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Table of Contents
1 Introduction. .............................................................. 2 2 Game Equipment...................................................... 3 3 Sequence of Play. ...................................................... 4 4 Scenarios................................................................... 5 5 Air Units................................................................... 7 6 Random Events......................................................... 8 7 Weather..................................................................... 8 8 Detection................................................................... 10 9 Initiative.................................................................... 11 10 Movement................................................................. 12 11 Aerodrome Operations. ............................................. 16 12 Task Planning. ........................................................... 17 13 Air-to-Air Combat.................................................... 20 14 Air Unit Damage. ...................................................... 24 15 Post-Combat Procedure............................................ 24 16 Anti-Aircraft Artillery. .............................................. 25 17 Air-to-Ground........................................................... 27 18 Air-to-Ground Attacks.............................................. 27 19 Ground Target Damage............................................. 28 20 Track Phase............................................................... 28 21 Night......................................................................... 28 22 Ground Units............................................................ 29 23 Campaign Game....................................................... 29 24 Solitaire Game.......................................................... 29 25 Designing Bloody April............................................ 30 26 Tactical Hints............................................................ 31 27 Appendices............................................................... 32 28 Rules Index............................................................... 33 “Time to Climb” Conversion Tables................................ 37 German Scout Aircraft Availability Matrix. ..................... 40
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Bloody April Rules Manual Aeroplane. British term for aircraft or airplane. Aggression Value. A value representing pilot training, leadership and élan. Arcs/Hemispheres. Arcs are 60-degree areas around a flight. The three forward arcs of an aeroplane flight make up the front hemisphere, and the three rear arcs constitute the rear hemisphere. (See the Arcs diagrams on the play aids.) Artillerie Flieger Abteilungen (FA(A)). German artillery ranging and infantry support units. Bouncer. A flight that attacks into an existing dogfight Campaign Day. A campaign day consists of a number of taskings that take place over one complete day. Detected. A detected flight represents one that has been spotted by ground observers and has its location passed on to the aerodromes but is still a tough find for airborne flights. Dogfight. Two or more flights engaged in prolonged aerial combat. DRM. Die Roll Modifiers. The DRM is used to alter the results of a die roll by adding or subtracting to the total rolled. Dummy. A fog of war term used to denote any flight that does not consist of real aeroplanes. Dummy flights are used to confuse the enemy player on the location of real flights. Enemy/Friendly. Friendly units are all units assigned to the player by the scenario or campaign information. An enemy unit is a unit controlled by the other player. Flaming Onion. An incendiary 37mm anti-aircraft battery used by the Germans to attack Allied aeroplanes attacking Observation Balloons or other defended asset. Flieger Abteilungen (FA). German long range recon units. Flugmeldedienst. German Ground Observation Posts that were instrumental in helping the Germans to maintain an effective defensive posture. Flight. A unit of 1-6 aeroplanes of the same type in formation. Friendly Territory. Map area that consists of all non-trench hexes that are on a particular side of the map (e.g., British Friendly Territory is on the west side of the map that does not have trench hexes). Jasta. German term for their scout squadrons, loosely translated it means Hunting Squadron, condensed from Jagdstaffel. No Man’s Land. Any hex between the British and German trench hexes is considered not controlled by either side except where noted by SSR. Patrol. Small scale scenario with a limited number of flights per side. Scenario. A scenario can be on three levels; Patrol, Show or Campaign Day and vary in complexity and amount of activity. Schutzstaffel. German term for their two-seater units that provided protection for Recon (FA) and Artillery Cooperation (FA(A)) tasked units. Shortened name is Schusta. Scout. Term used to describe the single seat fighters used by both sides.
Bloody April is a game of air warfare over the Arras Sector in France during March through May 1917. This area was the scene of some of the most brutal air warfare to occur during WW1. In Bloody April, the players command the air forces of the British Royal Flying Corps (RFC) and Deutsche Luftstreitkräfte/German Air Force (DLS). They will also control ground units for their respective sides (e.g., Flak and Observation Balloons). Design Note: The British Royal Naval Air Service (RNAS) was a separate air force until combining with the RFC to become the RAF in 1918. For purposes of simplicity, the RNAS Squadrons are considered to be part of the RFC for all game purposes.
Two players are required; one to play the Royal Flying Corps (RFC) side and one to play the Deutsche Luftstreitkräfte (DLS) side. Both sides control aeroplanes and defensive forces for their side. It is possible to play with multiple players on one or either side by dividing the forces or taskings per player. Success for the British results from completing their air taskings and successfully recovering their aeroplanes. Success for the Germans results from successfully defending targets and preventing the British from accomplishing their taskings.
The rules are divided into standard, advanced and optional rules. The advanced rules add detail and make for a more complete simulation. The optional rules add more realism but also increased complexity. Players learning the game may skip the advanced and optional rules until they are familiar with the standard game mechanics.
1.21 Rule Conventions
Rules are numbered. Cross-references to other rules are listed [in square brackets]. Design notes describe some of the background and thought processes behind the rules.
1.22 Learning Bloody April
New players might wish to start by following the examples of play in the playbook. This tells you which rules sections to read first and summarizes some of the more important combat rules.
1.3 Glossary of Game Terms
Abort. Flights that are no longer able to conduct their mission will ‘abort’ and run for home. Ack Ack (AA). Anti-aircraft artillery, also termed ‘Archie’. Active Aerodrome. Any aerodrome that is listed in the scenario Order of Battle for a particular date. ADC. Aeroplane Data Card, a play aid that lists the performance and capability data for aeroplane type.
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Bloody April Rules Manual Service Ceiling. Maximum altitude that an aeroplane type can fly as denoted on its ADC. Show. Medium scale scenario. SSR. Scenario Special Rule. A scenario special rule is only applicable to that scenario or campaign. If a regular rule and the SSR conflict, the SSR takes precedence. Tally. Codeword used by the British, meaning that an enemy flight has been visually sighted. The term Visually Sighted and Tally have the same meaning for game rule interpretation. Tasking. A particular mission type or “job” that a flight is performing for that scenario. Time to Climb (TtC). A term used as a compilation of an aeroplanes rate of climb and the amount of time needed to climb to a new altitude band. Trench Line. Trench line consists of both British and German controlled hexes. Initial British trench depictions are blue and German trenches are red. Any hexes and portions of hexes between the trench lines that do not have trench artwork in them are considered to be No Man’s Land. Wind Up. British slang term denoting that a pilot/flight has become scared and they are avoiding combat or running from it. This is wind as in windy, not winding.
Design Note: The map shows the area of France where the majority of the air battles were fought during the March through May 1917 time frame. The game map portrays a portion of France, with Arras, Cambrai and Lens as the main cities displayed on the map.
2.21 Hex Grid
A hex grid has been superimposed on the map to regulate the position and movement of the playing pieces. Each hex is individually numbered. Where a four-number map reference is given, the first two digits (00xx) indicate the hex column on the map, while the last two digits (xx00) indicate the hex row. Distances on the map are counted in hexes. To calculate a distance, trace the shortest possible path from one map hex to another and count the number of hexes the path enters. Example: An adjacent hex is one hex distant, the hex beyond is two hexes distant, and the one beyond that is at three hexes. When counting the distance to a flight occupying a hexside count to the nearer of the hexside’s two hexes and vice versa (count from the nearer hex when counting distance from a flight on a hexside to another hex.) Half-hexes on map borders are not playable.
Hexes are one nautical miles across. Movement Points are multiples of 30 MPH. Game turns are two minutes long. There are five altitude bands, representing a flight’s height above the ground, as follows: Deck (Sfc-3,999 feet), Low (4,000-9,999 feet), Medium (10,000-15,999 feet), High (16,000-18,999 feet) and Very High (19,000+). Altitude within an altitude band is tracked with Time to Climb markers that vary in value based on aeroplane performance.
2.22 Terrain Features
A key describes the features of the map. Land, Forest or Urban artwork indicates types of land. Water artwork indicates rivers, lakes, canals and drainage systems. If more than 50% of the hex is water (e.g., hex 3717) or enclosed by water (e.g., hex 5301) then it is treated as a water hex and is a hazard to aeroplanes attempting a forced landing. If players are in dispute as to whether a hex is land or water, flip a coin to settle the matter. A hex with at least 50% Urban or Forest artwork is considered an Urban or Forest hex otherwise they are considered Open land. Example: Hex 2316 is Urban, but hex 2215 is Open, and hex 2008 is Forest but hex 1909 is Open land. Any hex that has road artwork run through it is treated as a road hex. The terrain type extends to the hexsides so that flights on hexsides are ‘in’ that terrain.
Bloody April scenarios represent battles that took place from March through May 1917. Dates are usually listed by month and year. Example: Apr 17 is April 1917.
2. Game Equipment
Bloody April uses ten-sided dice. Some die rolls are the sum of two dice (thus generating a number from 2 to 20), and some rolls only require one die (thus generating a number from 1 to 10). Play Aid tables have dice symbols in the table’s upper right corner indicating the number of dice used for that table. One die symbol means one die is rolled on that table. Two dice symbols mean two dice are rolled.
2.3 Playing Pieces
Punch out the counters from the sheets of die-cut playing pieces. Counters come in four general types: air units, ground units, chits and markers.
2.31 Air Units
Air units represent small groups of 1-6 aeroplanes also called flights. RFC flights are tan in colour and DLS flights are blue.
2.11 Die Roll Modifiers
Some tables require players to apply die roll modifiers. These are added to or subtracted from the dice result.
© 2012 GMT Games, LLC
Bloody April Rules Manual
2.32 Ground Units
Ground unit types include: AA/Flaming Onion concentrations, Artillery and British and German ground units . Observation Balloons are also considered to be ground units.
The ADC data includes the number of crew members and service ceiling of the aeroplane. The performance area of the ADC lists the aeroplane’s Level Speed, Manoeuvre rating, Time to Climb and Dive Speed rating for each altitude band. Firepower rating and Damage Factor are listed as well as are the Ammo Depletion number and Endurance. The notes area lists any special equipment or weapons and/ or any limitations on the aeroplane.
Initiative chits are used to order the movement of flights.
All other counters are markers, used for indicating the status of air or ground units, or to act as a reminder for the players of the
game turn or weather state.
2.4 Charts and Tables
Various charts and tables are provided for the players as reference and to resolve certain game functions.
2.9 Flight Logs
There are separate flight log sheets for the British and German players. These track the status of air units  and also have spaces to keep track of AA/Flaming Onion concentrations, Balloons and Ground Units.
Players have a choice of game scenarios to play. Scenarios are listed in the Playbook and describe the forces, objectives and special rules for a Patrol, Show or Campaign Day scenarios. Solitaire players will find the special rules for solitaire play in this rulebook . Design Note: For the most part, both nations used a multitude 2.6 Order of Battle of different aeroplane types to attack and defend their territory.
3. Sequence of Play
A scenario consists of multiple flights attempting to accomplish their taskings and/or stop the other player from accomplishing his taskings. Air units of both sides may start either in the air, on an aerodrome, or enter the map and attack ground targets, perform recon or conduct air-to-air combat and return to base or exit the map. The German and/or British player defends with air units and AA defences. Each tasking must be planned in advance. After setting up the map and components, the scenario/campaign is then played out. Scenarios are divided into game turns. During each turn the players follow a Sequence of Play in which they conduct various game actions. The Sequence of Play for a scenario is as follows, (where several activities are listed for a phase, perform them in the order indicated):
The Playbook will list the composition of forces for a given scenario [4.1] and the taskings assigned for that day and time frame.
2.7 Planning Map
The Planning Map is a reduced-size copy of the game map and is used to plot task locations and other planning before starting play.
Design Note: Both sides use many types of aeroplanes. The game not only distinguishes between major types of aeroplanes, such as the FE2, but the versions of each type. So the FE2b and FE2d are regarded as two separate types of aeroplane in the rules and have different capabilities. The Aeroplane Data Cards (ADC) list all the performance and combat information for the aeroplane in an easy to read format. Each aeroplane type has a separate unique ADC.
