancaster is destroyed. The
Flak marker goes back in the cup but the
Searchlights marker remains in play until
the end of the phase, affecting all of the Lancasters remaining in the wave.
n. Searchlights –The independent aircraft that the Hazard marker is assigned to must
immediately make a Navigation Check [see 7.4]. If the aircraft is in a wave, the Wave Leader makes a Navigation Check for the wave as a whole. Each Searchlights marker serves as a
-1 dice roll modifier for the Navigation Check (the effect of Searchlights markers and Map
Error markers are cumulative).
Effect on Flak & Nightfighter Checks: Searchlights influence Flak and Nightfighter
procedures, and this effect accrues to all Lancasters in the wave.
Coned (locking on): If the Navigation Check forces you to exit a Lancaster from a Formation Compromised wave, Hazard markers assigned to that Lancaster accompany it
when it exits the wave. This means that if a Searchlights marker has been assigned to a
Lancaster, and you select it to exit a Formation Compromised wave due to a failed Navigation Check [player aid F4], the Searchlights marker exits with it.
© 2014 GMT Games, LLC
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Enemy Coast Ahead
o. Unfit Aircrew – Attach the Hazard marker to the aircraft. Henceforth, the aircrew’s
Training Levels are reduced by 3 (it can’t be reduced below zero).
7.8 TARGET ACQUISITION PHASE
During this phase, you may attempt to locate target dams.
Who and When? A wave or independent aircraft that occupies a Flight Zone containing
its Primary Target, MUST move into the Target Acquisition Box corresponding to that
target. Move such aircraft or wave(s) into the Flight Zone’s Target Acquisition Box (aircraft
in Missing Boxes and RTB Boxes are prohibited from doing this).
Example -- Unfit Aircrew: If a Veteran aircrew’s Navigation Training Level is 5, and it gets stuck
with the Unfit Aircrew marker,
henceforth its Navigation Training Level is 2.
The same deduction applies to the other two
training categories.
Unfit?
Eager to fly on this important mission,
the fatigued/sick/exhausted men of
this aircrew should have stood down.
Primary Target only: An aircraft may only enter a Target Acquisition Box corresponding to its Primary Target [6.4.1]. On Flight Turn 7 or later, however, you may instead move
a Lancaster or wave into the Target Acquisition Box of Last Resort [7.3]. You may not split
a wave to do this. The Target Acquisition Box must be in the aircraft’s Flight Zone.
Roll Dice: After entering a Target Acquisition Box, your aircraft or wave must pass a Target Acquisition Check [7.8.1].
7.8.1 Procedure -- Target Acquisition Check (TAC)
Select a wave or independent aircraft in a Target Acquisition Box, and add the Recon Level F8
in its Flight Zone to the Recon Level of the dam. Locate the sum on the table [printed on
the player aid F8]. Each column of that table corresponds to a sum of the two Recon Levels. Example -- Target Acquisition Check -- ReThe table has two rows. The default condition is the “Moon Period,” so in most cases use
that row, but if playing Scenario 10, choose the bottom row if you launched the raid at the
end of Planning Turn 2 or 4 (during the “No Moon” period).
con Levels: If attempting to find Sorpe Dam
you would add Sorpe’s Recon Level to the
Recon Level of the Ruhr Flight Zone. Let’s
say Sorpe’s Recon Level was 1, and Ruhr’s Recon Level was 3, the sum would be 4, so you
would use the column corresponding to ‘4’.
Cross-index the row with the column to find an acquisition number, and roll two dice.
If the sum of the numbers rolled equals or is higher than that number, the attempt SUCCEEDS. If lower, it fails. There are no modifiers.
TAC -- Results Explained...
SUCCESS: The wave or independent aircraft remains in the Target Acquisition Box (you
will transfer it to the Target Map during the Target Map Phase [7.9]).
FAIL: The wave or independent aircraft must either return to the Flight Zone or immediately make a “Persistent Attempt” (player’s choice).
7.8.2 Persistent Attempt
If a Target Acquisition Check fails, the wave or independent aircraft may make a Persistent
Attempt to find the dam. To do so, make a Navigation Check [7.4.1]. If successful, the Target Acquisition Check is a SUCCESS [as per 7.8.1], but if it fails, the aircraft or wave returns
to the Flight Zone where it immediately suffers the consequences of its failed Navigation
Check [as per 7.4].
7.9 TARGET MAP PHASE
Skip this phase unless you have at least one independent aircraft or wave in a Target Acquisition Box.
Aircraft currently in Target Acquisition Boxes must transfer to their respective Target
Maps and attack the corresponding dam. If more than one Target Acquisition Box is occupied, perform attacks one dam at a time, in any order [7.9.9].
7.9.1 Already breached?
In the unlikely event that the dam has already been breached, the aircraft in that dam’s
Target Acquisition Box does not transfer to the Target Map. Instead, it automatically adopts
its Secondary Target as its Primary Target via “visual confirmation” [6.4.4]. If no Secondary Target, it immediately adopts its Target of Last Resort as its Primary Target. Move the
wave or independent aircraft back into the Flight Zone (it may not acquire another dam
this turn).
© 2014 GMT Games, LLC
Example -- Persistent Attempt: You just
rolled dice and looked up the result of the
Target Acquisition Check to find your Lancaster unable to locate the dam. So, you decide to make it do a persistent attempt. You
note the aircrew type (Seasoned) and its corresponding Navigation Training Level on the
Mission Planning Blotter (Level 3),
which means the Nav Skill is 7. It
F9
has a Map Error attached so that’s a
negative modifier (-1). You roll two
dice, a 3 and a 2, adds to 5 which
falls short even before subtracting
the modifier. The persistent attempt
failed and since this is an independent aircraft it must move into the
Missing Box. Unable to find the dam
the pilot veered across the dark landscape chasing a hunch, only to wind
up...who knows where?
Example -- Transfer: If a wave is in the Lister
Dam Target Acquisition Box, you will transfer it to the Möhne Target Map.
Dambuster Raid
7.9.2 Transferring Aircraft to the Target Map
31
There are eight dams but only three Target Maps. The appropriate map to use is indicated
on the Target Maps themselves.
Coordinated or Uncoordinated Entry? Lancasters in a good order wave transfer to
the Target Map in a “Coordinated Entry”, while those in a Formation Compromised wave
or flying independently do so in an “Uncoordinated Entry”.
7.9.3 Coordinated Entry
For each Lancaster transferring to the Target Map, roll one die. If the number rolled is
EVEN, place it in the Circling Near Box. If ODD, place it in the Circling Far Box. Do not
roll for the Wave Leader, place it in the Circling Near Box.
Example -- Uncoordinated Entry [7.9.4]: a
Formation Compromised wave passed its
Target Acquisition Check, and now, during
the Target Map Phase, you are transferring
the Lancasters in that wave to the Target
Map. You notice that one of the bombers has
two Map Error markers attached, and you
are also anxious to release ordnance quickly
given that the Alert Level is already a little
high. So, you decide to fire Very Light Flares
to help guide the Lancasters to the target. You
thus place a Very Light Flare marker on the
:00 space of the Attack Turn Track, and then
roll a die for each Lancaster to determine its
turn of arrival. Firing the Very Lights allows
you to subtract 1 from the die roll. You select
a Lancaster and roll a die, let’s say you roll a
3, which would mean that bomber arrives on
Attack Turn 3, but because of the flare it arrives on Turn 2 instead. Thus, you place the
Lancaster on the Turn 2 box on the Attack
Turn Track and will shift it to the Circling Far
Box at the start of the Run Phase of Attack
Turn 2. When you check the Lancaster with
two Map Error markers, you add 2 for the
markers but subtract 1 for the Very Lights.
Let’s say you roll a 6, which means that after
adding and subtracting the modifiers, that
Lancaster arrives on Attack Turn 7.
Example -- Delayed Entry: If none of your
Lancasters arrive on Attack Turn 1, but two
of them arrive on Attack Turn 4, place the Attack Turn marker on the Attack Turn 4 space
and place the two Lancasters in the Circling
Far Box.
Balloons
7.9.4 Uncoordinated Entry
For each Lancaster transferring to the Target Map, roll one die. The number rolled is the
Attack Turn that the Lancaster arrives on. For each Map Error and Compass Card hazard
attached to the Lancaster (or attached to its Upkeep, in the case of the Compass Card), add
1 to the number rolled. Before rolling, you may choose to fire a Very Light Flare (place the
marker on the Turn 1 space of the Attack Turn Track now), and firing this flare allows you
to subtract 1 from the die roll (if the modified die roll is 0, treat as 1 except the Lancaster
starts Circling Near). Only one Very Light Flare marker may be “fired” (and thus placed
on the Attack Turn Track) at this time, but it applies to all Lancasters transferring to this
Target Map. [For removal of the Very Light Flare marker, see 4.4.5].
Delayed Entry: If the aircraft arrives on Attack Turn 1, place it in the Circling Far Box on
the Target Map. If the aircraft arrives on Attack Turn 2 or later, place it in the corresponding space on the Attack Turn Track. When you move the Attack Turn marker into a space
on the Attack Turn Track containing a Lancaster, immediately move the Lancaster into the
Circling Far Box on the Target Map.
7.9.5 Dam Attack Set Up
Before you conduct the first Attack Turn, you must set up the Target Map by performing
these tasks, as follows:
Attack Turn Track: Place the Attack Turn marker in the Turn 1 space (the :00 turn). If
this is an uncoordinated entry and there are no Lancasters arriving on Attack Turn 1, skip
forward to the first turn when Lancasters will arrive.
Visibility Check: Roll 2 dice to determine the visibility at this dam [4.4.1, player aid A1].
Surprise? (Scenario 10 only [see 12.0]).
Balloons? (Scenario 10 only; or when conducting a follow-up raid, as per Scenario 9’s
outcome.) If the dam’s Balloons Level is 1, flip the Balloons marker over to reveal its location, the Close Zone of the Approach, or the Climb Box (this is printed on the back of the
Balloons marker). If the Balloons Level is 2 or higher, place a second Balloons marker in
the other space. For example, if the first marker is in the Close Zone, place the second marker
in the Climb Box. Only 2 Balloons markers may be on the same Target Map simultaneously.
7.9.6 Attacking the Dam
After setting up the Target Map, follow the sequence of play for Attack Turns described in
Part One of the rules [4.0]. The attack continues until it “ends.”
