281st BG(H) Campaign Rules
Jim P
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281st Play by Forum Campaign House Rules and Variants:







151st BS ......... 152nd BS ......... 153rd BS ......... 154th BS

BG...................BB...................GB..................GG







Good morning Gamers,

After three and a half years, one-hundred-fifty missions and 472 sorties we have completed our sixth tour. Currently, we have a very solid nucleus of Veterans playing every week, along with the influx of new players, this puts us around fifty-one to start the seventh tour. As we embark on our next tour, the format will continue to follow what Lionrampent started. We will fly Historical missions listed in “The Mighty Eighth : War Diary” by Roger A. Freeman. This information will be supplemented from mission reports on the 303rd BG (H) web site and any other info I can muster. As occasions warrants I may have to ‘roll up’ a mission, but these will be infrequent.

As with last campaign we will be dropping the night missions flown by the 422nd. As it seems they flew many, many night missions with most of them back to back making it impossible to fit them in with the daylight missions. In addition to that, dropping night missions helps to preserve “Historical Dating”. I also have noticed a drop in players flying night missions too.

The 281st BG (V) will carry on as before. Target information will be selected from the above resources as well as weather, flak and fighter cover where information exists. Otherwise parameters will be rolled up. Lead and Tail ships will continue on a volunteer basis, again using the same formula as Lionrampent’s original campaign, volunteers or, barring any, you can roll a D6 if you are in the Middle or Low-Low squadrons to draw short straw. On the chance a mission is to be rolled up I will utilize the extra targets offered up in "The General Magazine" Vol. 23 – No. 5. Don't worry if you don't have this information. I will post the Zone modifications in the Briefing and a general location on the map for you to use. As suggested to me we will implement a GAF resistant level once the variant is up on BGG.

We are always recruiting new crews. So, if you missed out on the first six campaigns, or flew with us in the past, and want to step in and have another go, by all means pm me and I will assign you to the first open spot!

Our seventh campaign will continue to offer the OPTIONAL house rules from the last tours. Players may incorporate these into their games if they wish. But house rules are still completely up to the individual players to use. They will be re-posted in Geek List, so keep an eye pealed for future updates. This campaign WILL sees the release of my long awaited variant; GAF Placement Charts. Once submitted to BGG you can find this variant HERE

I hope this campaign is as engaging as our past tours were. So, sharpen up those pencils, dust of them dice for we are looking forward to some heavy action!

Colonel Ronald Donnelly (jasta6)
Commander
281st Bombardment Group (H)
Elveden Hall, UK
3rd Bombardment Wing HQ


Good Luck and Gods speed on this Tour,
Jim P cool




The Death of the Ball Turret Gunner

From my mother's sleep I fell into the State,
And I hunched in its belly till my wet fur froze.
Six miles from earth, loosed from its dream of life,
I woke to black flak and the nightmare fighters.
When I died they washed me out of the turret with a hose.

-- Randall Jarrell
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1. Board Game: B-17: Queen of the Skies [Average Rating:7.01 Overall Rank:1228]
Jim P
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Michigan
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Crewmembers Starting Rank and Promotion Eligibility:

Generally I'll leave this up to the players with a few exceptions.

Starting Crews Rank Guidelines;
- Starting pilots are recommended to be 2nd Lieutenants (but some start at 1st Lieutenant. Please avoid Captains)
- The GM (that's me Jasta6) is the only one to assign the rank of Major or above.
- Starting Copilot, Navigator and Bombardier are all 2nd Lieutenants.
- Starting Engineers are Master Sergeants.
- Starting Radio Operators are Technical Sergeants.
- All other Gunners start as Sergeants.

Promotion Guidelines;
I leave this to the individual players to police their crews promotions. Due to the effort put into this campaign there is little time to check who has how many mission and their eligibility for a promotion.

For this campaign the rule of thumb for promotions is after every ten missions your Lieutenants will advance one level. This means that a 2nd Lieutenant that completed ten missions would on the eleventh mission be a 1st Lieutenant. In the same vain a 1st Lieutenant would be a Captain on his twenty-first mission.

As stated above The rank of Major will be assigned by myself. As there was only one Major per Bombardment Squadron we cannot have multiple Major floating around a single squadron. After twenty-one missions a Pilot will become eligible to be promoted to Major. If the squadron is without a crew that has a Major leading it I will determine if a qualifying pilot will take over command of the squadron and promote them to Major.

Similarly the Non-Commissioned Officers will use the same ten mission criteria. The flow will follow the ranks below.