3.1 Prior to scenario
Weather Determination Phase. Players will roll for at-start weather conditions. Players may re-roll weather results by mutual agreement if the rolled conditions would prevent the scenario from being successfully completed. Place Sun marker on the appropriate time slot for time of day. Ground Planning Phase. Both players determine map locations for hidden AA concentrations and any Observation Balloons or Ground Unit placement. Record these on their log sheets [2.9]. Any dummy unit locations will also be determined and marked on the log sheets. Ground Deployment Phase. Both players set up non-hidden AA [4.41], Ground Units and Balloons on-map.
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The OOB also lists which aerodromes are active for the units.212].5]. Bombing attacks may take place .3. Historical Outcome.1]. and the time block and number of game turns (using the 24 hour clock). Flights move in initiative order. During movement. Weather. 5 Observation Balloons that were under attack are winched down to the ground and removed from play if not destroyed [12. (Advanced Rule) Any flights that are still locked in air-to-air combat are removed to the Dogfight play aid and a Dogfight marker is placed in their hex [13. Log sheets are filled out [2. DLS Order of Battle. Spinning Flight effects are resolved [10. Both players determine their target(s) and plot the target hex(es) for their tasking(s) as required.42].9]. Flights may voluntarily drop a Tally marker on an enemy flight during this phase. 4. players will be directed to roll on Weather and Wind Tables for the scenario month. Admin Phase. Air Deployment Phase. The OOB also lists which aerodromes are active for the units. Listing of British and German ground units for that scenario.31] before chit draw. Draw initiative chits [9. Time of Day. resolve each game turn as follows: Random Events Phase. Roll to detect undetected flights. or when both players agree to quit [4. Photo recon runs take place [12. Activate AA [16. Detection Phase. At the end of the phase remove any Barrage markers from Archie attacks placed during the previous game turn [8. more likely. Drift of a flight (not Dogfight) may trigger an Archie attack and placement of a Barrage marker. AA/Flaming Onion may fire on moving flights [16. returned to its aerodrome or is destroyed.5]. Flights enter/exit defensive wheels [10. Certain aeroplanes. This lists at which time the scenario takes place either during the day or at night . Recon tasked flights are credited with Photos taken [12. After the Admin Phase has finished. Reload Ammo Drums [13. During movement. begin a new game turn.33 and 16. Every game turn follows this sequence: Weather Event Sub-Phase: First if the game turn is a multiple of ten (10) then roll on the Weather Table to see if a Weather Event occurs.217].216]. Flights with a Tally marker on an enemy flight must roll to maintain Tally .4]. Taskings.2]. exact data on flights that may not have been involved in combat are not listed. flights may engage enemy air units [13.41].2] and if a crash landing occurs [11.2]. Flights within range may attempt to Tally enemy flights . Both players may activate any AA concentrations. (Advanced Rule) Dogfights may be activated and resolved or Bounced [13. 4. Each scenario provides the information required to set up and play. 3. Check for wind drift every game turn and adjust Flight. LLC . Some detected or visually identified flights automatically become undetected and some visually identified flights may become detected.216].14].Bloody April Rules Manual Scenario Planning Phase. and Defensive Wheel markers as appropriate. Either a specific weather condition will be listed or. 16.1]. Flights that will takeoff on the next game turn are placed on the map at their start aerodrome [11.6]. conduct the following phases: Recovery Phase.4] it is resolved. If time of day is later than 1900pm but not designated as night then Dusk conditions apply to visual sighting. Date of the scenario. Split flights [5. After completing the scenario. © 2012 GMT Games.4]. Scenarios Design Note: While most of the scenarios try to recreate the order of battle and conditions for an historical date. Ground Setup. Taskings for both players will be listed and any specific parameters for the taskings. Activation Phase.41] Track Phase. Roll for Artillery Cooperation results [12.13].3 Completing the Scenario The scenario finishes when the last German or British flight has left the map. Movement Phase. Random Events checks start on game turn two and every game turn thereafter. Dogfight. Players check for victory in the scenario [4.34]. RFC Order of Battle. One player rolls a die and if a one (1) or less is rolled then an additional two dice are rolled for Random Events . Roll for recovery of any remaining onmap flights [11. Flights that are landing are resolved [11. Ground Observer Sub-Phase. This section provides background information on the scenario. weapons or capabilities may not be available on the given dates.1 Patrol or Show Scenario Format The information in the scenario is as follows: Scenario Date.34]. Victory Phase. 3. Check the OOB tables and ADC notes for date information. Generate dummy counters [5. This lists the order of battle to be used for the scenario including the number of dummy air units. Every scenario will be a Patrol or Show but some can be combined and played as a Campaign . Weather Drift Sub-Phase. Weather Phase.2 During the Scenario During a scenario. Visual Detection Sub-Phase. Conduct a Ground Observer Sub-Phase and Visual Detection Sub-Phase. This lists the order of battle to be used for the scenario including the number of dummy air units. Both sides set up flights at readiness at aerodromes or in the air if allowed [4.
All of the individual aeroplanes on the game’s counter sheets are part of the actual rosters of those Squadrons/Jasta units (exception German FA/FA(A) and Schusta units are generic). The side with the highest point total is the winner. The Aggression Value for these aeroplanes will then be the printed value or the one rolled for individually.6 Victory Conditions At the end of a scenario. Aircrew with a NR rating have to roll on the Flight Quality Table to get their Aggression Rating. 4.34 Pilot/Crew Rosters Design Note: These rosters are based on the historical pilots and crews that fought during these battles. It is the product of each air force’s experience and training.32 Individual Flight Members Players are encouraged to use the available unit rosters and pick pilots/crews for each available slot within a flight. Some flights may have a lower value to represent a historical situation. 4. both the RFC and DLS players total their Victory Points.5 Scenario Completion The scenario is completed either when the last attacking flight has landed.2 Planning Phases See the Sequence of Play [3. The scenario will list pilot training levels for the forces on each side: Trained. Dummy flights can take off like regular flights.42 Flight Set Up In the RFC Air Deployment Phase and DLS Air Deployment Phase the players places flights at aerodromes or already positioned in the air. Veteran or Ace. NOTE: Not all pilot ranks are listed especially for 2-seater crews. 4. roll two dice for each flight on the Flight Quality Table. Players should record these locations and timing on the log sheets. or at an aerodrome.41 AA Set Up In the Ground Deployment Phase all AA upgrades and all nonhidden AA concentrations (not AA points) must be set up on the map. Most will be listed in the Taskings or SSRs for a particular scenario. Flights that start in the air near aerodromes are placed at any altitude band (limited per the ADC) within three hexes of an active aerodrome (one that is in play for the scenario). Pilots with a rating of 0 or higher are Aces or achieved Ace status during their career.4 Set Up 4.6 Bloody April Rules Manual Scenario Special Rules. 4. Regular. 4. 1/5 of the listed AA concentrations (fractions round down) may setup hidden and inactive at the start of play. 2-seater crews are listed Pilot/Observer. When filling out the flight details on the log sheet. 4. Victory Conditions.3 Flight Quality Generation Design Note: Pilot quality is a decisive factor in combat as reflected in the Aggression Value. A consolidated listing of all the British Squadrons and German Jasta units is available as free downloadable product at www.31 Delayed Aggression Roll (Optional Rule) Do not roll for a flight’s Aggression Value until the first time the value is needed for air-to-air combat or a Wind-up check. either active or inactive as desired [16. Example: If Manfred von Richthofen (+5) is leading a Jasta 11 flight (Jasta 11’s training level is Ace with a max +3 rating) then the flight is considered to have a +5 rating unless von Richthofen has been shot down or separated from the flight. Some went on to greater glory but most gave their life for their country in the brutal skies over the Western Front battlefield. This lists any SSRs that apply.1] for the exact order in which planning functions must be completed. No more than one concentration can be set up in a hex (so additional AA cannot be stacked in a hex with another AA concentration).33 Highly Skilled Flight Leaders Flights that are led by highly skilled flight leaders defined as a pilot or pilot/crew with an Aggression rating equal to or higher than the highest value for the unit’s pilot training level (Aggression Level) will use that pilot or pilot/crew’s rating in lieu of rolling on the Flight Quality Table. 4. 4. All flights begin the scenario undetected.6]. These values will then be used if the flight breaks up into individual aeroplanes. or both players agree to end the raid because it is unlikely that there will be any more combats. Only one flight from each aerodrome can start airborne unless noted by SSR.com The pilot/crew rosters can used to populate your flights and add a level of role playing to the game. Note the value on the flight log sheet. All other flights from that aerodrome must take off on game turn 1 or later.gmtgames. © 2012 GMT Games. 4.21 Planning Each player plans the required flight route hexes for each tasking and the game turn of entry for each flight. Dummy flights may set up in the air. 4. Notably Scout pilots may have a higher training level than 2-Seater squadrons. This lists any changes or alterations to the standard victory conditions [4. referencing the flight’s pilot training level to determine the Aggression Value.2]. 4. AA concentrations must be placed in any land hex. LLC .
all of the same type. 5. Dummies can be voluntarily removed from the map at any time. A scenario will allocate the RFC and/or DLS player a number of dummy flights. Dummies may be regenerated any number of times. that flight may secretly swap its current generic counter ID with that of the dummy. engage or attack enemy flights.Bloody April Rules Manual 7 5. making counter H the new dummy. During a turn. Once flights are split they may not rejoin. Flight/Single Aeroplane counters have a front (or forward) and rear edge. The actual flight counter will continue to be used unless the counter is outside both Tally and Ground Observation in which case it would revert back to a Generic Undetected counter with a new letter/number if desired. as described on the ADC [2. replace the generic counter with the actual flight counter. Dummies contain no aeroplanes and only exist to confuse the other player. Each flight counter may generate one dummy every Admin Phase.31]. or adopt counter B instead. Dummy counter B is placed in the same hex at the same altitude and with the same heading. Players should note the letter/number of each flight’s generic counter on the log sheet. 5.1 Flights Flights and Single Aeroplane counters have the characteristics of the aeroplane that makes up that flight. LLC . but the players may never have more dummies than their starting allowance in play at any time. Without radar detection systems both the British and Germans relied on ground observers to report the location of enemy flights to allow some level of advanced warning. 5. A flight of two or more aeroplanes may split into two or more flights in the Admin Phase. Dummies may also be generated in the same hex and altitude band and with the same heading as an Undetected generic flight counter. Dummies use generic counters. printed on the counter and single aeroplane counters may include a preset Aggression Level. a flight is represented on the map by a generic Undetected counter or a generic Detected counter. Until it is visually identified [8. Generic counters are identified by a letter (German) or number (British).14 Splitting Flights Design Note: This rule allows the player to send crippled or dud engine aeroplanes home. they may not attempt to gain a Tally. pilot name aggression value squadron rear edge front edge fog of war to a scenario and provide a means to mask locations of real flights and aeroplanes. Removed dummies can reappear through dummy generation. Example: A flight using generic counter H generates a dummy. Only generic flight counters (including other dummy counters) generate dummies. © 2012 GMT Games. The flight counter also indicates the specific type of aeroplane in the flight. Air Units Air units represent flights of between one and six aeroplanes. All flight/single aeroplane non-generic counters have two sides: the visually identified side and a detected previously visually identified side. freeing the rest of the flight to continue with its mission. Single aeroplane counters have a historical pilot/observer or ace name. if allowed by the scenario. A flight that swaps with a generated dummy loses any Tally it holds. However. This is especially helpful for the Germans who are at a numerical inferiority and must hold their limited numbers back until they are needed. one or both player(s) may generate a dummy flight by placing it on the map at any scenario listed aerodrome. observer aircraft type Flight counters have a Squadron/Jasta designation and British Squadrons and German Schusta/FA(A) units will also have a Flight Identifier.8].13 Dummy Generation In the Admin Phase. Flights that have been visually identified [8. He decides to swap the flight to counter B. Add a new single aeroplane flight counter to the map for each cripple and create a new flight log for the split flight(s).31] no longer generate dummies but can do so again if they later become Generic Undetected.11 Generic Counters Design Note: Generic counters are used to conceal the true identity of air units. Note the flight’s new counter ID on the log sheet. These will be moved as if they were real units. This should be noted on the log sheet. When a dummy counter is generated by a flight. neither side is required to have its entire allotment of dummies on the map and may keep unused dummies ‘in reserve’ for later use. This may only be done if one or more aeroplanes in the flight are crippled or have dud engine effects. 5. The player may choose to keep counter H as the flight’s generic counter. Detected dummy flights are immediately removed from the map. When a flight is visually identified.12 Dummies Design Note: Dummy flights allow both sides to add a level of 5. detected undetected No information is listed on a generic counter other than the identifying alpha numeric. The number of aeroplanes in a flight is determined by the scenario.