Ending the Attack: The attack continues until there are no more Lancasters on the Target
Map or the dam is breached (exception: see Widening the Breach). If the dam is not yet
breached and you still have Lancasters with an Upkeep marker on the Target Map by the
end of Attack Turn 8, leave them there and resume the next Flight Turn (the attack has not
ended). Recommence the attack at that dam during the next Target Map Phase, beginning
again at Attack Turn 1 by making a Visibility Check [4.4.1]. Lancasters on Target Maps do
not trigger hazards and are not affected by hazards (they are effectively “invisible” during
the Place Hazards, Evade Hazards and the Resolve Hazards phases), and are exempt from
Navigation Checks [7.4].
© 2014 GMT Games, LLC
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Enemy Coast Ahead
Widening the Breach: If the dam is breached you may continue the attack in order to release more Upkeep markers against the dam. Only one additional SUCCESFUL release is
permitted against each breached dam.
Abort: If playing Scenario 9 or 10, you may choose to stop the attack at a dam before it
“ends.” You may do so only if a Lancaster was destroyed during the attack at that dam (that
is, during the current Target Map Phase of the Flight Turn). If you choose to abort, transfer
the Lancasters back to the Flight Map during the Circling Phase [as per 7.9.7]. The Lancasters’ target designations (Primary & Secondary) remain unchanged.
Abort -- Broken Radio/No VHF: A Lancaster with a Broken Radio attachment may not
abort. If playing Scenario 10 and the Radio modifications was not completed, you may
abort only by rolling a die -- if EVEN a Lancaster may abort, if ODD it may not. You may
roll only once per Target Map Phase (but may do so during any Circling Phase of an Attack
Turn), and you must roll individually for each Lancaster.
7.9.7 Transferring back to the Flight Map
When the attack ends [as per 7.9.6], immediately transfer all Lancasters to the Flight Map
as independent aircraft or in waves (this includes Lancasters still waiting on the Attack
Turn Track due to an uncoordinated entry).
Waves: You are free to organize transferring Lancasters into waves during this transfer, in
any manner you like, as long as all Lancasters in a wave share the same Primary Target (and
Secondary Target, if any) [see 6.7.3]. Waves transfer to the Flight Map in good order (i.e.,
they are not Formation Compromised). Exception: Scatter as a result of a Nightfighter
attack [4.4.3].
Wave Leader: You must appoint a Wave Leader for each wave. The chosen Wave Leader
must have been a Wave Leader prior to this phase, and if you have more leaders than waves,
you are free to choose any eligible leader. Even if a Wave Leader does not carry Upkeep,
it must remain a Wave Leader if possible (that is, if there is an eligible wave to lead). If no
Wave Leaders are available (i.e., none were Wave Leaders before), any Lancaster may be
appointed leader.
No Upkeep: Lancasters not carrying Upkeep move directly to the RTB Box in their Flight
Zone. Wave Leader is exempt: if currently the leader of a wave, it must remain in the wave.
7.9.8 Dam Breached?
Clarification -- Abort: Abort does not change
target designations. You will have an opportunity to change Primary Target designation
during the next Wireless Phase. If you do not
change the aborting Lancasters’ Primary Target designation it will attempt to acquire and
attack the same dam again, and you won’t
be able to abort until another Lancaster has
been downed.
Example -- Abort: You are playing Scenario
10 and you neglected to install VHF radio
sets into the Lancasters. It is Attack Turn 3.
You would like to abort because one of your
bombers was destroyed by Flak and you
doubt the others will fare much better. You
roll a die for each of your four remaining
Lancasters at this dam still carrying Upkeep.
Two of the rolls came up EVEN but the other
two were ODD. Thus, two of your Lancasters transfer to the Flight Map while the other
two remain. Since you attempted to abort in
attack Turn 4, you must wait until the next
Flight Turn to attempt an abort again, which
means your two remaining Lancasters are
going to remain either Circling Near or Far,
or make runs against the dam, until the end
of Attack Turn 8.
Example -- Transfer to Flight Map [7.9.7]:
After resolving an attack on a dam, the player transfers four aircraft to the Flight Zone.
They all share the same Primary Target so
he chooses to place all four in a single wave.
He places the Wave marker on its good order
side. So now he must appoint one of them as
Wave Leader. Two of the four had been Wave
Leaders prior to the attack, so one of them
must be appointed the new Wave Leader.
Now, the other one is no longer a Wave Leader (and if it does not carry Upkeep it must
RTB). Had none of the four been Wave Leaders before (perhaps the leaders had been shot
down), you would have to choose one of the
four to be the new Wave Leader.
If the dam was breached, aircraft transferring back to the Flight Map from the dam’s Target
Map automatically adopt their Secondary Target as their new Primary Target (via Visual
Confirmation [6.4.4]). Only aircraft transferring from the breached dam may do this. If no
Secondary Target has been designated, the Lancasters adopt the Target of Last Resort as
their Primary Target [6.4.4].
7.9.9 Simultaneity of Multiple Dam Attacks
If you acquired two or more dams in the same Target Acquisition Phase, you must conduct
all of the attacks before the Target Map Phase may end. Conduct them one by one, but
consider each to be happening simultaneously.
If you need the same Target Map to conduct two or more attacks (for example, attacks at
Ennepe and Lister), and one does not end even after playing Attack Turn 8, momentarily
set the aircraft of the first attack aside in order to clear the Target Map for the next attack.
7.10 CLEAN UP
At the conclusion of the Target Map Phase, advance the Flight Turn marker to the next
hour turn and if necessary, adjust the Alert Level marker on the Alert Track [see 6.6.1].
You may also reduce the Activity Level at one dam by 1, but you may not choose the dam
with the highest Activity Level (or tied for highest). If the game has not ended, play the
next Flight Turn.
Game Over? If all your aircraft are either destroyed or are in RTB Boxes the game ends
and you must resolve the fate of all returning aircraft [5.1], and then perform Morning Reconnaissance [5.2]. If this concludes Turn 9, move all aircraft into their Flight Zone’s RTB
© 2014 GMT Games, LLC
Example -- Reduce Activity Level (Clean
Up [7.10]): The Flight Turn ends with
Eder and Ennepe Dams at Activity Level
2 and Sorpe Dam at Activity Level 8.
Sorpe may not be reduced but either of
the other two may be reduced to Activity
Level 1.
E1
E2
E3
Dambuster Raid
33
Box and resolve their fate [as per 5.1]; the game is over.
PART 3 – Training & Planning
This final part of the rules covers the preparation leading to the night of the raid, used only
when playing Scenario 10, the campaign game. All the rules learned in Parts 1 and 2 are
used here, in addition to the following new rules.
Example -- Mission Blotter’s Record Track:
You may use the track to keep a running account of your Resource Points (RP) (there
are two Resource markers for this, one for the
tens digit and the other for the one’s). In this
example you have 12 RP.
8.0 MISSION PLANNING BLOTTER
The Planning Segment requires you to use the entirety of the Mission Planning Blotter
on the far left of the mapsheet. It is graphically organized from top to bottom to handle
the five phases of each Planning Turn; each section is devoted to one of those phases. The
bottom of the Mission Planning Blotter presents the five steps of the Flight Prep Sequence
used only when you choose to conclude the last Planning Turn and launch the raid [11.0].
Record Track: At the top is an all-purpose Record Track. Use it at your discretion to
record a variety of game functions, or you are welcome to keep a running tally with pencil
and paper. The set up instructions for Scenario 10 assume you will make full use of this
Record Track.
P2
9.0 GROUNDCREW
Groundcrew markers represent the personnel and equipment in 617 Squadron operating
and maintaining Scampton and its Lancasters.
9.1 Dedicating Groundcrew
Several actions during the Planning Turn require you to “dedicate” a Groundcrew marker,
or are augmented by dedicating one or more of them. Only groundcrew in play may be
dedicated. You bring groundcrew into play by requisitioning them [10.1]. When dedicating, keep these considerations in mind:
Once only: Once dedicated, a Groundcrew marker may not be dedicated again for the rest
of the turn, unless transferred [9.2].
One or more: When the opportunity arises to dedicate groundcrew, you may dedicate
one or more Groundcrew markers.
Dedication lasts 1 turn: Dedication only lasts to the end of the current Planning Turn.
At the end of a Planning Turn, all dedicated groundcrew are “freed up,” eligible to be dedicated again in the next turn or during Flight Preparation [11.0].
Example -- Transferring Groundcrew: Let’s
say you dedicate a Groundcrew marker to
complete Cockpit modifications, and then
after resolving the attempt, you transfer it to
complete Radio modifications. Before rolling dice to resolve the Radio modifications
attempt you flip the marker over and use the
Erk points on the Fatigue side.
9.2 Transferring Groundcrew
You may dedicate a Groundcrew marker even if it has already been dedicated. This is called
“transferring.”
9.2.1 Procedure – Transferring Groundcrew
To transfer a Groundcrew marker, flip it to its Fatigued side, and move the marker to the
new dedication space on the Mission Planning Blotter. You may only transfer a Groundcrew marker that is not already Fatigued. A Groundcrew marker may be dedicated and
then transferred in the same phase.
9.3 Fatigue
Fatigue happens when you choose to transfer a Groundcrew marker [9.2], or when you
order “Double Time” [10.1.4 & 10.4.3]. Once Fatigued, a Groundcrew marker may never
be restored to its non-Fatigued side. Fatigue is immediate and permanent.
9.4 Armorer
This marker represents “Doc” Watson, an important officer directing groundcrew at
Scampton, and it must be added to the pool of Elite Crewmen at the start of Scenario 10.
When this marker is drawn, it immediately goes into play. You may use its special ability
only during a Planning Turn, as follows: whenever a Groundcrew marker must be flipped
to its Fatigued side, you may instead flip this Armorer marker, thus sparing the groundcrew of being Fatigued. You may do this once per game. It may only prevent fatigue, it may
not un-Fatigue an already Fatigued groundcrew. This Elite Crewman marker has no effect
during Flight and Attack Turns (do not attach it to a Lancaster).
© 2014 GMT Games, LLC
34
Enemy Coast Ahead
10.0 SEQUENCE OF PLAY – PLANNING TURN
The Planning Segment precedes the first Flight Turn of the game, and may last up to four
Planning Turns, each approximating two weeks of historical time. You are welcome to
conclude the Planning Segment at the end of any turn, although the Planning Segment
automatically ends at the end of the fourth turn.