Military Ranking system during WW2:
COMMISSIONED OFFICERS:
2nd Lieutenant [2Lt] (Starting Rank)
1st Lieutenant [1Lt]
Captain [Cpt]
Major [Mjr] (Assigned by GM only)
Lieutenant Colonel [LCol](Assigned by GM only)
Colonel [Col] (Assigned by GM only)
Brigadier General [BGen] (Assigned by GM only)

NON-COMMISSIONED OFFICERS:
Sergeant [Sgt] (Starting Rank)
Staff Sergeant [SSgt]
Tech Sergeant [TSgt]
Master Sergeant [MSgt]
Corporal [Cpl]

Note: I prefer that you do not start your pilot at Captain but rather with the rank of 2nd Lieutenant. To me it just works better for the campaign. This way you have a goal for your crew to obtain from mission to mission.

Jim P cool
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2. Board Game: B-17: Queen of the Skies [Average Rating:7.01 Overall Rank:1228]
Jim P
United States
Sterling Heights
Michigan
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But what I do have are a very particular set of skills, skills I have acquired over a very long career. Skills that make me a nightmare for people like you… And I will beat you.
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Crew Awards & Medals:

Here is a quick and rough guide for awarding medals to your crew as you go through our campaigns.

All awards and medals are managed by the individual players with the sole exception of the Medal of Honor, which is awarded though the GM.


PLAYER AWARDS:
Army Overseas Service Ribbon: mb
- To the player that flies at least one missions with the 281st BG(H)

Air Force Good Conduct Medal mb
- To the player that flies all Twenty-Five missions in a single campaign
(Note: the Good Conduct Medal is only awarded to enlisted soldiers.)

Army Good Conduct Medal mb
- To the player that flies two or more campaigns with the 281st BG(H)

BOMBARDMENT GROUP AWARDS:
Presidential Unit Citation
(from Damo)

CREWMEMBER AWARDS:
Purple Heart: mb mb
From Damo:
Purple Heart

Purple Heart 2nd Award

Purple Heart 3rd award

Purple Heart 4th award


- To a crewman that takes any type of wound during a mission.

Prisoner of War Medal: mb
- To all crewman that are taken prisoner during a mission.

Air Medal: mb
From Damo:
Air Medal

2nd Award

3rd Award

4rd Award

5th Award

6th Award
(In case it's needed)

- To a crewmen that completes five missions.

Bronze Star: mb
- NOT awarded to soldiers in the Air Corps.

Distinguished Flying Cross: mb
From Damo:
Distinguished Flying Cross (US)


- To a gunner that has shot down five or more enemy planes on one mission.
- To a pilot or copilot that is the only crew in their squadron that reaches the target and drops their bombs on the target regardless of results.
- To the pilots that return to base with five or more crew dead or seriously wounded.
- To any crewman that forgoes their own safety for the good of the crew. This act must entail possible injury or death to be awarded.


Silver Star: mb
From Damo:
Silver Star


- To any crewman, other than the pilots, that flew a stricken bomber home.
- To a gunner who sustained a wound or frostbite that resulted in amputation and subsequently shot down more than five enemy fighters for the second time.
- To any gunner who sustained a wound or frostbite that resulted in amputation and subsequently shot down three or more enemy fighters in another position than their assigned gun position.


Medal of Honor:
(from Damo)
This medal must be petitioned for through the GM. The GM will consult with his advisory board to determine if this medal is to be awarded.

Multiple awards: If your crewmember receives multiple awarding of the same medal he will get an Oak Leaf Cluster to denote the multiple times he get this award. More information for Oak Leaf Clusters can be found HERE

This is a first go at the awarding of medals. Comments, critiques and suggestions are most welcome. I will refine this guide as more information and ideas come to light.

Enjoy,
Jim cool
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3. Board Game: B-17: Queen of the Skies [Average Rating:7.01 Overall Rank:1228]
Jim P
United States
Sterling Heights
Michigan
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But what I do have are a very particular set of skills, skills I have acquired over a very long career. Skills that make me a nightmare for people like you… And I will beat you.
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Crew Awards & Medals: RAF & RAAF

Distinguished Flying Cross(Officer)/Distinguished Flying Medal(Enlisted)
/
for piloting/Co-piloting 10 missions or for gunners Achieve Ace status

Bar to DFC/DFM
/
piloting 20 missions or Destroying 15GAF
2nd Bar
- destroying 25 GAF
3rd Bar
- destroying 35 GAF

Distinguished Service Order
Finish 25 missions

Conspicuous Gallantry Medal
for incredible performance.
2 awards so far -7 kills and 5 damages in one mission.
Bombardier, while wounded, 3 kills + 50% bombs on target

Mentioned In Dispatches
for any combination of GAF destroyed or damaged worth 6.0 points and not already covered by other award. (Kill = 1.5 points, FBOA = 0.6 and FCA = 0.4)

Victoria Cross

Awarded by GM - must be petitioned in order to get this awarded.