Some Random Events may be excluded by SSR. All flights have the same ammo. LLC .12 Mostly Sunny Broken Cloud marker placed in Weather Box. the owning player must move excess flights to nearest hexsides to reduce stacking to two flights per hex. Clouds affect the entire altitude band and block LOS. These states apply to all aeroplanes in the flight. 5. initially roll a D10 and if the result is a 1 or less then roll on the Random Events Table. 7. Follow the instructions given there. If a random event occurs. For every multiple of 10 flights airborne (fractions round down) for both sides. Aeroplanes with empty boxes are operational and undamaged. must be rolled for on the Aggression Table cross-referenced with the Squadron/Jasta skill level. Example: If the flight starts with two aeroplanes. 8.21 Aeroplane Boxes The log sheet has six boxes numbered one to six. Weather Design Note: Weather had a profound effect on air combat in WW1. The attacking flight(s) select which flight in the stack they will attempt to engage. Aggression Value and various ordnance and formation states. ordnance. A crossed out box indicates the aeroplane has been crippled. if not present on the single aeroplane counter. All the crippled aeroplanes must be generated as separate single aeroplane counters. 6. This must be declared prior to moving the flights and cannot consist of partial movement of a flight then separating them. The altitude bands on either side of the layer define it. 5. Visibility restricted between bands.3] tougher (–4 DRM) between the bands. 5. the DR is modified by –2. Stacked flights are not engaged as a single entity but must be engaged separately. 7. roll two dice and look up the resulting event on the Random Events Table. Weather Change Phase and Wind Drift. Weather effects in the game include Environmental Conditions. There is a Flight tracking marker available to aid players in tracking total number of flights airborne. A cloud layer exists between two altitude bands which makes visual detection [8. Flights may only end in the same hex/hexside and at the same altitude if they declare stacking and must move together on the next game turn.2 Log Sheets Each flight has a space on the log sheet noting the flight’s name. Black out a box if the aeroplane does not exist in the flight. A slash through a box indicates the aeroplane is damaged. In the rare situation where more than two flights of the same nationality are stacked together. generic counter. In addition there are check boxes to note air-to-air weapons depleted and endurance expended in a tasking. © 2012 GMT Games. Each box represents the status of a single aeroplane in the flight. task. endurance. In the Random Events Phase (starting on the second game turn). If the two flights no longer want to move together after the first game turn of stacking they must move separately during the Movement Phase and cannot end in the same hex/hexside. Aggression Values. Example: A broken cloud layer at Deck/Low altitude is considered to be between the Deck and Low altitude bands.13 Mostly Cloudy Cloudy marker placed in Weather Box. NOTE: If a Cloudy marker occurs in the Deck band. and tasking status as the original. A crossed out and circled box means it has been shot down.1 Environmental Conditions Environment conditions cover the entire map. 7.11]. Flights on the hexsides are not considered stacked with flights fully on the hex although they may be attacked by flights in either hex. Clear marker placed in Weather Box 7. Random Events Design Note: Random events cover facets of the air war that can be modelled with an event versus a game rule to allow players to focus on the most important rules but still have some thematic effects. Log sheets should be filled out in the Planning Phases and the RFC/DLS Air Deployment Phase. Line of Sight. This D10 is modified by the number of Real/Dummy flights total from both sides that are airborne at the beginning of the game turn.0.15 Stacking Flights Two flights of the same nationality may stack together in the same hex/hexside and altitude band (time to climb may be different) and they can move together as long as both flights start and end in the same hex/hexside. black out boxes three to six 7. The pilots and crew were exposed to the elements in open cockpits with poor or non-existent instruments while attempting to navigate through atrocious weather and wind conditions.8 Bloody April Rules Manual One flight must comprise all the non-crippled aeroplanes. flights may still carry out their taskings (except Recon and Artillery Cooperation) at Deck+0 and that altitude level is considered Clear [7.11 Clear No Weather Effects. place it on the game turn track.
5 marker when perpendicular to wind direction. The Sun Arc may adversely affect visual detection attempts during the Detection Phase [8.4 Weather Change Phase In the Weather Change Phase (starting game turn 10 and every ten (10) game turns thereafter). if the flight was heading NNE in one of the three hexes then the flight would not drift as .5 marker already on the flight or will reduce speed by .5 marker on the flight then they would immediately drift 1 hex south. Finally. b. Artillery Cooperation or Bombing taskings while in or above a Fog altitude band.3]. Place a Fog marker in the Weather Box. If the new game turn is now turn 30 then 60 mins have elapsed (each game turn is 2 minutes of real-time) and it is now 1100am. then no visual sighting [8. If heading NNE and the winds are from the NW at 30 MPH.5 marker as appropriate for cases a and b) c.5 marker if 15 MPH wind and if the wind speed is a multiple of 30 MPH than the flight will drift 1 hex (per 30 MPH increment) in the direction the flight is heading. © 2012 GMT Games. the flight would drift one entire hex to the SE.5 marker will negate any +. If heading into the wind direction. The scenario at-start conditions or random wind generation will determine from which direction the wind is blowing and at what speed in 15 MPH increments. Some Weather Change events may be excluded by SSR. Move the Sun marker to the “1100am-1259pm” block. 7. Flights may not attempt to engage in air-to-air combat without a LOS to the enemy.52 How to plot wind drift effects There are 12 possible headings on the map. roll two dice and look up the resulting event on the Weather Change Table. Five will be with the wind. If the heading is with the wind direction. the flight would have had a tailwind and gain a +. five will be against the wind and two will be perpendicular and drift in the direction of the wind. Flights may not conduct Recon.5.14 Rain or Snow Cloudy in the band designated and visibility effects in all bands lower (Snow –5 DRM. 7.2 Sun Arc (Optional Rule) Based on the time of day for the scenario place the Sun marker during daytime scenarios on the proper slot on the sun track above the compass rose on the game map. 7. 7. If an intervening altitude band is marked with a Cloudy Marker. If during the scenario the number of game turns would increase the time of day into the next block then move the Sun marker to the new time block.5 marker if 15 MPH wind and if the wind speed is multiple of 30 MPH than the flight will drift 1 hex (per 30 MPH increment) 180 degrees opposite the direction the flight is heading. Draw an imaginary line from the centre of the unit’s hex (or hexside) to its target. Follow the instruction there and change any weather markers as required on the map. a flight will only drift if the wind speed would produce a full hex shift (1 hex drift per 30 MPH or 2 hexes drift per 60 MPH).5/–.Bloody April Rules Manual 9 7. every airborne flight will drift into/away or with the wind. If the LOS is blocked. Example: A scenario starts at 1000am so the Sun marker is placed in the “0800am-1059am” block.5 Wind Drift Phase The Wind Drift Phase occurs every game turn and will affect every airborne flight on the map (exception takeoff [11.2]). If the heading is perpendicular to the wind direction. Example: The wind direction is from the NW at 15 MPH. the LOS is blocked if attempting to trace a LOS through that band and if there is a layer between bands then apply the applicable DRM from Detection Table to any detection attempts.51 Wind Drift Procedure When the wind condition is anything besides calm. The three cases are as follows: a. Rain –3 DRM). 7.5/–.3 Line of Sight Many game functions rely on there being an unblocked Line of Sight (LOS) from one unit to another. LLC .2]. 7. if a flight was in a hex heading NW then they have a headwind drift of –.1] and landing [11. a flight will be marked with a –.5 this game turn. AA may not fire on flights in or above a Fog altitude band. Treat ground units/targets as being on the deck for the purposes of this rule.3] is possible and no bomb runs are permitted [18. 7. (NOTE: 45MPH winds would cause 1 hex drift and placement of a +. Do not place a +.5 drifts are ignored if perpendicular to wind. Aeroplanes and/or Observation Balloons do not block LOS traced through them.15 Fog Visibility effects in the band designated (–7 DRM). Place a Rain or Snow marker in the Weather Box. This –. If the flight had been heading South. a flight will be marked with a +.5 marker. See Detection Playaid for more details. If there already was a +.
.2 Detection of Flights Design Note: Detected units have been located and friendly units alerted to their presence. each flight may have only one Tally marker on the map). numbers and type and makes for the highest probability engagement roll. 8.1 Detection States Airborne flights will be in one of four states. 8. A player may make a visual sighting detection roll for each enemy flight within five hexes (each altitude band difference between flights adds one to range) and Line of Sight [7.g. 8. or Detection.12]. The Germans in particular had a highly dedicated group of ground observer stations that reported via telephone to the Jasta units when enemy flights had crossed over the front. Example: If the wind is out of the northwest at 30 MPH then each Dogfight marker on the map is moved 1 hex southeast. Detection Design Note: The detection of enemy flights is vital to combat.11] until they are visually identified. Dogfights never gain a +. Undetected flights can be real or dummy.33] but the flight is not marked with the actual flight counter unless visually identified by another aeroplane [8.53 Dogfight and Defensive Wheel Drift Procedure During the Weather Phase. Dogfights only drift if the wind will move them completely one or two hexes.12]. Detected flights are real flights that have been spotted by ground observers or have attacked ground targets and may be engaged in air-to-air combat at reduced probability of engagement. from ground observation to detection in the air. Flights not visually identified during the detection phase become visually identified if the flight enters air-to-air combat. Choose an eligible friendly flight to make the sighting attempt.5/–. Detected Previously Visually Sighted flights are flights that had been visually sighted but are no longer under a Tally marker and have been flipped to the reverse side of actual flight counter. Strafing.3] of each friendly non-dummy flight (Dummy flights may not attempt Tallies). 8.21 Special Detection Cases Any undetected flight that is successfully engaged (a hit is achieved whether causing damage or not) by anti-aircraft (Archie) artillery and/or conducts a ground attack tasking (e. Example: “10” Flight is a formation from 56 Squadron flying SE5s and is within four hexes of an enemy flight. Calculate the range and modify the roll by the applicable DRMs. Detection is the product of many factors. “10” Flight attempts to visually sight the enemy flight and is successful marking the enemy flight with Tally “10” marker. Visual ID Detected Previously VID 8. If successful. remove it from the map [5.e.31 Visual Identification Flights use generic flight counters (Undetected) or flip side of generic flight counter (Detected) [5. Roll two dice and apply the Visual Sighting Modifiers. mark the enemy flight with a Tally marker that matches the searching flight. 8. move a Dogfight and/or Defensive Wheel marker one or more hexes based on wind speed and direction as determined by the scenario setup rules. both players roll two dice for each undetected enemy flight on the map that is within detection range (consult the Detection Table play aid).3 Visual Sighting is flight activity in his area but visually sighting them gives him exact information on altitude.5 marker.32 Effects of Visual Identification Flip the flight counter to its visually identified side. The owning player must decide in what order to attempt visually sighting as the first success will be the flight that they visually sight (Tally) (i. Balloon Busting. 7.10 Bloody April Rules Manual In addition to regular detection rolls. Bombing) will automatically have their detection status changed to detected. at which point they are replaced with the actual flight counter. Undetected. Visually sighted flights have been detected (Tally) by airborne flights and may be engaged in air-to-air combat with the highest probability of engagement. Identified flights no longer generate dummies [5. Aborting flights may attempt visual sighting and should do so to avoid being attacked easily.33].3] against enemy flights that will allow them a greater probability to engage that flight in air-toair combat. Do not roll for visual sighting at night [21. Visually Sighted (VID) and Detected Previously Visually Sighted. The defending player must provide information on the flight as per [8. Detected. Design Note: Detected flights allow a player to know that there 8.12]. If a scenario time of day goes beyond 1900 pm but is not designated a night scenario then Dusk conditions apply which will reduce visual sighting to two hexes. Detected flights have their generic Undetected counter replaced with the Detected side of their flight counter.12]. If the detected flight is a dummy. Weather Table or by random event. © 2012 GMT Games. If the wind was only 15 MPH then the marker would not drift. players may make visual sighting (Tally) attempts [8.. LLC . The owner of the identified flight must give Visual ID information to his opponent [8. Each Detection Phase.3]. The result will be No Effect (the flight remains undetected). Flights cannot be visually identified at night [21.