Regardless of when you end the Planning Segment, you must conduct the Flight Preparation Sequence before beginning the first Flight Turn [11.0]. Flight Preparation happens
only once, not at the end of each Planning Turn, only at the moment you declare the Planning Segment concluded (or at the end of the fourth Planning Turn).
Each Planning Turn consists of five phases: the Requisitions Phase, Security Phase,
Training Phase, Modifications Phase, and Reconnaissance Phase. You must play them in
order (there is no phase marker; if you really need one, use the Flight Turn’s Phase marker).
10.0.1 Resource Points
In order to represent the staff, budgetary resources and materiel available to 617 Squadron,
the game uses the abstraction of “resource points.” You begin the game with 60 Resource
Points (RP), and on Turn 2 you automatically receive an additional 60 RP. If you wish, you
may also request more RP [see 10.1.5]. RP are spent during the Planning Turn, and any
RP leftover at the end of the turn are saved for use next turn. RP have no effect once the
Planning Segment is concluded.
Squadron X
“As far as aircrews are concerned, I want
the best – you choose them….Each
squadron will be forced to cough up men
to build up your unit to strength.”
- Air Vice Marshal Cochrane, 5 Group,
to Wing Commander Gibson, Squadron X
In March 1943 Gibson was given the
nearest thing a wing commander gets
to a free hand. He had his pick of pilots
and was assigned experienced crews, but
initially he was understaffed (he dearly
missed typists and typewriters). Training
commenced immediately, even before the
squadron received its formal designation
-- 617.
The new squadron and its most secret
target was Bomber Command’s priority
project for several weeks (which is why
you can freely request additional RP).
There are practical limits, of course, imposed by what can be done in the time
available and with assets at hand.
RP Limit: There is no limit to the RP you may accumulate. Use the back of the tens RP
marker to record RP in excess of 100, or just keep track with pencil and paper.
10.1 REQUISITIONS PHASE
During this phase you may requisition assets, and request additional RP [10.1.5].
10.1.1 Requisition Assets
You may spend RP to requisition the following assets (you may requisition them in any
order during this phase):
- aircraft
- aircrew (Turn 1 only)
- groundcrew
- Upkeep
P1
Cost: RP costs are indicated on each marker (lower right-hand corner of the marker), and
indicated on the Mission Planning Blotter. You must deduct the RP cost immediately (for
example, if you requisition ten Seasoned aircrew, which cost 2 RP each, you must deduct 20
RP from your total). You may not purchase more assets than you can pay for.
RP cost
Countermix Limit: You may not requisition more assets than are available in the game.
For example, there are 24 Upkeep markers, so, you may requisition a total of 24 of them.
“In Play”: Place requisitions on the Requisitions section of the Mission Planning Blotter,
or set them aside in a convenient place on your gaming table. Once requisitioned, an asset
is considered to be “in play.”
10.1.2 Requisitioning Groundcrew
You may requisition as many Groundcrew markers as you can pay for, and you may immediately use them in the phase that you requisition them.
10.1.3 Requisitioning Aircrew
Aircrew may only be requisitioned on Planning Turn 1. There are three types of crews,
Green, Seasoned, and Veteran. It costs more assets to requisition a Veteran aircrew than a
Green aircrew. You are not obligated to requisition all three types.
Elite Crewmen: Place all Elite Crewman markers into an opaque cup (including the Ar-
morer, Jinx, and Spy). For every SIX aircrews you requisition, randomly draw one Elite
Crewman marker from the cup.
Except for the results of training and ordering extra training [10.3.2 & 10.3.4], this is the
© 2014 GMT Games, LLC
Dambuster Raid
The requisitioning of bombers represents
the modifications made before they arrived at Scampton. The most dramatic offsite modification was the removal of the
top gun-turret.
35
only way to bring Elite Crewmen into play.
10.1.4 Requisitioning Machines (bombers and mines)
You may requisition Lancasters and Upkeep markers any turn (1 RP each), but you may do
so only by dedicating groundcrew:
Handle Limit: You may requisition a number of aircraft and Upkeep markers equal to
Handle Limit
Example -- Handle Limit:
If you have a Groundcrew
marker with a Handle Limit
of 7, and another with a
Handle Limit of 8, and both
are dedicated to requisitions
this Planning Turn, you
may requisition a total of 15 Lancasters or 15
Upkeep, or a combination of Lancasters and
Upkeep up to 15 RP.
Diabolical Machine?
the Handle Limit of dedicated Groundcrew markers. The Handle Limit is printed on each
Groundcrew marker.
Double Time: After dedicating a Groundcrew marker during this phase, you may rededicate the same Groundcrew marker by flipping it to its Fatigued side, effectively using it
twice in the same phase (it may not already be Fatigued). Thus, you get the benefit of both
its normal Handle Limit and its Fatigued Handle Limit.
Upkeep markers: When you requisition an Upkeep marker, draw it randomly from a
cup and do not peek at the “damaged” side of the marker. Set it aside, you will attach it to a
bomber during the Flight Preparation Sequence [11.5].
While aboard the Lancaster the bouncing
bomb was hooked to a motor. Upkeep spun
just before release, its RPM controlled by a
valve and rev meter stripped from a motorcycle, handled by the wireless operator.
This back spin made the mine hug the dam
upon impact, then sink to its detonation
depth. Just one of several innovations concocted by Barnes Wallis and 617 Squadron.
Lancaster markers: When you requisition a Lancaster marker, set it aside. Keep it faceup (it is undamaged). You will assign attachments to it later (during the Flight Preparation
Sequence [11.5]).
Example -- Request Additional
RP: Let’s say you request additional resources. You roll a
die, the number rolled is a 2, it’s
EVEN so you immediately receive 30 RP. You must also slide the Resource
Request marker by 1 space to the right on the
Mission Blotter’s record track.
Procedure -- Request Additional RP: Roll a die, if the result is an EVEN number, you
P3
Hush Hush
“When the other boys ask you what you’re
doing, just tell them to mind their own
business, because of all things in this game,
security is the greatest factor.”
-Wing Commander Guy Gibson
to 617 Squadron, March 1943,
as quoted in Enemy Coast Ahead.
10.1.5 Request Additional Resource Points
You are welcome to request additional RP one or more times during this phase. You may do
so at any time during the phase. Success of each request is automatic, but the exact number
of RP garnered must be determined by a die roll. You must roll for each request you make.
are granted 30 more points, if ODD, 20 more points. Adjust your total RP amount immediately (either use the Record Track or pencil and paper).
Security Risk: Record the number of times you have requested additional resources on
the Record Track (use the RP Request marker, or jot the number of requests down on
paper). You will use this number during the Security Risk Check in Step 4 of Flight Prep
[11.4.2, player aid P9].
10.2 SECURITY PHASE
During this phase you may elect to take actions that will improve the security of Scampton
and the impending mission.
10.2.1 Procedure -- Security Actions
Each Security Phase you may first flip over one already played Security marker, and then,
you may play one new Security marker.
These actions are voluntary, and you may skip this phase if you prefer.
RP cost: Some actions require RP expenditure, as indicated below (also noted on the
marker itself and the player aid [P3]). RP costs must be paid immediately.
Security Risk Level: These actions influence the Security Risk Level, and will take effect
during the Security Risk Check that happens during the Briefing step of the Flight Preparation sequence [11.4]. You are welcome to keep a running tally before then, but the effect of
some actions will not be known right away (until you actually perform the Security Risk
Check [player aid P9]).
10.2.2 Security markers explained...
“Extra Police” represents the
beefing up of R.A.F. Service
Police at the airbase.
5
Extra Police: Place the marker on the “Extra Police” space on the Mission Planning Blotter. This requires an expenditure of 5 RP. During the Security Risk Check, shift the Security
Risk Level marker two spaces to the left.
© 2014 GMT Games, LLC
36
Enemy Coast Ahead
Transfer the Barmaid: You may only take this action if Extra Police is already in play. To
flip that marker to the Transfer the Barmaid side you must pay 5 RP. Doing so will allow
you to shift the Security Risk Level marker one space to the left (this is in addition to the
shift for Extra Police). If the Spy is in play when you Transfer the Barmaid, remove the Spy
(it is removed from the game; do not put it back in the cup).
Transfer 57 Squadron: Place the marker on the Transfer 57 Sqdn space on the Mission
Planning Blotter. To take this action, you must pay 15 RP and remove one Groundcrew
marker (it may be Fatigued). Once removed, the Groundcrew marker may not be requisitioned again. If 57 Squadron is transferred, during the Security Risk Check [11.4.2], roll a
die and shift the Security Risk Level marker the number of spaces indicated on the chart
printed on the player aid card [P9].
Here we take liberties with the
rumor that the local “barmaid”
was transferred for security
reasons. (See W.J. Lawrence,
No. 5 Bomber Group, R.A.F.,
Faber & Faber Ltd., 1951.)
Transfer?
15
Quarantine: You take this action by flipping over the Transfer 57 Sqdn marker to its
quarantine side. Thus, you may only take this action if you already transferred 57 Squadron
to another base during a previous turn. Once quarantined, you may no longer request additional resources [10.1.5], nor may you requisition more Groundcrew markers. If the Spy
is in play when you quarantine Scampton, remove the Spy (do not put it back in the cup).
If quarantined, during the Security Risk Check [11.4.2], roll a die and shift the Security
Risk Level marker the number of spaces indicated on the chart printed on the player aid
card [P9].
Tirpitz?
These shifts are in addition to shifts for transferring 57 Squadron.
Effect on Wallis Bonus: If you quarantine Scampton, the effects of the Wallis Bonus are
nullified (ignore all Wallis Bonus effects [10.3.3]).
Tirpitz Rumor: Place the marker on the Tirpitz Rumor space on the Mission Planning
Blotter. During the Security Risk Check, shift the Security Risk Level marker one space to
the left [11.4.2, player aid P9].
Tirpitz Ruse: You may only take this action if the Tirpitz Rumor marker is already in
play. To flip that marker to the Tirpitz ruse side you must pay 5 RP. During the Security
Risk Check (during Flight Preparation [11.4.2]), roll a die and shift the Security Risk Level
marker to the left as indicated by the player aid [P9] (this is in addition to the shift for the
Tirpitz Rumor).
617 Squadron shared Scampton with 57 Squadron, and
the two remained at Scampton
throughout April and May,
1943. You, however, have the
power to transfer 57 Squadron.