An example of an actual VC awarded to aircrew:
In one incident, a German Bf 110 night-fighter attacked a Wellington returning from an attack on Münster, Germany, causing a fire at the rear of the starboard engine. Co-pilot Sergeant James Allen Ward climbed out of the fuselage in flight, kicked holes in the doped fabric of the wing for foot and hand holds to reach the starboard engine, and smothered the burning upper wing covering. He and the aircraft returned home safely, and Ward was awarded the Victoria Cross.

Thanks go out to damjon for putting this list of medals for our Allied pilots.

Jim P cool
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4. Board Game: B-17: Queen of the Skies [Average Rating:7.01 Overall Rank:1228]
Jim P
United States
Sterling Heights
Michigan
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But what I do have are a very particular set of skills, skills I have acquired over a very long career. Skills that make me a nightmare for people like you… And I will beat you.
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B-17:QotS B-17 Flying Fortress Rules for B-17: Queen of the Skies:

B-17F with Stinger tail tuns:

As per normal rules from the original game.

B-17G with Stinger tail gun:

Following the retirement of the B-17F (the model found in the game), the definitive production model rolled off the assembly lines. This was the vaunted B-17G, which was slightly heaver and slower than its predecessors but which featured a heaver armament. The major feature about the B-17G model to note was a chin turret under the nose of the aircraft. This model was used in quantity by both the USAAF and the RAF in the closing years of the war.

For Game purposes, the B-17G is identical in every respect to the B-17F used in the regular game except that the nose gun is replaced by the “Chin Turret”. The chin turret is equipped with twin guns and may attack fighters approaching from both 10:30 Level and Low, all levels of 12:00, and both 1:30 Level and Low. Enemy fighters are hit on a die roll of “5” 0r “6”. Chin turrets are affected by all hits that would otherwise affect the nose gun / bombardier. Enemy fighters attacking from 12:00 High may not knock out the chin turret. Ammunition supply is the same as for the nose gun post.

M-1 Chin Turret Field of Fire:*
10:30 High -
10:30 Level 5,6
10:30 Low 5,6

12:00 High* 5,6
12:00 Level 5,6
12:00 Low 5,6

1:30 High -
1:30 Level 5,6
1:30 Low 5,6


* On Table P1-3 Enemy attacks from 12:00 High with a d6 result of 1,2 = N.E. Enemy attacks from this angle and altitude are unable to affect the “Chin Turret”. All other altitudes from this angle are as normal rules.


B-17G with Cheyenne tail turret:

The “Cheyenne” Tail Turret was an experimental tail turret developed by the United Airlines Cheyenne Modification Center and used on the one-off YB-40 number 42-5833. This turret addressed a number of issues with the original tail gun position.

While the two .50 cal machine guns were still hand held, they were now moved closer to the gunner making them easier to control. They were held in a powered copula that moved with the guns' azimuth. This gave the guns a much wider field of fire. There are others who say this turret was fully manual. additionally the Cheyenne turret incorporated a reflector sight, and a larger window section, that made it easier for the gunner to follow his target.


Cheyenne tail:
Traverse: 80 degrees to each beam. (Both to port and to Starboard)
Elevation: 70 degrees
Depression: 40 degrees

Compare with Stinger tail on F model and early G models:
Traverse: 30 degrees to each beam, (Both to port and to Starboard)
Elevation: 40 degrees
Depression: 15 degrees


In game terms when, using the GAF Placement Variant, your tail gunner will now be able to fire at enemy fighters attacking from the 4:30 o'clock and 7:30 o'clock angles. See the Defensive Pie Chart provided with the variant Here.

M-1 Cheyenne Turret Field of Fire:
4:30 High: Bf109 & FW190 5,6; Bf110 4,5,6
4:30 Level: Bf109 & FW190 5,6; Bf110 4,5,6
4:30 Low: Bf109 & FW190 5,6; Bf110 4,5,6

6:00 High: Bf109 & FW190 4,5,6; Bf110 3,4,5,6
6:00 Level: Bf109 & FW190 4,5,6; Bf110 3,4,5,6
6:00 Low: Bf109 & FW190 4,5,6; Bf110 3,4,5,6

7:30 High: Bf109 & FW190 5,6; Bf110 4,5,6
7:30 Level: Bf109 & FW190 5,6; Bf110 4,5,6
7:30 Low: Bf109 & FW190 5,6; Bf110 4,5,6



Date Chart:
Before 8/43: 0 % to acquire B-17G
August-43: 1% - 10% to acquire B-17G
September-43: 1% - 20% to acquire B-17G
October-43: 1% - 30% to acquire B-17G
November-43: 1% - 40% to acquire B-17G
December-43: 1% - 50% to acquire B-17G
1/44 & after: 100% to acquire B-17G
Note: All new players will start with a B-17F till April 1944. All replacement A/C there after will follow the above Date Chart.