No flight may move or Dogfight activate more than once per Movement Phase. The DLS player has 3 flights in play. Play passes to the DLS player. b. Example: The RFC player has 10 flights in play.1 The Chit Pool The DLS and RFC players maintain a ‘chit pool’ consisting of numbered initiative chits. He moves three RFC flights. he will choose from the Small Force pool. 9. Once this decision has been made the RFC and DLS players alternate movement. If at the start of any game turn. However. Force side is calculated separately for each side. the DLS player does not need to draw again. The total number of aeroplanes. Flights stacked together that will be moving together count as one flight for initiative use but count as two flights for overall force size. However. they will count towards your total during the next game turn). The RFC player draws a “3” initiative chit.33 Visual ID Information Players keep the information on their log sheet secret from their opponent. So the RFC player moves the three RFC flights and immediately passes play to the DLS player. After a chit has been drawn and flights equal to the chit value have moved. All flights that start the turn on the ground are not considered for the force pool count until they become airborne (e. The player checks the value on the appropriate side. Since all the RFC flights have moved. (These can’t be flights that have already moved. d. He draws a “0” chit.22 Large Force and Small Force Chit Pools Use the Large Force side for 10 or more flights and Small Force side for 9 or less flights. The type of aeroplane. Once flights/Dogfights equal to the chit value have moved or been activated.3] and are at least 10 hexes or more from an enemy flight there is no chit pull required. Design Note: The proximity of the ground observers gives 9. The player for the side that moves first draws an initiative chit from the pool. which means he must move a single DLS flight.) The DLS player now draws a “1” chit. the number of aeroplane flights moved being determined by the draw of initiative chits. The DLS player does not move any flights and play passes back to the RFC player. it is immediately placed back in the cup. The German player will be on the defensive. he will choose from the Large Force pool. The RFC player now draws a “4” chit. Initiative Design Note: Air battles are fluid and dynamic. The number of damaged and crippled aeroplanes. The player may choose which flights to move or Dogfights to resolve and in which order. They get to choose to move first or second. Play passes back and forth between the players until all flights and Dogfights on the map have moved or been activated. At the beginning of each Movement Phase.) 8.2 Drawing Initiative Chits the defenders an edge. 9. The German player will move all of his flights and the British player will move all of his flights. play passes back to the other player who must draw a chit and move the requisite number of flights or activate Dogfights. any flight has crossed the trench line then a normal chit pull sequence occurs. The RFC doctrine as set forth by their commander in chief Hugh Trenchard was to be on the offensive and take the fight to the Hun. he only has three unmoved flights remaining.g.Bloody April Rules Manual 11 8. © 2012 GMT Games. Chits are returned immediately to the pool after they are used and could be drawn again. The initiative system models this ‘organized chaos’. (No chit draws necessary. LLC . The chits are doublesided with a Large Force side and Small Force side. usually kept in a cup or other opaque receptacle. After the DLS flight has moved. if a flight is visually identified [8. the following information must be given: a.22]. the RFC player draws a “5” chit. Drawing a “0” chit immediately passes play back to the other player without moving any friendly units. He just moves his remaining two flights. the German player will decide whether to move first or second.21 Non-Chit Pool Usage For game turns where flights have not crossed the trench lines [1. If all flights on one side have moved or there are no Dogfights to activate. Chits are drawn from the pool during play..32]. play passes to the other player who must move all remaining flights or activate Dogfights. c.34 Removal of Barrage Markers Any Archie Barrage markers are removed at the end of the Detection Phase. He must move four RFC flights. The resulting value is the number of flights (real or dummy) the player must move and/ or the number of Dogfights where the player is the attacker or bouncer that he may activate. All airborne flights (including dummies) count for the force pool size. 9. The chits are double-sided with a large force side and a small force side [9. The actual altitude of the flight in feet. 9. The DLS player is the defender and decides that the RFC player will go first.
13 Altitude Flights can fly in five altitude bands. For the purposes of combat. 60 then 90 degrees clockwise.11 Flight Facing Flights must face their front sides toward hexsides or hex corners. A flight that turns while occupying a hexside moves into the hex in the direction of the turn. If the attack results in an engagement slide the flight into the hex the attack takes place from. Low. LLC . High and Very High. 10. 10. unless they are pointing at a hex corner. © 2012 GMT Games. it’s not necessary to portray the physics of flight or three-dimensional movement in the same detail as a tactical level game. in which case move them onto or off the hexside. It moves into the hex in the direction of the turn. When moving. Movement Design Note: When wargaming large-scale air battles. aeroplanes must keep moving or they will fall out of the sky. Air-to-air attacks by a flight on a hexside can be made from either hex.) The rightmost flight is crossed out because it is not facing a corner. Note the leftmost flight is on a hexside. move flights into the hex directly ahead. facing a hex corner. 10. 10. When attacking a flight on a hexside. and is now facing 30 degrees away from its original heading. 10. From lowest to highest they are: Deck. Each hex corner or hexside turned is an increment of 30 degrees. Illustration: Major Cherry FE2 flight occupies hexes A and B for the purposes of combat. Treat the flight as if it occupies that hex. Medium. without changing its location or facing. a flight occupying a hexside occupies both hexes sharing that hexside. designate which hex the attack takes place in.12 Bloody April Rules Manual Turning alters facing. Illustration: A flight on a hexside turns 30 degrees clockwise. or on hexsides facing a hex corner. However. Mark the altitude of each flight by placing an Altitude marker on or near it. (In this picture its front edge overlaps the corner it is facing. a flight turns 30.1 Counter Placement Flight counters are placed on the map either in the centre of hexes.12 Hexsides Illustration: Counter placement on the map. The dashed boxes represent the hex or hexside they are moving to. Illustration: From left to right in this sequence. while altitude bands show how high above the ground they are and their position within that altitude band. Illustration: Counters moving. Attacks against the flight can be made into either hex. It can be attacked in hex A by the Archie barrage.
2 Movement Points Design Note: The number of Movement Points available determines how far a flight moves on the map.5 marker due to wind drift effects [7. © 2012 GMT Games.IIs service ceiling. Example: If the speed selected is 2. Example: If the maximum speed for an altitude band on the ADC is 3.Bloody April Rules Manual 13 10. Example 3: A flight in diving flight with a diving speed of 4MP will have 3MPs if diving to another altitude band or 4MPs if staying within the same band. players will compare the Time to Climb values of the two opposing flights.5 marker to denote potential added movement. 10.5 or 3 MP can be announced. announce the MPs equal to the maximum allowable speed.5MP for any Archie DRMs. A flight’s speed can never be less than one MP (unless affected by drift which could reduce speed below one). flight speed is equal to the diving speed.15]. There are two ways to quickly find relative altitude. To calculate altitude advantage. the SE5s at +5 Medium are at 14250ft and the Alb DIIIs at +5 Medium are at 13750ft. flight speed is equal to the reduced MPs.2]. 2. Flights flying at the lowest level of an altitude band will be marked with Alt Band+0 markers to show they are at the bottom of the band. A flight’s total MP for the Movement Phase is based on its current speed and any +. Any subsequent game turns spent climbing will increment the Time to Climb value by one. The flight’s speed is considered 2. The ADC lists the maximum speed values. Using the conversion tables.21 Speed Setting For the movement type selected. Flights move in the Movement Phase by expending Movement Points (MP). To move a flight. The flight must expend all its MP when moving. On the next game turn if 2. Players may set their own preference for this but should come to a standardized agreement to avoid any confusion. Values are listed for each altitude band.5 marker will be placed on the flight at the end of its movement.5 marker. NOTE: Common practice is to have the current value always facing to the top or towards North of the map.II has a TtC value of 7/13M in the Medium Band. Then announce the flight’s total MP before it begins to move.5 is selected again. Aeroplanes use the speed value for the altitude band in which they begin the game turn. Example 2: A flight in climbing flight with a speed of 3MP will have only 2MPs available for movement and the flight’s speed is considered 2MP for any Archie DRMs. Example: A flight of SE5s are at Time to Climb +5 Medium and a flight of Alb DIIIs are at Time to Climb +5 Medium. it will have a total MP allowance of 2. 10. Example 1: A flight selects a speed of 3MP but has a –.5+.15 Calculating Altitude Advantage Design Note: Time to Climb values are used for calculating the altitude advantage which is a modifier for air-to-air combat or when a player wants to compare the relative altitude of two flights. The other method is to use the conversion charts to find the actual relative altitudes. 10. Example: Halberstadt D. The SE5 have a maximum Time to Climb value of 7 for the Medium band so their fraction is 5/7 while the Alb DIII has a maximum time to climb value of 8 at the Medium band for a fractional value of 5/8. the D. For Archie DRM purposes it’s speed is considered to be 4MPs in either case. flights will have a designated Time to Climb (TtC) value that differentiates how high within a given altitude band the flight is flying. A flight’s speed is determined by its aeroplane type. The aeroplane ADC will also list the maximum time to climb rate for each altitude band which will most likely be different between different aeroplane types. A flight may be marked with a +. On the game turn that landing begins a flight may announce MP between 1 and its maximum speed [11. The highest value TtC marker they can have is Med+7 but on the conversion table you would look at TtC Med 13 column to find their altitude values which in this case Med+7 equals 13220ft. and max allowable speed for the movement type selected for that game turn. For AA attack purposes a flight’s speed is equal to its speed setting plus/minus any wind drift and if climbing. 5/7 is greater than 5/8 so the SE5 is higher and has altitude advantage.5. or up to one less than this number. Some ADCs may have a split value for an altitude band and the first value denotes the highest level they can climb within that band and the second value denotes the climb rate when looking at the Altitude Conversion Tables. a speed of 2.5/–.5 then a +. If no value is listed for an altitude band. This is important for tracking how long it takes to climb to the next altitude band and is also used in combat to determine the altitude advantage [10. first decide which movement type to select and then cross check for max allowable speed.14 Time to Climb Within each altitude band. LLC . This MP total is the flight’s speed for the game turn.5 or –.5 marker. the aeroplane cannot move in that band or enter it. If diving. The first is to compare fractional values of the relative time to climb and the time to climb rate for that aeroplane and altitude band. altitude.52]. The flight that is higher within the band has the altitude advantage. The flight that is higher within the band has an altitude advantage. The Time to Climb tables can be found on pages 37-39 of this manual. Speed setting may be listed as a fractional value and if that is the case then the next game turn’s speed will have a +.