5
The Tirpitz was the sister-ship
to the mighty German battleship Bismark. A terror to convoys supplying Great Britain, it
was a high priority target, and
the low-altitude training conducted by 617 Squadron over
lakes and reservoirs in Britain
led many in 617 Squadron to
believe that the object of their
secret mission was to sink the
Tirpitz. “Ruse” represents the
possibility that assets of one
kind or another have been
diverted to make the rumor
substantial. Phony orders are
written, dispatched, and “accidentally” lost, for example.
10.2.3 Spy
This marker is added to the pool of Elite Crewman markers at the start of the game. If you
draw this marker, thus bringing it into play, place it in the Security section of the Flight
Prep area of the Mission Planning Blotter. If still in play during Flight Preparation, do
not attach the Spy marker to a Lancaster. Although it does not fly with 617 Squadron, it
will have an adverse effect on the Security Risk Level (it will shift the Security Risk Level
marker to the right during the Security Risk Check of Flight Prep) [11.4.2, player aid P9].
Removing the Spy: If the Spy is already in play, playing either Transfer the Barmaid or
the Quarantine action during the Security Phase will remove the Spy. The Spy must already
be in play to be removed. Once removed, it may not enter play again (do not put it back
in the cup).
Security Liability: If the Spy is in play during the Briefing step of Flight Preparation, its
presence shifts the Security Risk Level marker a number of spaces RIGHT equal to a die
roll [11.4.2, player aid P9].
10.3 TRAINING PHASE
You MUST train your aircrews. This is mandatory, but it does not cost Resource Points.
There are three categories of training to choose from: Navigation, Altitude & Speed, and
Bomb-Aiming & Release. Each category has its own record track on the Mission Planning
Blotter. You must select two categories each Training Phase, and perform Training for each.
10.3.1 Training Procedure
To conduct Training, select a training category (for example, Navigation), and then roll
a die for each aircrew type at Scampton (“type” refers to Green, Seasoned, and Veteran).
© 2014 GMT Games, LLC
Spy?
This marker represents the infiltration of a spy in 617 Squadron
or in the Ministry of Aircraft
Production. The RAF was in fact infiltrated at least once during the war, by Alexander Preucil. He was a Czech pilot who
flew for the RAF in 1940. In September
he and a Polish pilot flew Hurricanes near
the English Channel, sparring in a training flight, during which Preucil took the
opportunity to dive suddenly out of sight
and beneath radar. He then flew across to
occupied Belgium, and there, delivered the
fighter to the Gestapo. The RAF listed him
as Missing in Action and it was not until
the twenty-first century that his role as a
spy was discovered.
P4
Clarification [10.3.1] -- “each aircrew type
at Scampton”: If you only have two aircrew
types in play (for example, Veteran and Seasoned), roll only twice, once for each type. If
you requisitioned only one type of aircrew,
roll only once.
Dambuster Raid
Example -- Training [10.3.1]: On Turn 1 the
player dedicates a groundcrew and decides
to train his crews in Navigation, and Altitude & Speed. He chooses to do Navigation
first and rolls dice, one at a time: first, a 4,
and thus a Green crew’s Navigation Training
Level increases by 1 (he shifts the marker one
space to the right). The player then rolls a 2,
increasing Seasoned crews’ Training Level
by 0 (a zero means it does not increase),
and then rolls another 4, thus increasing a
Veteran crews’ Training Level by 2. He rolls
three more dice for Altitude & Speed training: First he rolls a 6 for Green aircrew, which
raises the training level by 1 but it also means
he must select a Lancaster to flip over (it is
damaged). He rolls another 6 for Seasoned
aircrew and increases the Seasoned aircrew
training level by 2, and again must damage
another Lancaster. This time, however, he
is also awarded an Elite Crewman and so
draws one randomly from the cup. He rolls
a third die, a 1, allowing him to increase Veteran training level by 1, and again damaging
a Lancaster. But he also garnered a “rested”
result, and so flips the Veteran Training Level
marker over to show its rested side.
Example -- Not Enough Aircraft modifier:
You have 20 aircrews but only 10 bombers,
you must subtract 1 from each training die
roll. Another example: let’s say you have 20
aircrews and 15 bombers, but 5 of them are
damaged, so they don’t count. The ratio is 20
to 10, or 2 to 1. Subtract 1 from the die roll.
Example -- Rested: Let’s say the Seasoned
aircrews’ Training Level marker is already on
its Rested side. You roll a 2, but you choose
to re-roll, so you flip the marker to its nonRested side and re-roll. But your luck is truly
horrendous and you roll a 1. You don’t improve a training level but you do get to flip
the marker back over to its Rested side (because the result was “R”).
Example -- Crash! You roll for Green aircrew
training and the result is ‘c’. You remove one
Lancaster and roll another die. It comes up
even so your crew survives and you get to
draw a new Elite Crewman marker from the
cup.
Wallis Bonus?
This represents a feedback loop for the
engineer, Barnes Wallis. Upkeep’s design
benefits from the extensive testing your
squadron has done during training. The
shift of the Security Risk Level marker
represents the vulnerability of allowing
information to flow back and forth between Scampton and the Ministry.
Example -- Wallis Bonus [10.3.3]:
Let’s say the Altitude & Speed
training level of Green aircrew is
1, Seasoned is at 2 and Veteran is
at 5. They add to 8, which means
that the player does not receive the Wallis Bonus. But if Green aircrew was at level
3, Seasoned at 4 and Veteran at 5, the levels
would add to 12, thus granting the Wallis Bonus.
37
Cross reference the number rolled with the aircrew type on the Training table printed on
the Mission Planning Blotter, and find the result.
In some cases the number rolled will be modified (see below). Apply the modified result
to the selected training category. In some cases there will be more than one result (apply
them all).
Modifiers…
Not Enough Aircraft? If aircrews outnumber Lancasters by 2 to 1 at the moment you
roll the training die, modify the training die roll by subtracting 1. Do not count damaged
or crashed bombers.
No Groundcrew? If you do not dedicate a Groundcrew marker to Training, subtract 1.
In order to avoid this deduction, you need only dedicate a single Groundcrew marker for
the entire phase, not one per Training action. Dedicating more than one Groundcrew to
Training has no beneficial effect.
Recon? If the Recon Level in each of the three hostile zones on the Flight Map is at level 1
or higher, add 1 to all Navigation training die rolls.
Aldis Lights? If you have completed the Altimeter modifications [10.4.4], add 1 to all
Altitude & Speed training die rolls.
Dann Bombsight? If you have completed the Cockpit modifications [10.4.4], add 1 to all
Bomb-Aiming & Release training die rolls.
10.3.2 Training Results explained...
# – Increase Training Level. The number indicates the increase in levels of that training
category (zero means the level does not increase). If a level is gained, adjust the appropriate
training marker on the corresponding training track.
R – Rested. Flip the Training Level marker to its Rested side (if already on its Rested
side, ignore the R result). EFFECT: in a subsequent Training action (same category, same
aircrew type), you may elect to flip this marker back to its un-rested side, thereby granting yourself an instant training re-roll. If you choose to make this re-roll, the new number
rolled overrides the first number.
d – Damaged. Choose any one bomber in play and flip it to its Damaged side [2.1.1]. You
may only select an undamaged bomber, and if you do not have an undamaged bomber in
play, ignore the “d” result (the crew was flying a Wellington or an unmodified Lancaster).
c – Crash! Select an undamaged bomber in play, and remove it from the game (it may
not be requisitioned again). Then, roll a die: if the roll is EVEN, draw an Elite Crewman
marker, but if ODD, remove 1 Aircrew marker of the appropriate type (the crew was killed
or seriously injured).
If you do not have an undamaged bomber to remove, eliminate the aircrew but no bomber
is destroyed.
c/d -- Crash or Damaged? Roll another die: if EVEN the result is Damaged. If ODD,
it is Crash!
E – Elite Crewman. Draw one Elite Crewman marker randomly and place it with your
requisitions.
10.3.3 Wallis Bonus – Altitude & Speed Training
Keep note of the combined levels of Altitude & Speed training of all three types of aircrews.
If their sum is 12 or higher, you earn the Wallis Bonus.
Effect – Wallis Bonus: When checking the result of a detonation during the Status Phase
of an Attack Turn [play aid, A14], do not roll a die to check for evens and odds in the usu© 2014 GMT Games, LLC
38
Enemy Coast Ahead
al manner [4.4.4]. Instead, automatically use the highest number on the Upkeep marker.
Also, during the Security Risk Check conducted in Step 4 of the Flight Preparation Sequence [11.4.2], shift the Security Risk Level marker 1 space to the right.
Quarantine: If you choose to quarantine Scampton [as per 10.2.2, “Quarantine”], all Wallis
Bonus effects are ignored (Quarantine nullifies the effects).
10.3.4 Extra Training
You may order Extra Training at the end of the Training Phase. You may do this only once
each turn. Extra Training allows you to perform a third Training action (you may choose
any category, even one selected previously this phase). It also allows you to gain a new Elite
Crewman marker.
Training
“Now there’s a lot of urgency in this, because you haven’t got long to train. Training will be the important thing, so get going right away.”
- Air Vice Marshal Cochrane to Gibson
617 Squadron flew 2,000 hours training
for this mission, dropping 2,500 practice
bombs in British lakes and reservoirs.
Procedure – Extra Training: Spend 5 RP, randomly draw one Elite Crewman marker
from the cup, and then select a training category. Roll a die for each aircrew type and apply
results [as per 10.3.1]. You must keep track of the number of times you order Extra Training during the game, either on a piece of paper or by using the Extra Training marker on
the Record Track (it will influence the Security Risk Level [11.4]).
10.4 MODIFICATIONS PHASE
During this phase you may attempt to modify your Lancasters [10.4.1], and repair Lancasters damaged during Training [10.4.5]. There are three types of modifications: Radio,
Altimeter, and Cockpit. You are permitted to make one attempt per type each turn. Attempts are voluntary. Modifications affect ALL Lancasters, while Repairs affect only targeted Lancasters.
10.4.1 Procedure – Modifications Attempt
For each modification attempt, select one of the three modification types (Radio, Altimeter, or Cockpit), and dedicate at least one Groundcrew marker. Place the marker in the
appropriate space on the Mission Planning Blotter. You may spend RP to improve your
chances of success. Then, roll the dice, and determine if the attempt succeeds. Count the
number of ‘6’s rolled: if attempting Radio modifications, you succeed if you roll a ‘6’; if attempting Altimeter or Cockpit modifications, you succeed if you roll two ‘6’s.