B-17E: total 512 were built
B-17F: total 3,405 were built
B-17G: total 8,680 were built
Total B-17’s built: 24,816 (including Model 299, YB-17, YB-17A, B-17B, B-17C, B-17D too)

Jim P cool

Edit: Fix first B-17G Table, Chin Turret, 11:30 to 10:30 attack angle.
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5. Board Game: B-17: Queen of the Skies [Average Rating:7.01 Overall Rank:1228]
Jim P
United States
Sterling Heights
Michigan
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But what I do have are a very particular set of skills, skills I have acquired over a very long career. Skills that make me a nightmare for people like you… And I will beat you.
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B-17:QotS B-17G Flying Fortress Rules for B-17: Queen of the Skies:

Peckham Damage Table:

We will again be using Bruce Peckham's damage table to determine the status of our Birds. You will find this table here: Peckam Damage While using this system I ask that you use the following modified table also. This way everyone using this system is on the same page.

To add more flavor to our game, as well as our After Action Reports, I have created an expanded Repair Table for the Peckam Damage Table. This table adds times for repairing your ship after each mission. You will find this table in the files section HERE on the Geek.

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6. Board Game: Flieger und Flak [Average Rating:0.00 Unranked]
Jim P
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Flak After the Bomb Run


Here is the rule we use for Flak over the target area.

In the 281st BG(H) we have Flak on both sides of the target. This is due to the fact that the German Flak gunners didn't stop shooting just because the Flying Fortress's have dropped their bombs. This is based on historical readings and I base our flak on the mission reports I find on the 303rd BG(H)'s web site. From their reports I will set the intensity and level of flak activity. This information also determine if we have sporadic flak along the way or over the Ruhr. Below is a sequence of play in the target zone with the added flak attack.

Target Zone Sequence:
Target Zone inbound (one turn)
1) enter target zone
2) roll up enemy fighter wave(s)
3) resolve enemy fighter combat if any
4) resolve first flak attack (heavy flak for mission 152)
5) resolve bomb run
6) turn around for home

Target Zone outbound (one turn)
7) resolve second flak attack (medium flak for mission 152)
8) roll up enemy fighter wave(s)
9) resolve enemy fighter combat if any
10) move out of target zone


Please note if you have any damage to your bomber that would require your plane to spend two turns per zone then you WILL be exposed to multiple enemy fighter attacks and flak attacks.

Also, there will be times where the intensity of the flak will be less or more, represented by a modifier like this 2x Light Flak (meaning to roll twice on the light flak table instead of three times) or 4x Heavy Flak (meaning to roll four times on the heavy flak table instead of three times.)
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7. Board Game: B-17: Queen of the Skies [Average Rating:7.01 Overall Rank:1228]
Jim P
United States
Sterling Heights
Michigan
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But what I do have are a very particular set of skills, skills I have acquired over a very long career. Skills that make me a nightmare for people like you… And I will beat you.
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Optional House Rule 1:

Lucky Charm:

This is a personal “rabbit foot” (four leaf clover, religious medallion or rubber band) for crewmen that survive 10 missions. This “Lucky Charm” (LC) can only be used on the crewman that earned it and only on thing that personally affect that crewman. (ie failed frostbite roll, failed parachute roll, failed escape roll or wound rolls) There is only one roll per LC and if the result is worst than the original you MUST apply the LC roll. Crew members earn one LC per 10 missions completed and survived. These LC are available for use on the following mission, i.e. earned on mission 10 available on mission 11 and earned on mission 20 available on mission 21.

This rule comes from an online campaign I have played for since 2005. The campaign is the 88th BG (H) out of Italy.

http://www.b17pbemgame.com/88thBGHOME.htm


Jim P cool
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8. Board Game: B-17: Queen of the Skies [Average Rating:7.01 Overall Rank:1228]
Jim P
United States
Sterling Heights
Michigan
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But what I do have are a very particular set of skills, skills I have acquired over a very long career. Skills that make me a nightmare for people like you… And I will beat you.
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Optional House Rule 2:

Fuel Tank Fire:

Attempting to put out the fuel fire the pilot and copilot put the B-17 into a steep dive in hopes to blow out the flames. Below is a d6 table to help replicate this event.

