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Subject: Questions, answers, game design and historical facts rss

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Rob Veenenberg
Netherlands
Vinkeveen
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Questions insofar by other players and my answers:

The rules are after some playing and puzzling, clear. Problems may arise with the structure of the game by players who has played the old game and in each turn Luftwaffe flights take off may move and fight 5 times fueled by 5 markers and at the end always return (any airfield allowed), while RAF flights roam around (and can get reinforced over their sector when airborne) only limited by the dotted line in the Channel and all flights may stack with a 3 max per side per square. Each Luftflotte consisting of 1 to 3 Flights have only 1 mission to fulfill.

Now there are 12 "Turns", where each Luftwaffe Flight may fly and burn 1 fuel marker and each has a mission...After bombing return is automatic. Distant targets now may consume 2 turns instead of 1. Stacking is limited to 1 flight per side per square (except for 1 Big Wing attack).
RAF flights automatically return to their own airfield to get reinforced if they decide so after any combat (no actual movement is needed).
Note that flights of both sides may remain in the air at the end of a turn: a Luftwaffe flight if still having a mission to bomb and fuel and a RAF flight if having enough fighters to face upcoming interceptions or dogfights. Both may return at their own will or continue. So the starting positions from turn to turn are quite different and not all Luftwaffe or RAF flights start at their airbase each turn!!
They get reinfored the next turn. RAF moves after Luftwaffe and may place 5 combat (interception OR dogfight) markers. Interceptions are only possible of a Luftwaffe flighte enters an intact radar touched square AND the RAF decides to stop the flight. After combat if the Luftwaffe Flight is over its target it can bomb and may take AA-hits and return with possible casualties if fuel is low/out.
VP's are counted after each Scenario of 4 turns.

More aicraft on 1 space? This is easy: each Flight is moved individually ending its movement before movement of another flight is executed, so NEVER 2 friendly flights can end in the same space (except the allowed Big Wing). Starting in the same space is thus allowed, for example when RAF flights returned after a combat, are reinforced and start on their airfield and another RAF flight is in the same space. Returning to an airfield with a friendly flight into the air above it is allowed since the returned flight stand is removed upon arrival to its Sector squadron box. The friendly flight flying above the airfield is not even touched!!

Dogfights: the winner of a dogfight is the squadron/Gruppe who manages to shoot down an enemy squadron. After the first victory this squadron must stay to fight another enemy ...but bnever more than 2 dogfights are fought with teh same squadron.
Note that an ACE is won by a flight if one or more squadrons of a flight managed to shoot down 2 enemy squadrons in the same dogfight.
An ACE marker is used with the squadron which is chosen to fight first in a DOGFIGHT. An ACE marker can be lost if the flight with an ACE loses a dogfight.

Note in this game the German Flights may never take off with less than 6 squadrons, while RAF flights may do so.

Also AA fire is now double ass difficult as in the old game. In 3 games no single German squadron was lost to AA, so when lost it is bad luck.

Me109's can use 2 fuel markers, like all other aircraft to fly 10 spaces, but if out of fuel must roll 2 dice for a save return roll. Me110's are also bound to this rule but I ask the designer for a rule change here.

Historically the Germans kept 4 Stuka Gruppen in LF2 after losing 69 Stuka's in the BoB. Only 2 other Stuka's were lost therafter.

Of all 11 Stuka Gruppen (and 3 Geschwader Staffels): 9 Gruppen were allocated to LF3 and only 2 to LF2. In the Borg games the Stuka's are evenly divided over LF2 and LF3. Their purpose in the old game was to be victims of Flak hits or being prefered victims in air combat. In the new game the Ju87 has a better performance against airfield and radar towers and Flak rules are much less harsh.
So actually there is no need for this a-historic Order of Battle.

The Me110 proved to be an excellent Ground Attack plane (als proven by Erprobungsgruppe 210 of LF2) AND when used not as escorts of bombers and IF they could attack the RAF their firepower proved lethal against RAF fighters, incontrary to the weaker firepower of the Me109's. Their range was execellent too also contrary to that of the Me109's.
Me109's (534 lost) and Me110's (196 lost) got depleted and the RAF gained strength, which caused also more losses.

Of the 9 Dornier Gruppen + 1 Lehrstaffel (most with 40 planes per Gruppe) only 1 was allocated to LF3 and all other 8 to LF2. In the Borg games this historical fact is negated; it may be caused by the strange Geographical dividing line between LF2 and LF3 on the map, where units of LF2 geographically ended up with LF3.
Dorniers had a lousy bomb load and also lousy range; proved very robust in taking damage notwithstanding their slim lines and had a good chance of escape by their good speed. Lost about 130 bombers (9 Gruppen + Lehr Staffel).In the Borg games, the Dorniers are blessed with a bomb load like that of the He111 and Ju88.