Flights in level flight will maintain their current time to climb marker (i. If the flight has completed the required time to climb to the next altitude band it can be marked with the next higher altitude band marker (i. NOTE: A flight in Gliding Flight has its Manoeuvre rating reduced to one. the flight’s speed is considered to be the total Dive Speed. Exception: BE2 aeroplane is so inherently stable that they have a minimum Gliding Flight speed of 2. Flights cannot mix and match different movement types and the entire game turn’s movement is executed with the one selected movement type: • Level Flight. Mark the flight with a Climb marker if the possibility exists for the flight to be engaged to denote the reduction in Manoeuvre rating. If it selected Climbing flight its Climb Speed would be a value from 1. Mark the aeroplane with a Dud Engine marker. A flight may also use one MP to turn up to the flight’s maximum turn value without leaving the hex [10.3 Movement 10.1]. © 2012 GMT Games.0-2. If these aeroplane types attempt to dive at their max dive speed they risk structural damage or even structural failure. A flight that selects climbing flight uses the same maximum speed settings as Level flight but has its total MPs reduced by one to represent the vertical component of its flight movement.e.423]).e. Dive to a lower altitude within the current altitude band (i. Spinning Flight Tendency: Some ADCs may list an additional positive or negative DRM that will be applied when attempting to recover from Spinning flight. At the end of each movement segment where they dove at max dive speed. • Climbing Flight. Gliding flight is not a selectable movement type but can be forced by damage or the aeroplane type exceeding its endurance. Low replaced by Medium) otherwise continue to mark it with the appropriate Time to Climb marker incremented one tick... increase the Time to Climb marker by one). For AA attack purposes. Remove the Spinning Flight marker if the recovery attempt is successful. A flight can also use one MP to turn up to the flight’s maximum turn value without leaving the hex [10. Example: A flight diving one altitude band has a Dive Speed of 4MP – 1MP for diving an altitude band. 10.33] and conduct a Wind Up check [15. Use random selection to determine which aeroplane within a flight is affected by the result. A flight can select any allowable value for its Time to Climb marker for the new altitude band that it dived into. • Spinning Flight. After each MP expended the flight can make a free turn minus 30 degrees. place a Manoeuvre marker [10. If the flight dives into a lower altitude band then the flight must subtract one MP from its total MPs to represent the vertical component of its flight movement. Move one hex straight ahead for each MP allowed. Flights in spinning flight are resolved in the Movement Phase prior to drawing initiative chits.32]. If the result is greater than or equal to five. If starting in the Deck altitude band. On expending a MP the flight may make a free turn up to the allowance indicated on the Turn Table. the aeroplane will crash land [11. Any AA attacks on the flight would use the 4MP DRM as the total speed but the flight is only moving 3MP horizontally. On entering a hex the flight can make a free turn up to the allowance indicated on the Turn Table [10. they do not gain or lose altitude). A flight can select any allowable value for its Time to Climb marker for the new band that it dived into or a lower value with the band it started in. LLC .32].4] at the end of movement if not finishing its movement at an aerodrome. lower Time to Climb value) or one complete altitude band lower using Dive Speed MPs. If at Deck+0 altitude and recovery is not made then the flight crashes and the crew is killed.e.31 Movement Types The movement type must be selected at the beginning of the turn. Roll a D10 and add the pilot’s Aggression Value and damage modifier (–1 DRM Damaged/-2 DRM Crippled) and/ or Spinning Flight Tendency modifier (ADC) to the die roll. (5-7 damaged).14 Bloody April Rules Manual Dangerous Dive Limitation: Some ADCs may list a Dangerous Dive Limitation. • Gliding Flight. On a (1-4 no effect). A flight will decrease altitude by one altitude band to the new altitude band+0 Time to Climb. otherwise the flight’s MPs are equal to its Dive Speed. Climb one increment for that game turn (i. Example: A Sopwith Pup in the Medium band has a Max Level Speed of 3. the aeroplane is no longer in Spinning Flight and may select any allowable movement type on the next game turn. (8-9 crippled). the aeroplane in spinning flight will not move normally but will stay in its start hex and by rolling a D10 will change its facing the number of times equal to the die roll. roll a D10. (10 aeroplane destroyed (crew KIA)). • Diving Flight. On expending a MP the flight can make a free turn up to the allowance indicated on the Turn Table. direction picked by the owning player. If the aeroplane has been spinning for more than one game turn add a +1 DRM to the recovery roll..32]. Dive one altitude band using Dive Speed minus two (Speed is considered to be this value plus 1 for AA DRM purposes). Spinning flight is not a selectable movement type but can be forced upon a single aeroplane due to damage or by a voluntary disengagement attempt from a Dogfight (Spin Out [13..0.0 MPs and only those reduced MPs would count for movement and turning and any Archie DRMs.e. Mark the aeroplane in spinning flight with a Spinning Flight marker. If unsuccessful.
1 pt for any speed below maximum • Climbing Flight: 2 pts for maximum allowable speed. before any other flights move. The manoeuvres shown by turning are the formation turns to change direction outside of the swirling ballet of a dogfight. Place the Dogfight marker in the appropriate hex and move the flight counters to the Dogfight play aid with the defending flight in the defender slot and attacking flight in the attacker slot. Do not place markers on flights already marked with Manoeuvre markers or flights marked with a Dogfight marker. This was primarily done only by two-seater aeroplanes which is why the rule is only allowed for that type of aeroplane. the maximum is the limit for all turning in that hex. aeroplanes fly in a circle so that each aeroplane covers the tail of the one in front. The Turn Table lists a free turn allowance. Place a “1” marker in the Dogfight Time Slot on the Dogfight play aid to show that this is the first game turn of a dogfight. With its next MP it could stay in place and turn up to 90 degrees left for a total of 180 degrees (max turn allowance). LLC . Dogfight markers are placed on an engagement where neither flight was shot down or disengaged. Place a Defensive Wheel marker on the flight. A flight that begins movement with a Manoeuvre marker must expend 1 MP from their allowance to remove the marker before they expend any other Movement Points. Example: Continuing our example the Sopwith Triplane has already turned 180 degrees and cannot turn again in the same hex so could move forward one hex and turn 90 degrees left with its third MP and use its fourth MP to finish off the 180 degree turn with another 90 degree turn to the left. • Level Flight: 2 pts for maximum allowable speed.Bloody April Rules Manual 15 10. Flights cannot make consecutive turns in the same hex once they have used their maximum turn allowance. Example: A Sopwith Triplane using level flight at a speed of 4MPs moves into a hex with its first MP and turns 90 degrees to the left (free turn allowance). On entering a hex.34 Dogfight Markers Design Note: Dogfight markers represent that the combatants are locked in aerial combat and will not manoeuvre out of that hex for the next game turn. the Defensive Wheel marker © 2012 GMT Games. 10.41 Exceeding Endurance Flights that exceed their Endurance rating or have their engine knocked out by special damage results can only select Gliding Flight as their flight type. A flight that begins its Movement Phase in a hex it did not turn in during the previous Movement Phase may use its first MP to turn up to its max turn allowance. A flight cannot add this maximum to the free turn allowance. During the Movement Phase.32 Turning Design Note: Aeroplanes of this era are flying quite slow compared to those modelled in Downtown and Elusive Victory but are highly manoeuvrable. They must leave the hex before turning again. based on the flight’s speed that applies whenever a flight moves a hex. Speed (MP) 1-4 5-6 Free Turn 90˚ 60˚ Max Turn 180˚ 120˚ 10. 10.2] for exceptions).5 Defensive Wheel Design Note: In the defensive wheel.4 Endurance (Optional Rule) Aeroplane types have an Endurance rating in minutes of flight on their ADC. While some dogfights did last longer than this it was quite rare and a limit was placed for playability. 10.33 Manoeuvre Markers Design Note: Manoeuvre markers represent the consequences of dogfight combat. Dogfights can last up to 20 minutes (10 game turns). 1 pt for any speed below maximum • Diving Flight: 1 pt for all speed regimes • Gliding Flight/Engine Out: 0 pts • Takeoff: 2 pts for 2 game turn process • Landing: 1 pts for 2 game turn process • Dogfight: 2 pts per game turn 10. or to protect less manoeuvrable and vulnerable aeroplanes from attack. Initially the bouncing flight slot will be empty on the Dogfight play aid but may be filled on subsequent game turns. 10. Manoeuvre markers are placed on flights after scattering in airto-air combat (see [15. where hard turns eat up speed and reduce movement. Wheels are used as ‘bait’ to draw in enemy fighters. Only a flight comprising of two or more of the allowed aeroplane types may form a defensive wheel. Mark flights that have used their turn allowance on the previous game turn with a Turn marker. Roll for crew survival on the Crash Landing Table. Any flight that starts at Deck altitude and must select Gliding Flight will land or crash land in the last hex moved into based on the terrain type of that hex.51 Entering Defensive Wheel Only a non-disordered two-seater aeroplane flight may enter a Defensive Wheel formation at the beginning of the Movement Phase. The Turn Table lists the maximum amount a flight can turn in a hex based on its speed.31]. Endurance used varies based on the flight type selected and whether maximum allowable speed is selected. If a defensive wheel is reduced to a single aeroplane. If a flight wants to turn more than its free turn allowance in a hex it must pay one MP [10. MPs used while in Climbing Flight allows a free turn minus 30 degrees. a flight may freely change facing at no MP cost up to its free turn value.
10. Flights abort as a consequence of random events. If stacked flights are eligible to enter a defensive wheel then each flight becomes a separate defensive wheel in the hex (keep a sidenote as to which flight applies to each defensive wheel). use an Abort marker to mark the flight. damage. Players should attempt to land at the flight’s home aerodrome but due to damage or lack of endurance any aerodrome on their side of the lines can be used. If the flight turned 30 degrees modify this roll by –2 DRM and a turn of 60 degrees or more by –3 DRM. On the first game turn of take off. The flight can now move normally in that Movement Phase.232]. Other than these hex requirements. On the second game turn of landing. Conduct a scatter check [15. 11. Endurance used for all flights during take off is 2 Endurance points for the two game turn process (1 per game turn) 10. Depending on the current wind direction. is removed. climbing through that altitude band risks disorientation. Aerodrome Operations 11. remove the marker from the flight. At the end of a movement segment that started and ended within a Cloud © 2012 GMT Games. lack of ordnance or depletion of air-to-air ammunition. they do not scatter and cannot be marked with a Manoeuvre marker. place the flight on the aerodrome hex that it is taking off from and mark it with a Deck +0 Altitude marker. LLC . the aeroplane has recovered successfully but is out of the scenario. If the modified result is less than 0 then one aeroplane in the flight has entered a spin. Any flight that aborts may move freely. Roll a subsequent D10 and on a result of 1-3. on the turn of take off the flight must be placed facing opposite the wind direction or any heading if the wind is calm. On the second game turn of take off. the flight is moved 1 hex to over the aerodrome and will land. Recon flights must predetermine which hexes they will attempt to photograph. Flights in a defensive wheel never suffer the penalties of disadvantage and attackers can never claim surprise against them [13. 11.52 Defensive Wheel Benefits Flights in a defensive wheel have no heading. but an aborted flight should avoid all combat and attempt to land at an aerodrome owned by their side [11. The player cannot move flights in defensive wheels or count them toward the number of flights moved for initiative purposes. a wind up check. Remove the flight from the map.16 Bloody April Rules Manual band. roll a D10. 10. use any legal heading for take off if the wind direction would cause the take off to go off the map. 10. the flight may freely select Level or Climbing Flight type. in lieu of normal movement. Use random selection to determine which aeroplane within the flight has entered a spin and follow the Spinning Flight rules for that aeroplane [10. On the first game turn of attempting to land. one aeroplane has crashed. flights are not restricted in routing to get to their required tasking’s hex(es). NOTE: BE2 aeroplanes may only enter a spin by Navigational Error which simulates the aeroplane being flown in an unusual attitude causing loss of control.71 Navigational Error (Advanced Rule) If an altitude band is completely covered with Clouds.2] and mark the flight with a Manoeuvre marker. The player may choose to abort a flight at any time. The hexes are determined during mission planning and players should write them on their log sheets or use another written method to prove to their opponent which hexes were used to fulfil their taskings. Note the abort state on the flight log sheet.53].2 Landing Landing at an aerodrome is a two game turn process. The flight may face in any heading desired. Roll for crew survival. Aborted flights cannot initiate air-to-air combat or conduct air-to-ground attacks and must jettison all bombs [18.0]. On a modified result of 0 to 1 a navigational error has occurred. the flight must end its Movement Phase adjacent to an aerodrome at Deck+0 or Deck+1 and declare landing.12 Takeoff Attrition (Optional Rule) Design Note: WW1 era aeroplanes were not the most reliable aeroplanes and many an Ace was lost not to combat but to engine malfunctions or other flight related mishaps.11].14] by 1 if free turning 30 degrees or less for the game turn. For aerodromes that are on the map border. There are no specific restrictions on aborted flight behaviour because there are too many variables that would influence it. that flight has suffered an engine malfunction (apply a –1 DRM if the flight’s size is four or more). Bombing flights must predetermine their bombing hex.6 Flight Abort Design Note: Sometimes flights ‘abort’ or get “Wind Up” and break for home and safety. All arcs are treated as the forward arc for combat purposes. 11. 11.31].1 Take off Taking off from an aerodrome is a two game turn process. the flight may now move in level flight at Deck Speed –2 or 1MP whichever is greater and is still considered to be at Deck +0 for time to climb (Wind Drift does not affect the flight on this game turn). On the third game turn. During the second game turn of take off the flight may do free turns but is restricted as if it is climbing (60 degrees max free turn) and may increment its Time to Climb marker [10. On a result of 4-10. On a result of one (1). Roll a D10 for every flight taking off at the end of the first game turn of take off. 10. Flights in a defensive wheel are subject to wind drift [7. Optionally.7 Flight Navigation Flights may be required by their tasking to predetermine start and end hexes (Offensive/Line Patrols). Flights in a defensive wheel do not expend MP. unrestricted by the flight path rules.53 Exiting Defensive Wheel A flight may exit a defensive wheel formation at the beginning of any Movement Phase. To exit.11 Takeoff Direction (Optional Rule) Aeroplanes must take off into the wind. before any flights on the map move.