1d6 Result; (e) *
1 = Fire Out (a)
2-3 = Fire Continues (b)
4-5 = Fire Spreads (c)
6 = Fuel Explodes (d)


Notes:
(a) A die roll of 1 is always “Fire Out” result regardless of modifiers. You have dropped out of formation for rest of mission.
(b) Must roll for Fuel Leak on Table Bl-1: 10(g) (first Turn.) You have dropped out of formation for rest of mission. You must re-roll on this Table every turn after initial occurrence adding a +1 to the die roll.
(c) Fire spreads out of control and the crew MUST Immediately Bailout. Roll on Table G-6 per rules.
(d) Fuel violently reacts to the fire and crew MUST Immediately Bailout. Roll on Table G-7 per rules.
(e) If you elect to not dive or you can't dive you must still roll on this table. If you roll on this table without diving this turn then the first part of note (a) does NOT apply in this case, though you are still out of formation. Pilots will not risk hurting other planes in case of an explosion.

* If your control cables have taken two hits, severing them from working, your plane will not be able to dive to extinguish the flames. Also if you do not have two operational engines you'll be unable to dive properly to put out the flames.

Further Notes:
1) You will dive about 3,000 feet per attempt to extinguish the flames.
2) Landing on Fire; Add a -1 modifier to your landing attempt Due to the hurried nature of your situation.
3) Fire Damage; If you are using the Peckham Damage point system add 25 points of damage for ever turn your plane is on fire.

Added Optional Flavor Rule:
Crews Initial Loyalty / Bravery Roll (roll only once, per crewmen, on first fire occurrence)

Roll 1D6 **
1-2 = stay with plane
3-6 = bail out


** Loyalty / Bravery modifiers
+1 if pilot has previously flown 5 or less missions
-1 if pilot has previously flown 6-10 missions
-2 if pilot has previously flown 11-20 missions
-3 if pilot has previously flown 20+ missions

This rule came to me from an online campaign that S.Dixon put on. It was the 400th BG (H) (later the 10BW) were we flew out of England. This campaign is now finished. I adjusted the rolls a bit as I found it too deadly the way it was originally written.

Jim P cool

(Edited to refine the rule on 07-Sep-2010, 28-May-2011, 20-Jan-12, 08-Jun-13, 15-Jul-2013 & 13-Sep-2014)
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9. Board Game: B-17: Queen of the Skies [Average Rating:7.01 Overall Rank:1228]
Jim P
United States
Sterling Heights
Michigan
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Glück muss man haben
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But what I do have are a very particular set of skills, skills I have acquired over a very long career. Skills that make me a nightmare for people like you… And I will beat you.
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Optional House Rule 3:

Fuel Tank Leak: (in addition to current rule)

After reading many books on the subject of WW2 heavy bombers one will see that there were times that a bomber with a fatal fuel tank leak was able to squeak out another ounce or two of petrol and make it home on fumes. To replicate this roll each CAZ on the following d6 Table AFTER you reach the limit of your fuel, determined at the leakage event on Table Bl-1; 10(g):

1d6 Result:
1-4 = Flight Continues
5 = Flight Ends Next CAZ
6 = Flight Ends Current CAZ


-Add +2 to d6 for each CAZ traversed at full weight after leakage event.
-Add +2 to d6 for each subsequent fuel tank hit with the leakage result.
-Subtract -1 from d6 for each CAZ traversed in 2 turns after leakage event.
-Subtract -1 from the flight extension d6 if any one or more of the key engine management aircrew (pilot, copilot or flight engineer) have logged 10 or more missions. This d6 mod is applied only once regardless of the number of aircrew who qualify.

This one also came from S.Dixon's the 400th BG (H). This rule was the brain child of Mr B.Peckham who brought us the damage point chart used here.

CAZ = Combat Action Zone
Full Weight = bombs, Machine guns, Ammo, walk-around oxygen bottles, etc are still on board the Bomber.


Please Note the published errata's form "The General" magazine v20/i6 page 46 that apply directly to Fuel leaks. #'s 16, 18, 19 (and 17 indirectly)
2nd Edition Orange Card (back) Errata


Jim P cool

(Edited to refine rule, 07-Sep-2010, Clarified meaning of "Full Weight" 23-Sep-2013, Edited to check erratas 21-August-2016, Referenced Errata's that effect Fuel Leaks)
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10. Board Game: B-17: Queen of the Skies [Average Rating:7.01 Overall Rank:1228]
Jim P
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Sterling Heights
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Optional House Rule 4:

Optional Random Event Table:

This is a merger of the original “Random Event” Chart with the Mechanical Failure chart in “The GENERAL” Vol.24, No.6 - Theater Modifications article. Go to the files section Here to down load your copy. Please let me know what you think.

As always this is an optional rule/chart.

Jim P cool
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11. Board Game: B-17: Queen of the Skies [Average Rating:7.01 Overall Rank:1228]
Jim P
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Optional House Rule 5:

Wound Recovery table:

This chart is modified from the 88th BG (H) campaign that Mike Lam used. If anyone has suggestions please feel free to contact me about them.