Heinkels had a good bomb load and range, could fly back when damaged on 1 engine and could absorb a lot of damage; their only drawback was their low speed. Lost 250 bombers (19 Gruppen). In the games the Heinkel is not special and very susceptibel to be shot down when often only 2 crosses rolled decides it fate.

The Ju88 was a "new" wonder bomber, speed was good, bomb load and range very good and could even dive bomb its targets. Their ability to absorb damage was less good and many were lost because the plane was new and crews not so experienced (except the Lehr Kampfgeschwader). When the plane was damaged and flying back on 1 engine, a save return was not always guaranteed. Lost over 300 planes (17 Gruppen). Most Ju88's operated later in the BoB when the weather detoriated.
In the new Borg game, it is difficult to kill the better protected Ju88's and on many occasions they survived the 2 crosses rolled and are able to damage a city (taking it out for production) or destroy a radar or airfield target with 1 single Gruppe!! It is indeed a "wonder" bomber.

In the BoB all German bombers shot down only 100 fighters, while loosing 750 of their own. The armament was meagre with in most planes 4 MG's and 3 man to handle them, where 1 was the radio operator and the other the bomb aimer. One great benefit the German crew had: they sat all close together and could give help if needed. They at least never died alone. Downing bombers proved a difficult task and on most BoB days never more than 8 bombers were shot down and at least 4 to 8 squadrons had to be committed to manage this....

Some Kampfgeschwader in the game has 4 cards instead of 3 because they were more experienced (like KG26 or Lehr KG) or had more planes (like KG2 and KG3 or StG1, 2 and 77) than others.

In the game are 48 RAF Squadrons. On 1st August deployed 58 Squadrons and got 6 more Hurricane squadrons like 1 RCAF, 302, 303 and 310 Hurricane Squadrons with Polish and Czech pilots. Note that on 1st August 13th Group had 19 Squadrons (in the game only 6!).

In the end the RAF lost 1400 fighters and 500 bombers/coastal aircraft shot down and about 300 hundred destroyed on the ground of which 289 shot down fighters could be repaired to fly once more. The Luftwaffe lost 1500 bombers and fighters of which 1405 were shot down and a small number repaired. Both sides lost a substantial number of planes to accidents. Allied propaganda portrayed thes losses the other way around. The RAF won and that mattered.

Question: if the dotted line in the Channel defines Coastal areas of France then why no dotted line around Norway?
 
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Rick v. Nooij
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The dotted line has the same rules in this version; no RAF aircraft may cross the line.


Generally in our games we combine the RAF Repair phase and Luftwaffe mission planning phase to speed things up a bit.

We do not treat BF110 as fighters like the BF109s for the Return Early / Reach For Home Rules.

 
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Rob Veenenberg
Netherlands
Vinkeveen
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Rick,

After reading the rules I have NO questions with this Borg game and rulebook. The rules are clear. Only the "winner" in the Dogfight rules was difficult the define: it is NOT the one who scores most of the crosses or roundels but the one who actually shoots down a squadron (or Gruppe).

Also how to define a Campaign with both Scenario AND the virtual campaign rules is not made very clear). For a campaign BOTH has to be implemented.

I find it peculiar is that the short ranged Me109 can may fly all over to Glasgow and if the German player then rolls for downed aircraft they in most instances survive 2 dice, each with 1 in 6 chances on a hit.

In reality LF2 had far more bomber KG's as in the game and LF3 had the majority of the Stuka's.

The Me110 is underrated in most accounts about the BoB. It proved a very effective "aircraft" killer if were the attackers in a dogfight. If they were the defenders however or were bound to the bombers in an escort role, their losses were also higher.

One of the LF2 Me110's and 1 of the Me109's could drop 1 bomb. The Me110 like a Stuka (with bonus).

The Do17 had a lousy bomb load of 1 (the game gives 2). In the game it is as potent as the Ju88 and He111.

In the game 1 damage to a 2 or 3 production city takes it completely out of production. I would have seen that proportionally.

Stuka's and Me109's in reality never crossed 12th Group border.

My German opponent prefers first to deal the aircraft cards and then the missions, so he can allocate his missions with more chance on success (allocate missions with Airfields and Radar towers to Flights with Stuka's).
 
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Mark McG
Australia
Penshurst
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RVeenenberg wrote:

My German opponent prefers first to deal the aircraft cards and then the missions, so he can allocate his missions with more chance on success (allocate missions with Airfields and Radar towers to Flights with Stuka's).


I find it perverse that Mission selection happens before Flight composition, and I can see no harm in switching Step 3 & 4.

 
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Martin S
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Minedog3 wrote:
RVeenenberg wrote:

My German opponent prefers first to deal the aircraft cards and then the missions, so he can allocate his missions with more chance on success (allocate missions with Airfields and Radar towers to Flights with Stuka's).


I find it perverse that Mission selection happens before Flight composition, and I can see no harm in switching Step 3 & 4.


I think Richard has said that the phases as written are really to help with first time play and that you can adjust as you suggest once you're familiar.
 
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