11. 12.Bloody April Rules Manual Endurance used is 1 total for the two game turn process (i. the flight may not attack ground targets.e. Flights roll for any take off attrition (optional rule [11. This Canadian pilot is learning in an American-built Curtiss JN-4. The air-to-ground entry lists the ground targets the flight is allowed to attack..4 Crash Landing and Recovery Design Note: Damaged and fuel-low aeroplanes didn’t always make it home.2].1 Taskings Each tasking will have specific objectives that a flight has to meet to complete the tasking. If the air-to-air entry lists ‘attack and defend’ the flight may freely attack or defend against enemy flights. Task Planning Design Note: Each flight during a scenario is given a specific tasking. LLC . Modify the roll as follows: –2 the aeroplane is damaged. roll for Crew Survival on the Crash Landing Table. the flight may not initiate an attack in air-to-air combat. While some pilots and crew landing in enemy territory possibly could escape it was very rare due to the trench system and the majority was captured.4] that forces the use of Gliding Flight [10. 12. Rolls take place in the Fuel Phase that the flight lands in or in the Recovery Phase if it ends the scenario on the map. 12.1]. Some taskings (e. Depending on the current wind direction. If a flight is unable to land at an active aerodrome then they are considered to crash land.31]. Flights taking off from this aerodrome will always start the game airborne in the entry hex on the map having expended Endurance equal to their starting Time to Climb marker plus two for takeoff. If it lists ‘defend’.11].. Artillery Cooperation) may require the player to complete a matrix of tasks in order before the tasking is complete.5 Off-Map Locations There is one RFC aerodrome that is located off-map.12]) prior to the scenario start.3 Manoeuvre Restriction Take off/ Landing (Advanced Rule) Flights have their Manoeuvre ratings reduced to one while taking off and landing. If a flight lands at an aerodrome or the scenario ends while it is still on the map. Tasks are listed below. Roll two dice for each aeroplane (not flight). it must roll for recovery if the flight has damaged or crippled aeroplanes.2 Task Definitions Design Note: Each flight in a scenario has a specific job to perform. Bomb laden aeroplanes’ minimum Manoeuvre rating is one at all times [18. Multiple flights may have the same tasking to accomplish within the scenario time frame. Flights are assigned tasks that determine their behaviour for the scenario. Great efforts were made to nurse cripples back to an aerodrome but more often than not the aeroplane came down in a field or no man’s land. 11. Crew surviving in enemy territory are automatically captured and taken POW. It lasts from the moment landing begins until the aeroplane is on the ground [11. In most cases this will be due to Dud Engine [14. 11. The penalty lasts from the moment take off commences and the flight is placed on the map until the end of the second Movement Phase of flight [11. If the roll is 2 or more the aeroplane recovers (lands) safely at a friendly aerodrome. –7 the aeroplane is crippled. on the final game turn of landing the flight must be facing opposite the wind direction or any heading if the wind is calm. Use any heading for aerodromes that are on the map border if unable to land into the wind. 1 for the first game turn and 0 for the second game turn). Note tasking on the flight log in the Planning Phase. If ‘none’ is listed.21 Landing Direction (Optional Rule) Aeroplanes must land into the wind. The altitude restriction entry will list either an entire altitude band or a maximum altitude regime that the tasking must comply with although the flight may attempt the task at a lower altitude.g. otherwise it is destroyed. After Arras – Great improvements were made in RFC training methods in 1917. 17 11. as reflected by their tasking. © 2012 GMT Games. The terrain type of the hex landed in is used to determine whether the crash landing is successful or not.24] damage or by exceeding the aeroplane’s Endurance [10. Flights landing at this aerodrome must end their movement in the entry hex on the map and then calculate their Endurance used to land.
g. AA units. May be assigned more than one artillery battery to work tasking Altitude Restrictions: Max Altitude 5-7. Must abort when all air-to-air weapons are depleted and/or jammed Altitude Restrictions: Deck band Air-to-Ground: None Close Air-to-Air: Attack and Defend Escort Other Behaviour: Must abort when all air-to-air weapons are depleted and/or jammed Reverts to Offensive Patrol if the escorted flight is shot down or aborts Altitude Restrictions: None Recon Only Recon-capable flights may fly this task Air-to-Ground: None Air-to-Air: Defend Other Behaviour: Conducts reconnaissance of target hexes. Bombing taskings may have a Close Escort tasked flight escort them on their tasking. Flights that break off the Artillery Cooperation tasking due to hostile aeroplanes must re-establish Battery Sighting and Battery Contact and once completed can continue with the last step completed prior to breaking off the tasking. Flight size is normally determined by rolling on the appropriate chart or as listed by the SSR.500ft whichever is higher Air-to-Ground: None.. Attack Other Behaviour: Must abort when all air-to-air weapons are depleted/jammed Altitude Restrictions: Deck/Low band Air-to-Ground: Attack targets in the target hex Trench with MGs or Bombs. also AA concentrations in or adjacent to the target hex Air-to-Air: Defend Other Behaviour: None Altitude Restrictions: Max Altitude 8-10. LOS from the flight to the target or firing battery is simply calculated as altitude/1.000ft Air-to-Ground: None Artillery Air-to-Air: Defend Cooperation Other Behaviour: Must follow Artillery Spotting Task Matrix. outside of range) then the process is halted until a LOS is re-established. BTY CON = Battery Contact. Bombing flights must either meet the Close Escort over their aerodrome.000ft* Min Altitude Deck+1 or 1. Damaged aeroplanes may continue with an Artillery Cooperation Tasking. During the Artillery Cooperation tasking the flight must maintain LOS between the firing unit and target unit. CF = Commence Firing. Air-to-Ground: Attack targets in the target hex. road/railway junctions.000ft Offensive Air-to-Ground: None Air-to-Air: Attack and Defend Patrol/Line Other Behaviour: Must abort when all air-to-air Patrol weapons are depleted and/or jammed Altitude Restrictions: None Contact Air-to-Ground: None Air-to-Air: Attack and Defend Patrol Other Behaviour: SSR will list the number of ground units that must be contacted for a successful tasking. The player notes the firing battery and its target during the Planning Phase of the mission and reveals it to his opponent when the friendly artillery battery begins firing. 12.000 = range (round down to nearest whole number).211 Bombing Any flight size from two to six aeroplanes may be assigned a Bombing (B) tasking (single aeroplane flights may not except by SSR or if night bombing) and the aeroplane type must be able to carry bombs. Artillery Cooperation taskings follow the sequence of the Artillery Cooperation Matrix to resolve (see that playaid for more details). CFHA = Cease Fire Hostile Aircraft. ground troops and trench line hexes. 12. If LOS is lost for any reason (e.18 Task Behaviour Bloody April Rules Manual 12. also AA concentrations in or Strafing adjacent to the target hex Air-to-Air: Attack and Defend Other Behaviour: Must abort when all air-to-air weapons and ordnance are depleted or expended Altitude Restrictions: Deck band Defensive Air-to-Ground: None Air-to-Air: Attack and Defend Scrambles Other Behaviour: Must abort when all air-to-air weapons are depleted/jammed Altitude Restrictions: None Bombing Markers used in conjunction with the Artillery Cooperation Matrix. LLC .21 Task Descriptions Each flight’s task may have some unique characteristics or requirements for that flight to successfully accomplish its task. © 2012 GMT Games. weather. Example: A flight at 4.212 Artillery Cooperation Artillery Cooperation (AC) taskings are undertaken by single aeroplane flights (exception: the Germans may use two aeroplane flights with one aeroplane fulfilling the Schusta role—the German player should note on his log sheet which aeroplane is performing Artillery Cooperation and which is the escort). Unless a SSR states otherwise the max effective range for Artillery is 6 hexes. Balloon Air-to-Air: Attack and Defend. Targets may be limited by SSR.000ft can spot a target 4 hexes away. Flights may not conduct Artillery Cooperation taskings if flying in a Fog band. Must follow Recon Task Matrix Altitude Restrictions: Max Altitude 15. the Close Escort flight’s aerodrome or designated rendezvous hex. FFE = Fire for Effect. Eligible targets are enemy artillery batteries. Artillery Cooperation flights must be assigned one or more onmap artillery batteries to complete their tasks.