How many dice? The number of dice you roll is determined by two things: the Erk Points
dedicated to the attempt, one die per point, and the RP spent on the attempt, one die per
RP. You may dedicate more than one Groundcrew marker and spend any amount of RP in
order to increase the number of dice you may roll.
P5
Example -- Extra Training: On
Turn 1, after normal training in
Navigation and Altitude & Speed,
a player decides to order Extra
Training. He deducts 5 RP from
his total, and selects Bomb Aiming & Release as his category (he
could have selected any category).
He rolls three dice, one for each
aircrew type, applies the results,
and then draws an Elite Crewman marker. He also remembers
to slide the Extra Training marker
one space to the right (or he just
makes a note with pencil and paper).
Example -- Modifications Attempt: You select
Radio modifications and dedicate a Groundcrew marker with 4 Erk Points. You roll four
dice. If you dedicate a second Groundcrew
marker, you add a number of dice equal to
its Erk Points value. If you spend 10 RP, you
roll an additional ten dice. Only four dice are
included with the game, so
you need to roll them multiple times or scavenge your
other games for more dice.
Erk Points
Keep the following in mind:
One attempt per modifications type: You are permitted one attempt for each modifi-
4 Erk pts =
cations type each turn; you can’t make two attempts to complete the same type in the same
turn. However, see “Double Time & Modifications” [10.4.3].
Groundcrew is mandatory: You MUST dedicate at least one Groundcrew marker to Example -- Groundcrew is mandatory: If you
EACH attempt.
Spending RP is optional: You need not spend RP, but if you do, you must spend them
before rolling dice.
No maximum limit: You may dedicate as many Groundcrew markers as you have available, and spend as many RP as you can afford.
10.4.2 Modifications Attempt Results explained...
SUCCESS: If you rolled two or more ‘6’s, the attempt succeeds (for Radio modifications,
you need only roll one ‘6’ to succeed). Place the appropriate marker on the modifications
Box as a reminder that the modifications have been completed, or make a note on paper
(or just remember that the modifications are complete).
FAILURE: If you did not roll any ‘6’s, the attempt fails (but see Double Time [10.4.3].
© 2014 GMT Games, LLC
wish to make two attempts, one for Altimeter
and one for Cockpit, you must dedicate at
least one Groundcrew marker for each.
Dambuster Raid
39
IN PROGRESS: If attempting Altimeter or Cockpit modifications and you only roll one
‘6’, the attempt fails, but the next time you make the attempt you only need to roll one ‘6’ to
succeed. In other words, the previous roll counts (the ‘6’ is saved for later). You can mark
the modifications space on the Mission Planning Blotter with the Aldis Lights or Dann
Bombsight marker as a reminder, “In Progress” side up.
Example -- Double Time: Let’s say you dedicated a Groundcrew marker with an Erk
Points value of 5, and spent 5 RP, to make a
Radio modifications attempt. After rolling
the ten dice you failed to roll a ‘6’, so you immediately flip over the Groundcrew marker
to its Fatigued side. Its Fatigued Erk Points
value is 4, allowing you to roll four dice. You
do so immediately, hoping for a ‘6’.
10.4.3 Double Time & Modifications
If you do not like the result of the modifications attempt, you may immediately flip over
the dedicated Groundcrew marker(s) and roll dice equal to its Fatigued Erk Points value
(the groundcrew must not already be Fatigued to do this). If you dedicated more than one
Groundcrew marker, you may flip over one, some or all. You may not spend RP to increase
the number of dice rolled this second time, but you may transfer groundcrew to do this.
Double Time may only be performed once for each type each turn.
10.4.4 Effects of Completed Modifications explained...
Modifications?
The Lancasters were modified
in a number of ways before
they reached Scampton, but in
cooperation with groundcrew,
the “Erks” of 617 Squadron,
the aircrews devised a number of additional alterations
designed to accomplish the
unprecedented challenge of
flying on the deck across Germany and smashing the dams.
Modifications Phase actions
simulate those modifications.
Radio modifications refers to
the installation of Very High
Frequency radio sets that allow
crews to communicate to each
other at close range during
flight (they were standard issue
in Spitfires and Hurricanes,
but not in bombers). Improvements to Cockpits represents a
number of mechanical adjustments during training, such as
tinted glass to simulate night
flying, and the makeshift Dann
bombsight specially devised
to use the dam’s sluice towers
to help the bomb-aimer judge
release distance. Altimeter
modifications represents solving the problem of judging
altitude more precisely than a
conventional altimeter was capable of measuring, especially
at extremely low altitude.
Repair cost: 1 Erk & 1RP:
Example -- Repairs: let’s say 4 Lancasters
have been damaged by training. You place
a Groundcrew marker with 4 Erk Points in
the Repair Lancasters Box, and then spend 4
RP, thus allowing you to repair the bombers
(you flip the four Lancaster markers to their
undamaged side).
Altimeter:
From now on, when you conduct Altitude & Speed training, you enjoy a training modifier
of +1 to each die roll [see 10.3.1]. Also, your Lancasters are now equipped with pairs of
Aldis Lights, allowing you to draw Altitude chits during the Approach & Release Sequence
of an Attack Turn [A3 & A10]. (Not completing this modification means you may NOT
draw Altitude chits during the Attack Turn -- except at Sorpe or Bever Dams where Aldis
Lamps have no effect [4.2.3].) Place the Aldis Lights marker on the modifications space on
the Mission Planning Blotter as a reminder.
Cockpit:
From now on, when you conduct a Bomb-Aiming & Release training attempt, you enjoy a
modifier of +1 to each die roll [see 10.3.1]. Also, this modification allows you to apply the
release modifier (printed on the Bomb Aiming & Release training track) when you make
Release Checks during the Release Sequence of the Attack Turn [A12] (Not completing
this modification means you may NOT apply that modifier during release [4.2.13 step 3]).
Place the Dann Bombsight marker on the modifications space on the Mission Planning
Blotter as a reminder that you completed this modification.
Radio:
All Lancasters are now equipped with VHF radio sets. Place the VHF marker on the modifications space on the Mission Planning Blotter as a reminder.
There is no immediate benefit to completing this modification (being equipped with VHF
radio sets is the default condition assumed by the game design). Rather, NOT completing
it imposes restrictions on 617 Squadron, as follows:
Coordination Check – no VHF: You are prohibited from performing Coordination
actions (skip the Coordination Phase).
Wireless Action – no VHF: You may only perform Wireless actions for each Lancaster
individually, even when in a wave.
Attack Order – no VHF: You must organize the Lancasters in waves, and each must
have an “Attack Order.” [Explained in 11.6]
10.4.5 Repairs
To repair damaged aircraft, you must dedicate at least one Groundcrew marker (place it in
the Repair Lancasters Box on the Mission Planning Blotter). Once a groundcrew has been
dedicated, you may spend 1 RP to repair each damaged bomber, up to the number of Erk
Points supplied by dedicated groundcrew. Success is automatic, no dice are rolled. Crashed
bombers may not be repaired.
Clarification: Cockpit, Radio, Altimeter modifications and repairs require individual
groundcrew dedication. For example, to perform repairs and attempt Radio modifications,
you would need to dedicate two Groundcrew markers, or dedicate one and transfer it.
© 2014 GMT Games, LLC
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Enemy Coast Ahead
10.5 RECON PHASE
During this phase you may spend RP to order reconnaissance of hostile Flight Zones and/
or dams. You do not dedicate groundcrew to recon. Recon is voluntary, not mandatory.
10.5.1 Flight Zone Recon
If you order reconnaissance of a hostile zone, record the order by spending 5 RP and increase that zone’s Recon Level by 1 on the Flight Map. “Hostile zones” are those with Recon Tracks in them (they are the Dutch Coast, Ruhr, and Weser Flight Zones). Increasing
the Recon Level is automatic, no die roll is necessary.
P7
Example -- Flight Zone Recon [10.5.1]: You
decide to do Recon in the Ruhr so you spend
5RP and increase the Recon Level in the
Ruhr Flight Zone by 1.
Flight Recon Limit: Although you may Recon more than one Flight Zone each turn, you
may not increase the Recon Level in any zone more than 1 level per turn, and the maximum Recon Level of any Flight Zone is 3.
10.5.2 Dam Recon
If you order the reconnaissance of a dam, record the order by spending 1 RP and increase
the Recon Level by 1 on the dam’s Status Record Track. Then, refer to the Dam Recon table
[P8] and roll a die for each category (Flak, Searchlights and Balloons) and Water Level. If
this is the second time a recon has been ordered on a dam, the result is interpreted differently [see 10.5.3 – Repeated Dam Reconnaissance].
Dam Recon Limit: You may recon each dam only once per turn. If you recon a dam dur-
ing the Recon Phase, you may recon it again during Flight Preparation [11.4.1]. However,
no dam may be the subject of more than four recon actions during the game (thus, the
maximum Recon Level of each dam is 4).
The effect of dam reconnaissance is as follows:
Defense Levels: Roll one die for each defense category, one category at a time (Flak,
Searchlights, and Balloons). Cross-reference the number rolled with the defense category
on the Dam Recon table [player aid P8], and locate the Defense Level. To record the Defense Level, place the appropriate Defense Level marker on the corresponding space on
the dam’s Status Record Track. (If the Defense Level is 0 (zero), there is no need to place a
marker on the track).
Balloons: When the Balloons Level is 1 or more, you must randomly draw a Balloons
marker to place on the dam’s Status Record Track. Do not peek at the back of the marker, it
will be revealed only when a Lancaster enters the Target Map [see Surprise 12.0].
Example -- Dam Recon [10.5.2]:
The player elects to perform a reconnaissance of Eder Dam. He pays
the 1 RP cost and immediately increases the
dam’s Recon Level by 1. He then rolls a die
to check the Flak Level. Let’s say he rolls a
‘1’, consults the Dam Recon table, and notes
that the result is a ‘4’. He then places a Flak
marker on the 4 space of Eder Dam’s Status
Record Track, indicating that the dam’s Flak
Level is 4. He rolls a second die to check the
presence of Searchlights, and rolls a ‘5’. According to the Dam Recon table, a ‘5’ means
the Searchlights Level is zero. Next, he rolls
a die to check the presence of Balloons, and
the die roll is a ‘2’, which means the Balloons
Level is 1. He randomly draws a Balloons
marker from a cup and places it on the 1
space of Eder Dam’s Status Record Track (he
is careful not to peek at the back of the marker). Finally, he checks the dam’s Water Level
by rolling a die. The number rolled is a ‘3’. It
is Planning Turn 1, so he modifies the Water
Level die roll by +1, for a modified die roll of
4. The reservoir’s Water Level is “High.”
P8
Water Level: Roll one die and add the Planning Turn number. Locate the sum on the
Dam Recon table to find the Water Level (Rising, High, or Full). Place the Water Level
marker on the corresponding space on the dam’s Status Record Track.