After the mission roll for SW type per normal rules (Table Bl-4b), then roll below to see how many days till your crewmen will be ready to return to duty (LW & SW-Rec) or go home in the case of Serious Wound-Incapacitated and Invalidated Home.

LW*: Roll 1D6
1 = Returns Next day
2 = Returns Next day
3 = Returns Next day
4 = One Day Recuperation
5 = Two Days Recuperation
6-7 = Three Days Recuperation
* = Plus 1 if crewmember received a second LW during the mission. ie 2x LW.

SW-Recovers: Roll 1D6
1 = Three Days Recuperation
2 = Four Days Recuperation
3 = Five Days Recuperation
4 = Six Days Recuperation
5 = Seven Days Recuperation
6 = Eight Days Recuperation

SW-Incapacitated: Roll 1D6
1 = Ten Days Recuperation, then rotated home
2 = Ten Days Recuperation, then rotated home
3 = Fourteen Days Recuperation, then rotated home
4 = Fourteen Days Recuperation, then rotated home
5 = Twenty-One Days Recuperation, then rotated home
6 = Twenty-One Days Recuperation, then rotated home

Automatic Recovery:
Frostbite-Recovers = 1 day rest
Frostbite-Invaledated Home = Roll on SW-Incapacitated chart above
Stay in hospital after ditching = 1 day
Stay in Hospital if crewman parachuted into English Channel/North Sea = minimum of 3 days

Multiple Wounds:
2x Light Wounds = Loss of 11th mission bonus & Gunners hit on 6 only.
3x Light Wounds = Serious Wound
4x Light Wounds = KIA
1x LW plus 1x SW = KIA
2x Serious Wound = KIA

Enjoy, Jim cool



POW Survival Table:

Roll 2D6* for each POW.
2-4 = Died in captivity.
5-12 survived POW experience, Liberated in May, 1945

* Add following modifiers for wounds.
-1 for each Light Wound (LW)
-3 for a Serious Wound (SW)^
^ When using any house rule for SW crew bailout.

borrowed a bit from a table in the B-29 game,

Thank you for your post!
Daniel K. Edwards
(Kozzackkelt)


For those of us that want more detail, here is a Wound Locator Chart. An Excel version can be found in the files section here.

this comes from Steve Dixon's online 10th BW campaign.


Edits: To clarify & revise description. Also added FB-IH to table and add POW chart. (2012-09-16) Added wound Locator Chart. Added clarifier to SW-Incapacitated that he will rotate home. (20160902)
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12. Board Game: Luftwaffe [Average Rating:5.55 Overall Rank:13372]
Jim P
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Optional House Rule 6:

G.A.F. Placement Variant


The long awaited variant is finally up. You may find it in the files section Here:


The Variant allows German Fighters to attack the B-17 Flying Fortress from both 4:30 and 7:30 clock position. Which will give the radio operator and the waist gunners more opportunities to shoot at enemy fighters. It also makes the Cheyenne tail turret more powerful as the original tail gun (stinger) setup could not traverse that far over.

The second issue addressed is the placement of attacking German fighters. I have developed a seamless die chart that randomly places the fighters rather than having them show up in the same place depending on the 2D6 die roll. This random system fixes the issue with the frontal attacks being bias to the starboard side. The added benefit is the placement chart can be manipulated to replicate the Luftwaffe attack tactics.

Remember this variant is optional.

Variants and charts also included for use with my GAF: Placement rules.
A) B-17 Defensive Fire Pic Charts.
B) B-5 German Fighter Hit Allocation Tables.
C) Aerial Rocket and Aerial Bomb Tables.
D) Me410 Variant.
E) Smashers Variant by Bruce Peckham.
F) JG26 Variant by Bruce Peckham.
G) Jet/Rocket Aircraft Variant by Steve Dixion.
H) JU88 Variant by Bruce Peckham.

Enjoy,
Jim
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13. Board Game: B-17: Queen of the Skies [Average Rating:7.01 Overall Rank:1228]
Jim P
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Sterling Heights
Michigan
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Optional House Rule 7:
Repair time table to replace the one on Peckham Damage Chart:

Repair Time Table Is available in the files section here for down load.

As always this is an optional rule/chart. Yet if you are using the Peckam Damage, I request that you use this table in replacement of the one provided in the original chart.

Jim P cool
(Edit: Repair broken link to Peckham Chart)
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14. Board Game: B-17: Queen of the Skies [Average Rating:7.01 Overall Rank:1228]
Jim P
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Sterling Heights
Michigan
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Optional House Rule 8 :
Weather to and from Target Rule Variant:

For your information this is the table I will use when we have inclement weather at the target/base. You need not roll for every zone as it is already in the numbers from my rolls.