and take a photo then use the 2nd MP to turn within the hex up to its turning limit. Attacking aeroplanes must have a Tally on the Balloon prior to attempting to engage it (note: Balloons are never considered Detected—they are either Undetected or Tallied). This altitude is set at the scenario start and will not change other than to lower the balloon due to engagement. Damaged aeroplanes can continue with the tasking on a subsequent game turn. fog). SSR may predetermine hexes for the start and end point or add more than two hexes for the patrol. The hexes flown over for photography must be over flown straight and level and only MPs used without turning can be used to take a photograph. All other aeroplanes in the flight are escorting the camera equipped aeroplanes. To identify a ground unit. if flight is flying in the Low band and that band has cloud cover) towards the total hexes for the patrol. Example: A flight may enter a hex without turning on the 1st MP.215 Close Escort Any flight size from one to six aeroplanes may be assigned a Close Escort (CE) tasking. Legal hexes for Recon are any Enemy Trench line. 12.15]. The German player denotes on his log sheet which aeroplane is camera equipped and which is an aeroplane assigned to a Schusta. Road. Once a Recon flight has landed they will roll on the Photography Plate Table to see how many VPs they scored based on the number of hexes photographed and whether the flight suffered any damage. Most aeroplanes are limited by the 15.217 Balloon Busting Any flight size from one to six aeroplanes may be assigned a Balloon Busting tasking. Balloons have an increment of 1. LLC . The other non-camera equipped aeroplanes in the flight are providing escort to camera equipped aeroplanes. Example: A flight of 4 FE2bs are on a Trench Recon tasking and aeroplanes #3 and #4 have cameras. Balloon Busting can only take place at Deck or Low altitude based on the Balloon height. Offensive Patrol taskings take place on the enemy side of the trench lines while a Line Patrol takes place within two hexes from any “active” trench line hex. Cavalry or MG). Close Escort flights may move when their Bombing flight moves as a single initiative order (i.000ft per Time to Climb marker.000ft).Bloody April Rules Manual 12.000ft restriction or their Service Ceiling but some aeroplanes may be able to fly higher for Recon as denoted on their ADC. 12. Prior to moving. Both patrol types require designating a start and end hex for the patrol that meets the type requirement and the two hexes must be at least 10 hexes apart. 12. a Close Escort flight can break off from their escorted flight and attempt to engage an enemy flight but at that point they are no longer considered a Close Escort and will move separately on subsequent game turns. Aeroplanes can only make one attack attempt per Balloon as the Balloon © 2012 GMT Games.000ft).15]) or move separately but remain within one hex of the Bombing flight by the end of movement phase. Town. It must be conducted below or above any solid weather (clouds.214 Contact Patrol Any flight size from one to six aeroplanes may be assigned a Contact Patrol (CP) tasking.216 Recon Any flight size from one to six aeroplanes may be assigned a Recon tasking (Maximum of two aeroplanes equipped with cameras). German recon flights normally had one aeroplane from the FA or FA(A) units and one aeroplane from a Schusta unit escorting it. Determine if hexes flown over were valid during the Admin Phase (players may keep a side log of this on their log sheets). Recon aeroplanes that are damaged by AA or are engaged in combat do not count any of the hexes flown over for total photographed hexes during that game turn. A Close Escort tasking will have an associated Bombing tasked flight that they will escort either to or from the bombing location or some portion of the Bombing tasked flights route as listed by SSR..000ft) or Low+0(4. Aerodrome or Open (non-wood) hex. Aeroplanes with Le Prieur rockets or Buckingham ammunition can destroy a Balloon on a crippled and/or shot down results. 12. Stacked [5. Aeroplanes without Le Prieur or Buckingham ammunition will only destroy a Balloon with a shot down result. A flight must return to its home aerodrome or another friendly aerodrome for VP credit to be scored. Deck+3 (3. the flight must spend an additional MP in the hex to conduct the spotting. 19 Each camera equipped aeroplane may attempt to take a maximum of 10 hexes worth of photos or as directed by SSR. There are two types of Recon—Trench Recon and Long Range Recon. The owning player can set Balloons at Deck+2 (2.e. After the MP is expended. Formations with Schusta aeroplanes get a modifier on disengagement. Flights can move together later if they meet stacking criteria again [5. During air-to-air combat aeroplane #3 was shot down but aeroplane #4 made it home safely. VPs for Recon would be rolled for only one aeroplane on the Photography Plate Table.. Rail. An Offensive Patrol or Line Patrol cannot count any hexes flown in a weather band (i. Trench Recon consists of one or more aeroplanes equipped with a camera taking photographs of target hexes within three hexes of the current trench line. the ground unit is flipped over from its generic side to show its type (Infantry. Long Range Recon consists of one or more aeroplanes that fly behind enemy lines (beyond three hexes of the current trench line) to report on troop concentrations and enemy movements or other items of interest to Higher HQ and will usually have the flight fly to a specific hex versus a range of hexes. Contact Patrols score VPs by the number of friendly forces spotted. Flights assigned a Recon tasking must assign which aeroplanes in the flight are equipped with cameras and mark that info on their log sheet (to be revealed to opponent only after the mission). A Contact Patrol is flown at the Deck band and requires the flight to overfly ground units to determine whether they are friendly or hostile.213 Offensive Patrol / Line Patrol Any flight size from one to six aeroplanes may be assigned an Offensive Patrol (OP)/Line Patrol (LP) tasking.e. Both flights still move on one initiative order for the game turn they split up.
2 Engagement Design Note: To initiate combat an attacking flight has to spot an enemy and manoeuvre into an attack position. The attacker must have an air-to-air weapon and be allowed by their tasking to engage. Each weapon has a combat value from 1 to 6 listed on the ADCs. Trench Strafing can only occur at Deck altitude. 13. Trench Strafing occurs in the target hex and is rolled on the Air-to-Ground Table for determination of hit success.219 Defensive Scrambles Any flight size from two to six aeroplanes may be launched on a Defensive Scramble. 13. Rear firing guns are only counted for flights that are considered the defender [13.11 Weapon Classes Design Note: Combat during this time frame is up close and personal with either forward firing or rear firing machine guns. If there are stacked flights in the hex. 13. is considered to be at the defenders altitude. taking into account opportunities for rear gunners to shoot while attacking and defending.14 Combat Values Design Note: The German scout pilots have a significant combat advantage due to their use of dual machine guns while the British pilots normally only had a single machine gun.22 Engagement Prerequisite Exception An attacker who is unable to climb above the altitude of the defender due to cloud cover may declare Climbing Flight to engage a higher flying defender and. Exception: Bristol F2a and F2b’s can count their Rear guns while attacking if their Manoeuvre rating is less than or equal to the enemy flight.) b. NOTE: Flights in a Dogfight are considered detected for the duration of the Dogfight but may have a Tally attempted on them with Dogfight modifier. the attacker must declare which flight they are attempting to engage. If unsuccessful. Legal targets are enemy ground units (but not Balloons). Flights may attempt to attack an enemy flight or enter an existing non-activated Dogfight at any point during their movement. Design Note: The Bristol 2-seater was flown very aggressively after their initial failures in combat which is why as an Attacker they can use their rear guns against more manoeuvrable enemy.34]. if the attacking/bouncing flight fails to engage it may try to attack another flight in a different hex later in that Movement Phase. © 2012 GMT Games. A flight may not attempt to engage the same flight more than once per Movement Phase. There are two types of guns. This is the primary means of launching German Scout flights. Flights can attack enemy flights in air-to-air combat.23]. Aces such as Albert Ball typically fired from only 20 yds. Shots are resolved to determine damage. Engagement must be rolled for to determine whether combat can begin [13. Rear firing and Forward firing. The defender must be in the same hex as the attacker and at the same altitude or lower within the attacker’s altitude band. A weapon that depletes its ammo cannot be used for the rest of the scenario. the moving flight is the bouncer. Air-to-Air Combat Design Note: Air-to-air combat was still in its infancy in WW1 but the pilots of both sides quickly developed the tactics and techniques that are still valid today. 13. Some other targets may be designated by SSR such as road/railway intersections. A flight must first engage an enemy flight. Forward and/or Rear.217]. The ADC lists the types of weapons an aeroplane can carry. (Depleted weapons can’t be used in combat. 13. may decide not to use all of them in combat in order to conserve ammo. However. The flight no longer has that weapon available.13 Special Ammo Some ammo types have special effects against certain types of targets such as Observation Balloons [12. Most air-to-air kills are the result of surprise. Forward firing guns will be either mounted above the wing to fire above the propeller arc or synchronized to fire through the propeller arc. 13.2]. 12. If a flight is listed as having Buckingham ammunition then any crippled result in combat is reduced to a damaged result against another aeroplane.20 Bloody April Rules Manual will be pulled down to the ground during the Admin Phase of the turn an engagement is attempted whether it was successful or not. If successful it can then manoeuvre for a shot.1 Air-to-Air Weapons 13.21 Prerequisites A flight may not attack in air-to-air combat unless it has expended at least 1MP in the Movement Phase. The following additional conditions must be met: a. 12. Balloons are considered to have a Manoeuvre rating of two for Manoeuvre determination due to their difficulty to hit. 13. d.12 Multiple Guns Some ADCs list multiple Forward firing guns and those aeroplanes can utilize both or either weapon in combat and some may have reloadable weapons [13. if successful in engaging it. A flight with multiple weapons. Flights may not attack if all aeroplanes in the flight are damaged/crippled or out of ammo. or the altitude band immediately below. The moving flight is the attacker and non-moving flight is the defender or in the case of a Dogfight. 13. The defender must be detected or visually identified . LLC . c. If the Dogfight advanced rule is not used then all combat is ended after one game turn. If a defender fails to spot the enemy or react in time he may be jumped on by surprise and be in a disadvantaged position.218 Trench Strafing Any flight size from one to six aeroplanes may be assigned a Trench Strafing tasking.
321 Rear Gun Equipped Flights Shot Exception Design Note: Disengaging aircraft have positioned themselves to attempt to run away from a fight which may allow rear gunners better opportunities to get shots off.33 Ammo Depletion Design Note: A shot can represent one burst or all of an aeroplane’s remaining ammo. They are too busy fighting to watch for other flights outside of their combat. Shot total cannot exceed the number of undamaged aeroplanes in the flight. (Roll per flight that took a shot and not per shot taken. If neither attacker nor defender engages no combat takes place (do not resolve combat or post-combat effects) and the attacker/bouncer continues its movement. the attacker and defender make separate engagement rolls or in the case of a Dogfight. The first succeeds in shooting down the last aeroplane in an enemy flight. Example: An SE5 flight has two shots. 21 13. it uses up all the attacking flight’s remaining MPs. Defensive Wheels never suffer disadvantage penalties and attackers can never claim surprise against them [13. Allocate and apply damage [14. 13. the flight engages the enemy. or participated in air-to-air combat earlier in that Movement Phase.31]. Roll two dice on the Engagement Table and modify as indicated. Flights equipped with a rear firing gun(s) may roll for shots (if ammo remaining and gun(s) not jammed) equal to one half the attacker’s shots rounded down on combat rounds where they failed a disengagement attempt. If the defender does not begin combat. c.5. If the attacker engages but the defender does not.24 Surprise and Disadvantage The engagement roll may give the attacker the advantage of surprise and bonuses in combat. Shots are resolved in any order as determined by the players. A player may refuse to roll for a shot if he wishes.23 Engagement Roll If the prerequisites have been met. All flights involved in a combat are visually identified [8. b. above—no combat takes place.231 Engagement Roll Modifiers Aggression Level applies to the flight making the roll.232]. a fairly common occurrence in WWI.32 Shot Resolution Design Note: The high manoeuvrability of the aeroplanes and limited range of the weapons made shot attempts very hard to come by against an aware opponent. Aeroplanes with multiple weapons may let fly with everything they have. Shot opportunities are resolved using the shot resolution system [13. modify as indicated and consult the Manoeuvre Table.44]. The attacker has surprise and the defender is disadvantaged. The engagement value used for the roll is shown on the Engagement Table and is based on the detection status of the enemy flight. usually right on the enemy aeroplane’s tail. If attacker and defender both engage. 13. After all shots in a combat have been resolved.32].Bloody April Rules Manual the attacking flight is considered to remain at their current Time to Climb but is marked with a Climb marker. The value obtained from the Manoeuvre Table is the number of shot opportunities the flight has.31 Manoeuvre Design Note: To shoot. 13. has aborted or is marked with a Manoeuvre marker. This is difficult if the enemy is manoeuvring to avoid the shot. cross-referencing the roll on the Air-to-Air Column with the number of undamaged aeroplanes in the flight. NOTE: Once combat begins. To resolve a flight’s shot. If the defender engages but the attacker does not. If a flight has no air-to-air weapons it may not roll for Manoeuvre or take shots at enemy flights. treat this as result c. If a weapons modified depletion is greater than or equal to 10. The defending flight may start the engagement disadvantaged. Depletion also models weapons jams which cannot be repaired until the aeroplane is back on the ground. If the result is equal to or greater than the engagement value. If attacked by another flight it is considered to have climbed for Manoeuvre rating value determination. the defender can choose to commence combat. Exception: Always use the 1 aeroplane column if: Rolling for a Defensive Wheel [10. the weapon is depleted and can no longer be used in combat 13. There is no surprise or disadvantage. select a weapon or weapons to shoot with. remove any Tally markers the flights involved have on the map. d. resulting in penalties to combat and wind-up. 13. combat commences. 13. 13. © 2012 GMT Games. (Roll two dice.) Look up the depletion number of each weapon used to shoot.2] after all shots have been rolled. LLC . Each attacking and defending flight in a combat rolls for Manoeuvre.1. only the bouncer makes an engagement roll to enter the fight.232 Engagement Results (Non-Dogfight) There are four possible results of the engagement roll: a. 14. combat commences but there is no surprise or disadvantage.3 Combat If combat commences as a result of engagement. that weapon’s depletion number is increased by twice the number of shots taken otherwise the depletion number is increased by the number of shots. roll one die for each flight that resolved a shot. The second shot can be refused. The defender cannot commence combat if it has no air-toair weapons. 13. roll two dice and modify this before consulting the Shot Resolution Table. Target modifiers are applied to the enemy flight. 13. If the result is less than its depletion number. a flight has to manoeuvre into a good shooting position.