10.5.3 Repeated Dam Reconnaissance
If you perform reconnaissance on a dam that was previously the subject of a recon action
(that is, the Recon Level is already 1 or higher), the procedure is the same, but the results
are treated differently, as follows:
Lower Defense Levels: Do not change the current Defense Level UNLESS the recon attempt indicates a lower level. If the new result is equal to or higher than the current level,
the level remains unchanged.
Raise Water Level: Do not change the current Water Level UNLESS the recon attempt
would raise that level.
11.0 FLIGHT PREPARATION
Flight Prep is triggered automatically after the Recon Phase of Planning Turn 4. At the
conclusion of a previous Recon Phase, however, you MAY choose to “pull the trigger”
and launch the raid sooner. Once triggered, flip the Planning Turn marker to its “Raid
Launched” side, indicating that the Planning Segment is over and the first Flight Turn is
about to begin. Before that first turn commences, however, you must conduct the five steps
of the Flight Preparation Sequence. These five steps will reveal the collateral effects of training, as well as give you an opportunity to organize your aircraft and crews for the flight to
© 2014 GMT Games, LLC
Example -- Repeated Dam Recon [10.5.3]:
Let’s say the Recon Level is 1 and the Flak
Level is 3 but the other two defense categories are 0 (zero). You perform Recon and
start by shifting the Recon Level marker to
the 2 space on the dam’s Status Record Track.
Then you roll a die to check the Flak Level
-- you roll a 6 -- which means the new Flak
Level is 0 (zero). And so you shift the Flak
marker to the zero space on the track (or just
remove it). You don’t bother checking Balloons or Searchlights because they’re already
at level 0, so you roll another die to check the
Water Level. You roll a 3, adding the Planning Turn (it is turn 3), so the modified result
is 6, which means the Water Level is “Full.”
You shift the Water Level marker on the track
to the Full space.
Dambuster Raid
Flight Prep & Groundcrew
“Yes,” [Gibson said,] “we will want maximum serviceability. From now on your
ground crews will have to work twentyfour hours a day, I’m afraid, to do it, but
tell’ em it will be worth it in the end. And
you Doc. – stop chewing gum – you will
have to get your mines organized by the
12th because we will want to drop these
on a final practice.”
“It will be a bit of a job, sir,” put in Doc.
“They haven’t all arrived yet; that is, the
modified ones, and they take twenty-four
hours to prepare. You know how short of
armourers we are, and my boys have been
sweating blood as it is.”
- Gibson, Enemy Coast Ahead
Example -- Aircraft Check [11.1]: It is Step 1
of Flight Prep and you roll a pair of dice. They
come up a 2 and a 3, adding to 5. You dedicated a Groundcrew marker before rolling
which allows you to add 2 to the sum, for a
modified total of 7. You look up the result on
the table printed in the Flight Prep section of
the Blotter, and it tells you that two Lancasters are grounded and that one extra Hazard
marker must be drawn in the English Coast
Flight Zone on Flight Turn 1. If you choose to
skip Flight Turn 1 and start on turn 2 instead,
you can avoid the extra Hazard marker (your
groundcrew are understaffed and could use a
little extra time just to make sure all of your
Lancasters are in tip-top shape). Not liking
the result, you decide to order double time,
so you flip over the Groundcrew marker and
roll dice again -- a 2 and a 5 -- and add the
modifier (+1 for fatigued Groundcrew). The
modified sum is 8, which is rather frustrating
because the result is the same -- two grounded Lancasters and an extra Hazard marker.
Aircraft & Ordnance Check
“There was testing of aircraft and checking of instruments; there were tractors
driving round the aerodrome carrying
the mines which were to be fitted to our
aircraft. There was Doc Watson rushing
round on his motor-bike looking worried. There was the engineer staff putting
finishing touches to the aircraft which
had been damaged; a new turret here, a
repaired fin there. They finished the last
one at five that afternoon.”
- Gibson, Enemy Coast Ahead
41
the targets. It will also give you one last opportunity to recon the dams.
Groundcrew during Flight Prep: All groundcrew in play may be dedicated during
Flight Preparation, regardless of their dedication during the last Planning Turn. Each
Groundcrew marker may be transferred, and may do Double Time.
Double Time -- Flight Prep: After completing Steps 1 and/or 2, you may nullify the result
of the check and re-roll. To do so, flip one dedicated Groundcrew marker to its Fatigue side
and recalculate the modifers. You may do this only once for Step 1 and once for Step 2.
Perform the steps of Flight Preparation in this order [refer to the Mission Planning Blotter
on the mapsheet]:
11.1 Aircraft Check (Step 1 of Flight Prep)
You must check to see if your aircraft are in flying condition.
Procedure -- Aircraft Check: First, you may dedicate groundcrew. Then, roll two dice
and add the numbers rolled. Modify the sum (see below), and refer to the result indicated
on the table printed at the bottom of the Mission Planning Blotter.
Modifiers…
+2 for each dedicated non-Fatigued Groundcrew marker;
+1 for each dedicated Fatigued Groundcrew marker.
-1 if the Spy is in play.
Results -- Aircraft Check explained...
The Aircraft Check table printed in the Flight Prep section of the Mission Planning Blotter indicates the number of aircraft that are “grounded”. If you must ground one or more
bombers, select that number of in-play and undamaged aircraft and set them aside. They
may not be used during Flight and Attack Turns. (If the scenario outcome indicates that a
follow-up raid has been ordered, you may use any grounded Lancasters for the follow-up
raid. That is, they become “un-grounded” for the follow-up raid.)
Increased Hazards: If the result forced you to ground one or more Lancasters, you must
also add one or two Hazard markers during the Place Hazards Phase in the English Coast
Zone of the Flight Map, as indicated by the Aircraft Check table. These additional Hazard
markers apply only to Flight Turn 1 of the game. You may avoid these extra Hazard markers by choosing to launch on Flight Turn 2 or later [see 11.5.1 Staggered Launch].
11.2 Ordnance Check (Step 2 of Flight Prep)
You must check to see if all of your Upkeep have been installed in bombers.
Procedure -- Ordnance Check: First, you may dedicate groundcrew. Then, roll two dice
and add the numbers rolled. Modify the sum (see below), and refer to the result indicated
on the table printed at the bottom of the Mission Planning Blotter.
Modifiers…
(The modifiers are identical to those explained above in Step 1.)
Results -- Ordnance Check explained...
If the result indicates that one or more Upkeep markers are “grounded,” you must randomly select that number of Upkeep markers and set them aside (do not peek at their Damage
side). Select only markers that are in play. The Upkeep markers that are set aside may not
be attached to Lancasters in Step 5. (If the scenario outcome indicates that a follow-up raid
has been ordered, grounded Upkeep markers become “un-grounded”; that is, they will be
available for attachment in the follow-up raid, if there is one.)
11.3 Aircrew Check (Step 3 of Flight Prep)
Some of your aircrews may not be fit for flight.
Procedure -- Aircrew Check: Roll two dice, and note the modified sum on the Aircrew
Check table printed in the Flight Prep section of the Mission Planning Blotter.
© 2014 GMT Games, LLC
42
Enemy Coast Ahead
Modifiers…
-1 for each turn that you ordered Extra Training.
+1 for each Aircrew Training Level marker on its Rested side (i.e., “Rested” is face-up).
Results -- Aircrew Check explained...
The Aircrew Check table indicates how many Aircrew markers may not fly. You must set
aside a number of Aircrew markers equal to that number, and may choose any aircrew type
in play (Green, Seasoned, or Veteran). Those set aside may not be attached to Lancasters in
Step 5 (but they will be available for the follow-up raid if there is one).
11.4 Briefing (Step 4 of Flight Prep)
Perform Final Dam Reconnaissance [11.4.1] and then make a Security Risk Check [11.4.2].
Briefing
“It was a great moment when the publicaddress system on the station said, ‘All
crews of No. 617 Squadron report to the
briefing room immediately’.”
“…on May 16th, reconnaissance aircraft
reported that the defenses on the dam
had remained unchanged and that the
water level was just right for the attack.”
-- Gibson, Enemy Coast Ahead
11.4.1 Final Dam Reconnaissance
You MAY perform a recon action at each dam. If a dam is at Recon Level 4 already, you
may not perform recon there. Also, you may not perform recon in a Flight Zone.
Use the same procedure as described in the Recon Phase of the Planning Segment [10.5.2
& 10.5.3].
11.4.2 Security Risk Check
Place the Security Risk Level marker on the 0 (zero) space of the Mission Planning Blotter’s
Record Track, and then use it to determine the Surprise Modifier and the Alert Level. Do
this by first shifting the marker a number of spaces to the RIGHT, and then to the LEFT, as
indicated on the player aid [P9] [also explained in 10.2.1].
Determine the Surprise Modifier and Alert Level: Use the chart [at the bottom of
P9] to note the Surprise Modifier and Alert Level. The Surprise Modifier is used in the
Target Map Phase when you conduct a Surprise Check [12.1.2].
11.5 Sortie (Step 5 of Flight Prep)
Assign attachments: Place requisitioned Upkeep, Aircrew and Elite Crewman markers
on aircraft. Do not use damaged or grounded Lancasters, grounded Upkeep or aircrew.
Only one of each type of attachment may be attached to an aircraft (that is, 1 Upkeep, 1
Aircrew, and 1 Elite Crewman marker). Exception: the Jinx may be an extra Elite Crewman
marker attached to a Lancaster [13.0]. Each Lancaster MUST have one Upkeep attached,
and one aircrew attached, but it need not have an Elite Crewman marker attached. If you
have more aircraft than aircrew or Upkeep, set the excess aside (no aircraft may enter the
Flight Map without an aircrew and Upkeep). Those that are set aside may be used for the
follow-up raid, if one is launched (as per the scenario’s outcome [Scenario Book, p.42]).
You may set aside (or ground) more assets than forced to by Steps 1-3 of Flight Prep.