Table O-2b (variant)
Rout to and from Target Weather [excluding Target and Base Zone] (a)(b)(c)
Roll 2D6*: (d) (roll only once per Zone on the O/B leg only, this will apply on I/B leg too)
Bad 2-4
Poor 5-6
Good 7-12


Modifiers;*
(a) Forecasted weather adjustments;
Forecast Base weather - Bad, -1 modifier
Forecast Base weather - Poor, 0 modifier
Forecast Base weather - Good, +1 modifier
Forecast Target weather - Bad, -1 modifier
Forecast Target weather - Poor, 0 modifier
Forecast Target weather - Good, +1 modifier

(b) If prior days weather was Poor or Bad;
-1 Modifier (campaign games only)

(c) Seasonal
September - November: 0
December - February: -1
March - May: 0
June - August: +1

(d) Roll for every zone up to target


* Note: All modifiers are accumulative


Effects on Play:
Poor and Bad weather on the way to and from the Target Zone will impose the following effects to:

On table B-1 (Number of German fighter waves) a -1 to the die roll will be applied.

On table M-4 (Fighter Cover Defense) a -1 to the die roll will be applied.

Sporadic Flak, a result of 2D6 of 12 on the O-3 Table, Light or Medium column, will be considered as a Miss.


Edit: added Effects on Play note
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15. Board Game: B-17: Queen of the Skies [Average Rating:7.01 Overall Rank:1228]
Jim P
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Sterling Heights
Michigan
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Optional House Rule 9:
Spray Fire Revised:

After a game I played this morning I realized there was a discrepancy in the M-5 Spray Fire table when used with the M-6 Fighter Pilot Status table. I had rolled up an Ace pilot for a FW190 who attacked from six o'clock high. Targeting this fighter with the Top Turret and the Radio guns I chose to "Spray Fire" the radio gun. My roll for the spray fire roll was a "3" which would be a result of "Fighter Attacks Normally" but the Ace modifier reduces the die result to a "2". In turn this would change the result to "Fighter breaks off without Firing." This just didn't seem logical to me.

Below is an adjustment I made in an effort to align this table with the rest of the games tables.


JimP cool


M-5: AREA SPRAY FIRE (Revised)
Roll one die per MG using spray fire (a)

1 Jams (b)/Fighter attacks normally
2 Fighter attacks normally
3 Fighter attacks normally
4 Fighter Breaks off without firing
5 Fighter Breaks off without firing
6 Fighter hit - roll for damage to fighter on Table M-2

NOTE:
(a) Spray fire may only be against 3, 4:30, 6, 7:30, 9 or Vertical Climb
attacks, not against 12, 1:30, 10:30 or Vertical Dive attacks.
(b) A gunner may attempt to fix a jam gun each time the B-17 enters a new zone.
Roll one die: 1,2-gun fixed; 3,4,5-remains jammed; 6-gun broken permanently.


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16. Board Game: B-17: Queen of the Skies [Average Rating:7.01 Overall Rank:1228]
Jim P
United States
Sterling Heights
Michigan
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But what I do have are a very particular set of skills, skills I have acquired over a very long career. Skills that make me a nightmare for people like you… And I will beat you.
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Optional House Rule 10:
Random Event #2 Engine Stops – Revision

This is a Multiple Engine Failure house rule, which covers reoccurring #2 Engine Random Events and Engine Restart.

If a second roll on the Random Events table produces a #2 Engine Failure apply the following die roll.

Engine Incident:
Process: roll on the Random Event for this occurrence to see which engine has failed. If you roll a functioning engine then that engine has failed and is now out.

If you have rolled an engine that is out due to enemy damage then there is no engine event. Continue with the game.

If an engine that was knocked out by a previous Random Event then the engine restarts and is now fully operational.

Notes:
* If an engine fails due to a Random Event then subsequently receives combat damage that would cause it to also fail then this engine cannot be restarted.

**Any engine that fails due to non-combat related damage may be restarted using the following table.

Engine Restart:
Roll 1D6 ^
1 = Engine restarts.
2-5 = Remains out, try again next turn.
6 = Engine seizes and is out for the remainder of the mission. Immediately roll a second 1D6, on a roll of "6" this engine catches fire. (Attempts may be made to extinguish the fire per Bl-1)

^ If either your Engineer or Command Pilot have 10+ missions then there is a -1 modifier to this roll. If both of these crewmen have 10+ missions then the modifier is -2.