P9
Example -- Security Risk Check:
The player decides to launch on
Planning Turn 3, so shifts the Security Risk Level marker 3 spaces
to the right. He requested additional RP once, shifting the marker 1 space
more to the right. He ordered extra training
twice and has three groundcrew at Scampton
(none are Fatigued), and so shifts the marker
5 more spaces to the right. Two Flight Zones
and two dams are at Recon Level 3 or higher,
which requires 4 more spaces to the right for
the Security Risk marker. It is now in the 13
space of the Record Track.
He ordered Extra Police and spread the Tirpitz Rumor, and together that allows him to
shift the marker 3 spaces to the left.
The Security Risk Level marker finishes on
the 10 space of the Record Track, so the Security Risk Level is “High,” the Surprise Modifier is -3, and the Alert Level starts at 1.
Waves: Organize aircraft into waves [2.5 & 6.7], or leave one, some or all as independent aircraft. Place waves and independent aircraft in the England zone on the Flight Map
[within sortie limits, see 11.5.1].
Target Assignments: Assign Primary Targets to all Lancasters in play that are not set
aside or grounded. You may assign Secondary Targets as well, but this is not mandatory.
Target of Last Resort: Assign a dam as the squadron’s Target of Last Resort. It may be
any dam not already designated as a Primary or Secondary Target (unless all eight dams
have been designated as a target already, in which case you may choose any dam as the
Target of Last Resort). Designating a Target of Last Resort is mandatory.
11.5.1 Sortie Limits
The number of aircraft that may be placed in the England zone in a single Flight Turn is
limited by the number of Sortie Points available. Each Groundcrew marker in play contributes 4 or 5 Sortie Points, unless Fatigued (in which case it has 3 Sortie Points). Regardless
of previous dedication during Flight Prep, each Groundcrew marker contributes Sortie
Points.
Staggered Launch: If you do not have enough Sortie points to sortie all of your aircraft
in the same Flight Turn, the remainder may be placed in the England zone at the start of a
© 2014 GMT Games, LLC
Example -- Sortie Limit:
If you have 4 Groundcrew
markers in play, and all are
Fatigued, you may place 12
aircraft (and their attachments) in the England zone.
The rest may launch in a
subsequent Flight Turn.
Dambuster Raid
43
subsequent Flight Turn, within sortie limits. Indeed, you are welcome to deliberately delay
placement in the England zone by holding some or all Lancasters back. Lancasters held
back must still be assigned Primary Targets before you begin the first Flight Turn, and you
must schedule the Flight Turn when they will be placed in the England zone.
TURN
11.5.2 Launch the Raid
Set the Flight Turn marker on the Turn 1 space of the Flight Turn Track. Skip the first Coordination Phase and proceed directly to the Move Phase of the Flight Turn.
If no Lancasters sortie on Flight Turn 1, place the Flight Turn marker on the first turn in
which Lancasters sortie.
11.6 ATTACK ORDER – NO VHF
If you did not complete Radio modifications [10.4.4], you must organize the Lancasters
into “Attack Order”. This means that all aircraft must be organized in waves, none may be
placed in the England zone as an independent aircraft. If a Lancaster becomes an independent aircraft during the Flight Turn, it must attempt to join its wave whenever it can as it
continues on to its Primary Target [7.1.4]. Each wave must have its own Attack Order.
Clumsy?
If you launch the raid without VHF radio sets installed in your Lancasters, you
will come to appreciate just how tactically graceful 617 Squadron was while
equipped with those sets.
11.6.1 Linear
Attack Order is linear. The “line” starts with the Lancaster you designate to be first, and
continues to the “last” bomber. The Wave Leader is considered to be “in front” of the first
Lancaster in this scheme. You are welcome to keep track of this order in any convenient
manner (for instance, by arranging the Lancaster markers on your gaming table in a line,
or noting the order with paper and pencil).
No Upkeep: Once a Lancaster no longer carries Upkeep, it leaves Attack Order and must
enter the RTB Box at its earliest opportunity.
Example -- Attack Order: If the second and
the fourth Lancasters are in the Circling Near
Box and the first Lancaster is in the Circling
Far Box, having been delayed by an Uncoordinated Entry, the second Lancaster must
enter the Approach.
Example -- Wave Leader’s privilege: The first Lancaster and the
second Lancaster are in the Circling Near Box, along with the
Wave Leader. The player may
place either the first Lancaster
or the Wave Leader into the Approach.
Example -- Attack Order Deviation: To move a Lancaster to the
Circling Far Box, the Wave Leader fires a Very Light Flare. You
place the Very Light Flare marker
in the current turn space of the
Attack Turn Track.
Example -- Multiple Attack Orders [11.6.4]:
If the first and third waves arrive at Eder
Dam in the same Flight Turn, and thus operate on the same Target Map at the same time,
the Lancasters of the third wave must wait for
all Lancasters of the first wave in the Circling
Near Box to make their runs and release ordnance before they are permitted to enter the
Approach.
11.6.2 Attack Turn in Attack Order (no VHF)
Lancasters carrying Upkeep must move to the Circling Near Box as soon as possible (i.e.,
at their first opportunity), and remain in the Circling Near Box until entering the Approach. Lancasters in the Circling Near Box must strictly follow Attack Order during the
Run Phase of the Attack Turn. The “first” Lancaster must be the first to enter the Approach
(assuming it remained with the wave en route and is capable of entering the Approach at
this time), followed by the second Lancaster, and so on. If a Lancaster is knocked out of
the wave, destroyed, no longer carries Upkeep, or for any other reason is not present in the
Circling Near Box during the Run Phase, skip over its place in the Attack Order.
Wave Leader’s Privilege: The Wave Leader may precede the first Lancaster (i.e., it may
“cut in line” ahead of the first Lancaster), or it may enter the Approach instead of the next
Lancaster in the Attack Order, at the player’s discretion. In fact, the leader may insert itself
into the order at any time. Also, the leader is the only Lancaster that may enter the Approach as an escort (but it may not do so if carrying Upkeep [as per 4.1.2]).
11.6.3 Very Lights – Attack Order Deviation
You may deviate from the Attack Order. You may do so only if the Wave Leader is in the
Circling Near Box and it fires a Very Light Flare. Doing so means placing a Very Light Flare
marker on the current turn space of the Attack Turn Track.
The Wave Leader may fire a Very Light Flare more than once each Attack Turn, during
the Run or the Circling Phases, but only one Very Light Flare marker may occupy a single
space on the Turn Track (if one has already been fired, Very Lights may be fired again, just
don’t place another marker on top of the one already there). Firing Very Light Flares allows
you to do the following [this is in addition to 4.3.1 and the effects of Very Lights explained
in 4.2.1]:
Run Phase: If fired during the Run Phase, you may place any Lancaster in the Approach,
ignoring Attack Order (the Lancaster must already be in the Circling Near Box).
Circling Phase: If fired during the Circling Phase, you may move Lancasters freely between the two Circling Boxes. Lancasters moved to the Circling Far Box in this manner
may not move to the Circling Near Box again until another Very Light Flare is fired in a
© 2014 GMT Games, LLC
44
Enemy Coast Ahead
subsequent turn. Likewise, a Lancaster that would move into the Circling Near Box may be
“held” in the Circling Far Box. Once held, it may only move to the Circling Near Box if a
Very Light Flare is fired again. Keep track of this by any means you like (such as orienting
the Lancaster markers a certain direction, or pencil and paper).
11.6.4 Multiple Attack Orders
Immediate Adjustment?
This rule makes sure that dams with little
or no Recon can have defenses and increasing water levels.
If Lancasters from two or more waves occupy the same Target Map, use the wave ID numbers to determine which wave’s Attack Order goes first (for example, the Attack Order
of the first wave takes precedence over the Attack Order of the second wave). Two Wave
Leaders may enter the Approach as escorts in the same Run Phase.
12.0 SURPRISE CHECK
When playing Scenario 10, this rule must be added to the Target Map Phase of the Flight
Turn. It is triggered when a dam is successfully acquired by a Lancaster for the first time
(it is never performed more than once for any dam). Do not use this rule when playing a
follow-up raid.
12.1 Procedure – Surprise Check
First, determine if “immediate adjustment” is necessary: If the Recon Level is 0 (zero)
or 1, check the Water Level by performing Dam Recon; if the Recon Level is 0 (zero) also
check Flak, Searchlights and Balloons Levels. Adjust the levels as indicated on the Dam
Recon table [10.5.2 or 10.5.3, player aid P8]. However, do NOT increase the Recon Level
and no RP is spent (this ends “immediate adjustment”).
Then, regardless of the Recon Level, flip over the Recon Level marker on the dam’s Status
Record Track. Once flipped, make two Surprise Checks: one to determine if the Water
Level has been reduced [12.1.1], and the other to see if the Germans have improved the
dam’s defenses [12.1.2].
P10
water level modifier
[12.1.1]
surprise numbers
[12.1.2]
Example -- Water Level Reduced check
[12.1.1]: The raid was launched on Planning Turn 3, so the player wants to roll a
‘3’ or higher. The Water Level modifier on
the back of the Recon marker is +2, so that
will be added to the die roll. Let’s say the
player rolls a ‘1’. He adds +2 because of the
modifier, resulting in a 3, which equals the
Planning Turn. The Water Level at the dam
remains unchanged. Had the modifier been
+1 instead, the Water Level would have been
reduced to Rising.
12.1.1 Water Level Reduced?
(Perform this check only if the dam’s Water Level is Full; if it is not Full, skip it and proceed
to 12.1.2.) Roll a die and modify the number rolled by adding the Water Level modifier
printed on the back of the Recon Level marker. If the sum of the number rolled and the
modifier is equal to or greater than the Planning Turn, there is no change to the Water
Level, but if less, reduce the dam’s Water Level to “Rising” (the Germans recognized the
danger and opened the sluice gates).
12.1.2 Surprise?
Locate the appropriate Surprise number on the back of the Recon Level marker. To determine which of the three numbers is appropriate, match the icon on the marker with the
icon on the dam’s Status Record Track, and use the icon in the Recon Level marker’s space.
Roll equal or higher: Roll two dice, and subtract the Surprise modifier [as determined
during Briefing, 11.4.2, player aid P9]. If the modified sum of the dice is equal to or higher
than the Surprise number, there is no surprise and the defenses have not been improved.
If the result is lower than the Surprise number, the Germans have improved the dam’s defenses, thus “surprising” your aircrews.
SURPRISE IMPROVEMENT -- Increased Defense Levels: If surprised, de-
termine what the improvements are by rolling one die for each defense category (Flak,
Searchlights, and Balloons). Look-up the result on the Surprise Improvement table (located on the player aid card [P6]). The numerical result is the increase in levels of that defense
category (a defense category may not exceed 4; ignore any excess). The asterisk means that
there is a Nightfighter nearby at that dam (place a Nightfighter Nearby marker on the dam’s
Status Record Track or the Target Acquisition Box on the Flight Map as a reminder; if you
get an asterisk again, there is no additional effect). The Nightfighter Nearby marker will
influence Nightfighter Checks at this dam, but is not permanent. It can “Vanish” as a result
of a Nightfighter Check [4.4.3, player aid A6].
© 2014 GMT Games, LLC
Example -- Surprise [12.1.2]: If the Recon
Level at Ennepe is 2 and the circle icon is in
the 2-space of the dam’s Status Record Track,
use the number on the back of the Recon
Level marker corresponding to the circle
(rather than the diamond or the blank). In
this example the Surprise number is 2, because that’s the number on the back of the
Recon Level marker superimposed over
the circle icon. You roll two dice, and let’s
say the sum of the numbers rolled is 4. The
modified sum is 1 (after subtracting the Surprise modifier [11.4.2]),
P6
the result is less than the Surprise
number, which means the Germans
have improved the defenses. So
now you must determine the improvements
by rolling three dice, one after the next: The
first die comes up a 6, and the result on the
Surprise Improvement table [P6] is zero, so
no improvement in Flak. The next die (for
Searchlights) is a 3: the table indicates that
the Searchlights Level is increased by 1. And
for Balloons you roll a ‘1’, which garners a
+2 result, so you randomly draw a Balloons
marker and place it in the 2-space of the
dam’s Status Record Track (it was at Level 0
prior to this).
Dambuster Raid
P4
45
13.0 JINX
Jinx?
Wing Commander Gibson’s
dog “Nigger” was run over the
day 617 squadron was preparing to attack the dams. Fearing it would be
interpreted as bad luck, Gibson kept news
of the mascot’s death from his men. Drawing this marker represents news of Nigger’s demise spreading through Scampton.
We realize the name of the dog is offensive.
It is unpleasant to read, to say aloud and to
hear spoken, but this is a historical simulation and that was the dog’s name.
When playing Scenario 10, add the Jinx marker to the pool of Elite Crewman markers
(i.e., put it in the cup with the rest of the markers so it can be drawn randomly during the
Planning Turn). If you are unfortunate enough to draw it during the Planning Turn, set it
aside on your gaming table with the other Elite Crewman markers (it only affects play during Flight and Attack Turns). During the Flight Preparation sequence [11.5], attach it to a
Lancaster. You may attach it to one that already has an Elite Crewman marker. Attaching
the Jinx is mandatory.
13.1 Jinx Remains in Play (transfer)
If the Lancaster it is attached to is destroyed or enters the RTB or Missing Box, the Jinx
marker must immediately transfer to another Lancaster in play (i.e., one that is not destroyed or is not in a RTB or Missing Box). If there are no other eligible Lancasters in play,
remove the Jinx (this is the only way to get rid of the Jinx marker).
13.2 Jinxed Effects
The Jinx marker only affects the Lancaster it is attached to. When flying in a wave, it does
NOT affect the wave as a whole.
The effects of the Jinx are as follows:
Example -- Jinxed Dice: A jinxed Lancaster
is in the Approach and must perform an Approach Vector Check. You roll two dice instead of one and keep the lower of the two
rolls.
13.2.1 Jinxed Dice
Another example: That same Lancaster is attacked by Flak. It has Aldis Lights on so you
roll three dice. You are rolling more than a
single die so the Jinx has no effect.
13.2.2 Jinxed Hazards
When you must roll one die, roll two instead and keep the worst one. When you must roll
two or more dice, there is no jinxed effect. “Worst one” means the die that will do more
harm to a Lancaster, or the one you as the player would rather not be saddled with.
During the Place Hazards Phase, place an additional Hazard marker on the independent
aircraft with the Jinx marker attached. If in a wave, place the extra Hazard marker directly
on the Jinxed Lancaster. Ignore the even distribution rule [7.5.4] and the three hazard limit
[7.7.1 step 3].
13.2.3 Jinxed Approach Chit
When the jinxed Lancaster enters the Approach, roll a die: if the number rolled is EVEN,
mix the Jinx marker in with the Speed chits; if ODD, mix it in with the Altitude chits. During the Approach Sequence, if you draw the Jinx as one of the chits, it is equivalent to the
“erratic” chit (+0 Chits). If the Lancaster pulls-up, return the Jinx marker to the Lancaster.
release
M
+0
erratic
release
M
+0
erratic
13.2.4 Jinxed Release Chit
When the jinxed Lancaster enters the Release Box, keep the Jinx marker mixed in with
the Altitude or Speed chits. If you draw the Jinx as one of the chits, it is equivalent to the
“erratic” chit (+0 Release modifier). When the Lancaster leaves the Release Box, return the
Jinx marker to the Lancaster.
14.0 Optional Rule -- High Altitude
Enemy Coast Ahead is designed with the assumption that Lancasters fly at low altitude. To
help you explore what a high-altitude raid might have looked like, at least during the flight
to the targets, you are welcome to apply this optional rule set. Just keep in mind that when
using this rule, the default altitude is “low,” and “high” means all altitudes that are not low.
14.1 Moving at High Altitude
On the Flight Map, an independent aircraft or wave may fly at high altitude. All Lancasters
in a wave must fly at the same altitude, high or low. To indicate that an independent aircraft
or wave is at high altitude, make a note on paper, orient the Wave and aircraft markers in a
particular direction, or use some other convenient mnemonic. Two High Altitude markers
are provided in the countersheet for this purpose as well.
14.1.1 Changing Altitude
During the Move Phase, in addition to moving, a wave or independent aircraft MAY change
altitude. A Lancaster or wave at high altitude MUST change to low when in the Flight Zone
of its Primary Target. Altitude may not be changed in the Missing Box.
© 2014 GMT Games, LLC
46
14.2 Navigation Check
Enemy Coast Ahead
Roll three dice when you make a Navigation Check for a high altitude wave or aircraft, and
keep the most favorable two dice.
+
14.3 Hazards at High Altitude
High altitude aircraft have two effects on the drawing of hazards: they increase the number
of markers drawn [14.3.2] and they potentially increase the Alert Level [14.3.1]. Also, high
altitude aircraft may not evade hazards [14.3.3] but some hazards have no effect on high
altitude Lancasters [14.3.4].
14.3.1 Increasing the Alert Level
During the Place Hazards Phase, if you have at least one Lancaster at high altitude in the
North Sea Flight Zone, put two Nightfighter Nearby markers (or any other two markers)
in the cup of yellow Hazard markers. Remove the Nightfighter Nearby markers from the
cup if you no longer have a high altitude aircraft in that zone. Also, if you have at least one
Lancaster at high altitude in the Dutch Coast or Ruhr Flight Zone, place two Nightfighter
Nearby markers in the cup containing light blue Hazard markers (for Dutch Coast and
Ruhr Flight Zones). Once you no longer have an aircraft at high altitude in either zone,
remove the two markers from the cup.
Drawing a Nightfighter Nearby marker: If you draw a Nightfighter Nearby marker instead of a Hazard marker, flip the Alert Level marker to its red “increase pending” side (and
during the Clean-Up Phase, increase the Alert Level by 1). Drawing the Nightfighter Nearby marker does not trigger a Nightfighter Check, but it does count as a hazard -- immediately replace it with another randomly drawn marker from the cup (it must be a Hazard
marker, not another Nightfighter Nearby marker), and place the hazard normally [7.5.4].
The Alert Level may increase only once a turn [6.6.1], so drawing the Nightfighter Nearby
marker more than once a turn has no additional effect.
14.3.2 Extra Hazards
In Hostile Flight zones, each high altitude independent aircraft and wave triggers an extra
Hazard marker during the Place Hazards Phase. The extra marker must be assigned to that
independent aircraft or wave (it is allowed to violate the even distribution rule [7.5.4] [7.7.1
step 2] and the three max. rule [7.7.1 step 3]).
Clarification -- Increasing the Alert Level
[14.3.1]: If you draw hazards for a wave or
independent aircraft in the English Coast
Flight Zone, and draw the Nightfighter
Nearby marker, it DOES trigger an increase
in the Alert Level. Rule 14.3.1 does not apply
to the Weser Flight Zone.
Flak at High Altitude
One of the perks of flying low was
avoiding anti-aircraft fire from large
caliber Flak guns. On the other hand,
flying high lessened the threat from
low caliber guns. For simplicity sake,
this optional rule set draws a mathematically clumsy line between the two
and calls it a day.
14.3.3 Evade Hazards Prohibited
High altitude independent aircraft and waves may not evade [7.6].
14.3.4 Resolving Hazards at High Altitude
Some hazards in hostile Flight Zones are treated differently when revealed on independent
aircraft and waves at high altitude. “No effect” means that the Lancaster is not affected by
the hazard (you resolve the hazard by putting the marker back in the cup).
Balloons: No effect.
Crash: No effect.
Delayed Sortie: The effect of this hazard remains unchanged, but a Lancaster may not
change altitude while this hazard is attached.
Nightfighter: Perform Step 1 but skip Step 2 of the Nightfighter Check; the Nightfighter
automatically attacks. The Lancaster is destroyed and the Wave scatters [4.4.3].
14.4 Target Acquisition Prohibited
An independent aircraft or wave at High Altitude may take no action during the Target
Acquisition Phase of the Flight Turn.
14.5 Target Map at High Altitude
Lancasters may not fly at High Altitude on the Target Map. All Lancasters on the Target
Map are automatically considered to be at low altitude. In other words, this optional rule
set [14.0] has no effect on the Target Map.
© 2014 GMT Games, LLC
VC = Victoria Cross
DSO = Distinguished Service Order
DFC = Distinguished Flying Cross
DFM = Distinguished Flying Medal
CGM = Conspicuous Gallantry Medal
Bar = repeated award
RCAF = Royal Canadian Air Force
RAAF = Royal Australian Air Force
RNZAF = Royal New Zealand A.F.
© 2014 GMT Games, LLC