...as you can see the last bit came from this article you pointed out.
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17. Board Game: B-17: Queen of the Skies [Average Rating:7.01 Overall Rank:1228]
Jim P
United States
Sterling Heights
Michigan
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Glück muss man haben
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But what I do have are a very particular set of skills, skills I have acquired over a very long career. Skills that make me a nightmare for people like you… And I will beat you.
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Optional House Rule 11:

G-12.0 Seriously Wounded Bailout Table
(Replaces note (b) on table G-6, G-7 and G-8)

G-12.1 Crewmember Willingness to save a SW Mate:
Roll 1D6: (a)(b)(c)(d)(e)(f)
1-4 = Leaves SW Crewmember [67%]
5-6 = Helps SW crew out of plane [33%]

Modifiers:
a) -1 if other crew in compartment are also SW or no other crew in compartment
b) -1 for Ball Gunner
c) -2 for Tail Gunner
d) -2 if Intercom is out
e) -3 if an uncontrolled bailout or bailout is over water
f) +1 for every 5 missions the plane has flown (round down)
… (All Modifiers are accumulative.)

--------------------------------------------------------------------------------

G-12.2 SW Crewmembers assisted Bailout Chances:
Roll 2D6:
2-4 = Crewmember has bailout accident and dies [17%]
5-8 = Crewmembers has landing accident and dies [55%]
9-12 = Crewmembers Chute opens and lands OK (see "Chances of Survival" Below) [28%]

---------------------------------------------------------------------------------

G-12.3 Chances of Survival:
Roll 1D6: (g)(h)
1-2 = Dies in Surgery
3-5 = Incapacitated but Lives
6 = Full Recovery

Modifiers:
g) +1 if over Allied territory.
h) -2 if over enemy territory.

---------------------------------------------------------------------------------

G-12.4 Helping Crewmembers Added Modifiers upon Bailout. (on Table G-6, G-7 or G-8)
(Pick a crew in compartment or random adjacent compartment)
Roll 1D6: (i)(j)(k)

Modifiers:
i) -1 If Uncontrolled Bailout
j) -1 If Helping Ball Gunner
k) -2 If Helping Tail Gunner
… (All Modifiers are accumulative.)
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18. Board Game: B-17: Queen of the Skies [Average Rating:7.01 Overall Rank:1228]
Jim P
United States
Sterling Heights
Michigan
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Glück muss man haben
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But what I do have are a very particular set of skills, skills I have acquired over a very long career. Skills that make me a nightmare for people like you… And I will beat you.
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Optional House Rule 12:

TABLE BL-6 HEROS

by Jim Pink & George Martin.
A big THANK YOU must go out to George for his suggestions, organization and laying out of my idea.

Roll 2D every turn for each Seriously Wounded crewmember.

2D6 ROLL RESULT EFFECT
2 DOW: Crewmember has died of his wounds.
3 Incapacitated: Crewmember is incapacitated by his wounds. You may not roll for this crewmember again for the rest of the mission. (a)
4 to 10 Remains Unconscious: No effect. Roll again next turn.
11 Regains Consciousness: Crewmember regains consciousness. Roll 1D6: 1 4 = Crewmember may perform assigned duties for this turn only and then is incapacitated,
you may not roll for this crewmember again for the rest of the mission (a) (b); 5 6 = Crewmember may perform assigned duties for this turn (b)
12 Regains Consciousness: Crewmember may perform assigned duties for this turn (b)



+1 if a crewmember in the same compartment as the seriously wounded man/men has Basic Medical Training skill.
-1 if the seriously wounded crewmember is alone in a compartment or the other crewmembers in the compartment are also seriously wounded.
-1 if the seriously wounded crewmember has previously regained consciousness on the mission.

Notes:
a) After the mission uses a +1 modifier when determining recovery on Table Bl-4 (b).
b) The crewmember may perform assigned duties with the following modifiers:

__i) All shots on enemy fighters will only hit on a 6. Ace bonus still applies.
__ii) If the crewmember is the Pilot or Co-Pilot attempting to land the B-17,landing rolls on Table G-9 or G-10 -7.
__iii) If the crewmember is the Bombardier on the Bomb Run, Bomb Run rolls on Table O-6 -2.
__iv) If the crewmember is the Navigator and B-17 is Out of Formation, Roll 1D: 1 5 = Lost, normal rules apply; 6 = Not Lost, spend only one turn in this zone.
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19. Board Game: B-17: Queen of the Skies [Average Rating:7.01 Overall Rank:1228]
Jim P
United States
Sterling Heights
Michigan
flag msg tools
Glück muss man haben
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But what I do have are a very particular set of skills, skills I have acquired over a very long career. Skills that make me a nightmare for people like you… And I will beat you.
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Optional House Rule 13:
Placeholder for future epiphanies!
 
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