The maximum amount of game turns that the same two flights may be in a dogfight is 10 game turns.321] for special shot exceptions for flights with rear firing guns). Attacker next then Bouncing flight if present.22 Bloody April Rules Manual comparing their Level Speed then Dive Speed for the current Altitude band against the Attacking flight. 13. Other- © 2012 GMT Games. The Pups Aggression and Manoeuvre Ratings are +2/+8 and the number of undamaged aeroplanes is 2 (1 Pup is damaged) so they have a total DRM of +12. e. Ammo drums will be listed as XdY (X is number of drums and Y is depletion number for that drum) on the ADC. If the Pup flight rolls a 4 and the Albatros flight rolls a 1 then the Pup flight has disengaged (Pup total 16/Albatross total 15) otherwise if the total was higher in favour of the Albatros flight then the Albatros flight would roll on the Manoeuvre Table for shots but the Pups would not. below. If it was an Ammo Drum then that Drum is depleted and a new Ammo Drum can be loaded during the Admin Phase for guns manned by an observer or if a single seat aeroplane when it attempts to disengage [13. Special Dogfight rules: Dogfights have no speed but can be affected by wind during the Wind Phase and will drift as applicable [7.42 Disengagement Disengaging flights do not roll for Manoeuvre and take no shots whether their attempt to Disengage was successful or not (see [13. Fatigue is calculated with a –1 DRM every 3 game turns in a Dogfight with a max (–3 DRM) at 10 game turns. 13. d. 13. If only the Defender declares to Disengage then there will be a check made whether they are successful by first 13.53]. and fails. b. If the Attacker attempts to Disengage. Exception: Rear gunners/observers may reload an ammo drum during the Admin Phase even during a Dogfight. If their Level Speed or Dive Speed is greater than the Attacking flight then the disengaging flight will escape after the attacker rolls on the Manoeuvre Table using all applicable DRMs to include the Disengagement Success DRM [13. both sides roll on the Manoeuvre Table with the following modifiers: (Aggression/Manoeuvre Rating/Disengaged Attempt Result (if attempted)/Fatigue). however. Once the last ammo drum is depleted that weapon is out of ammo.4 Special Combat Rules The following rules cover special combat situations and Advanced and/or Optional rules which should only be used by experienced players as they add complexity and play time. [13. Flights attacking a successful disengaging flight apply the disengagement success (–4) modifier to their Manoeuvre roll. Both sides then roll a die and add their total DRM. A Dogfight marker is placed on any fight which is not completed in one game turn. the defender would no longer be threatened and both flights will scatter and have a Manoeuvre marker placed on them. Flights attacking an unsuccessful disengaging flight apply the disengaging attempt (–2) modifier to their Manoeuvre roll. Defender declares first. otherwise follow the sequence below: a. If 10 game turns have occurred both flights are auto-disengaged at the start of the 11th game turn as per Step b. Otherwise an ammo drum can be reloaded during the Admin Phase of any game turn.3]. Example: A flight of 3xSopwith Pups from 66 Sqn are attempting to disengage from 5xAlb DIIIs from Jasta Boelcke. Dogfights lose one Altitude band every five game turns until the fight is at Deck altitude at which time no further altitude loss occurs. Otherwise add the Aggression Level and Manoeuvre Rating and the number of undamaged aeroplanes in the flight as a DRM. If so.34 Ammo Drum Reload Some aeroplanes have guns that are fitted with ammo drums that can be changed in flight. and the Defender did not declare disengagement then the roles of Attacker and Defender are switched [13. in WW1 some dogfights could last 15-20 minutes as the aeroplanes manoeuvred violently and had to get very close to their adversary to score hits. If all the Defender aeroplanes are damaged or crippled they must attempt to Disengage even if the results would be an automatic failure. Whether the disengaging flight succeeds in disengaging or not does not matter and the ammo drum would be reloaded. Combat will end in one game turn either by both flights running out of ammo or one side shot down or unable to continue the fight due to damage. Ammo drums cannot be reloaded during a Dogfight unless the flight attempts to disengage. If all the Attacker aeroplanes are damaged then the Defender is automatically disengaged.2] unless both flights disengaged. c.421]. Successful disengaging flights do not scatter but are marked with a Manoeuvre marker after combat [15. The Albatri have Aggression and Manoeuvre Ratings of +3/+6 and 5 undamaged aeroplanes for a total DRM of +14. If the Dogfight continues. If the disengaging flight has a higher total they are successful and will Disengage from the Dogfight. 13. If both sides declare Disengage then the Dogfight is over and both flights are placed back on the map in the current location of the Dogfight marker and follow the Post Combat Procedure .41 Dogfight (Advanced Rule) Design Note: As the speeds of modern aeroplanes increased the amount of time spent in a dogfight decreased tremendously. Any future depletion rolls will then be subjected to the new modified depletion number until the weapon is depleted (value 10 or higher and/or no Ammo Drums available) unless a new Ammo Drum was loaded which resets the depletion number to that of the new Ammo Drum. Disengaging flights also apply a modifier to their Wind Up Table roll. If both or all flights disengage then they all are scattered and marked with Manoeuvre markers.42]. Combat is then resolved normally. Both sides declare whether to continue the Dogfight or Disengage. If a Dogfight marker is located in a hex then on subsequent game turns both sides will have to decide whether to continue to fight or disengage.421 Dogfight Role Reversal If the disengaging flight was in a Dogfight and was the attacker then the defender (if they did not declare disengagement) can decide whether to allow the attacker to disengage. LLC .42].
If the disengaging flight consists of only a single aeroplane it may attempt to disengage by Spinning Flight unless unable to spin (i. If a legal flight enters a hex with a Dogfight marker it must attempt to engage. 13.44 Defensive Wheels and Combat Design Note: The Defensive Wheel is not an offensive formation. The Bouncing flight must be on the same side (German or British) as the Defending flight. d. In either case slide the Bouncer to the Attacker slot on the Dogfight play aid and the previous Attacker to the Defender slot. Attacker and Bouncer to each declare whether they Disengage or not.. If the Bouncer failed to engage continue the Dogfight normally with the Attacker/Defender conducting Dogfight activation [13. b. Aeroplanes that disengage by Spin Out do not allow the attacking aeroplane a roll on the Manoeuvre Table. Attacking flights must attempt to engage again on subsequent game turns.423 Disengagement Spin Out (Optional Rule) Design Note: Aeroplanes attempting to disengage from a Dogfight after suffering damage or being in an unfavourable situation would enter spinning flight to both expedite an escape or cause the attacker to assume they were shot down and not continue to pursue. If the Defender states Disengage then the Attacker must declare whether he will stay and fight with the Defender or let him automatically disengage 13. the attacker and defender positions on the Dogfight play aid are swapped and a new round of combat is conducted normally. Disengagement by the Attacker is then rolled for if the Bouncer did not Disengage. Ammo depletion is not checked until both combat rounds have been completed. The Schusta aeroplane may not attempt to Disengage on the same game turn that this special disengagement is attempted. If successful. Follow these steps: a.5] engage and fight as if they were a single unit. If a Dogfight has not been activated for the current game turn. Units in a Defensive Wheel do not suffer disadvantage penalties and do not scatter [15. This may allow a Dogfight to continue past 10 game turns but only for Bouncer and Attacker. 13. Defensive Wheels [10. Attackers may not claim surprise against Defensive Wheels [13. roll once on the Manoeuvre Table.31]. A flight in a Defensive Wheel cannot be drawn into a Dogfight. When rolling to engage. roll once for all flights in the wheel.24]. Disengagement Spin Out cannot be attempted if the flight is at Deck altitude. e. The previous Defender is moved back to the map and conducts a Wind Up check [15.2]. The Defender in the Dogfight must declare whether to Disengage or stay and fight.43 Bouncing a Dogfight (Optional Rule) Design Note: Dogfights tended to be lengthy affairs and allowed time for another friendly flight to potentially come to the rescue of the defending flight.41e].41]. The aeroplane must follow the rules for Spinning Flight [10. it is possible for another flight to pile into the Dogfight as a Bouncing flight. Defender will disengage at 10 game turns and the Bouncer is limited to 10 game turns in a Dogfight but the original Attacker may be in longer than 10 game turns but less than 20. f. g. © 2012 GMT Games. BE2 aeroplanes). If the Defender and Attacker do not attempt to Disengage then the Bouncer and Attacker conduct a round of Combat followed by Attacker/Defender Combat. of the Dogfight sequence and disengagement is automatic. LLC . A round of Combat [13. using the 1 column [13. The bouncing flight has failed to engage and is not in the Dogfight.422 Schusta Special Disengagement Rule (Advanced Rule) Design Note: The Schusta aeroplanes were tasked with protecting the recon and artillery tasked aeroplanes from enemy attack and would do everything possible to tie up the enemy and allow the more valuable aeroplane to get away. If successful the flights splits and FA/FA(A) aeroplane is scattered and a Manoeuvre marker placed on them.1]. If the Attacker is successful they spot the bounce and are not surprised otherwise they are surprised. otherwise a normal round of combat is conducted but no modifier is applied for the unsuccessful disengagement. Easy way to remember is first in will be first out and last in will be last out. The maximum fatigue value is –3 DRM. If the Bouncer was successful and the Defender did not Disengage.31]. If the Attacker survives a round of Combat with the Bouncer then the Attacker may now conduct a round of Combat with the Defender. It is difficult to catch at a disadvantage and is a way for less Manoeuvrable planes to survive. 23 c. Subsequent Dogfight activations will require the Defender.Bloody April Rules Manual wise the attacker would have to roll for disengagement and if they failed that roll. If the Attacker declared to Disengage then the Defender is automatically disengaged whether they declared it or not. 13. Declare this during Step a. The Bouncer then rolls for Engagement using either the Tally or Detected column. NOTE: The bouncing flight in a Dogfight will use a different Dogfight turn counter for tracking Dogfight Fatigue [13. otherwise if the Attacker allowed the Defender to disengage then the Attacker can now attempt to engage the Bouncer on the Detected column.e. The Manoeuvre does have inherent risks in that the spinning aeroplane may not be able to recover or may shed its wings. German FA or FA(A) units that have a Schusta aeroplane assigned to the flight may disengage if the Schusta aeroplane is undamaged and a D10 roll of five (5) or higher is made. If successful they spot the bounce and are not surprised otherwise they are surprised. Dogfights are considered to be Detected for the duration of the Dogfight but a flight may still attempt to get a Tally on a Dogfight during the Detection Phase which would increase its chances to bounce the attacker. If successful continue on to Step e. the Attacker can roll to engage the Bouncer on the Undetected column.3] is then conducted between the Bouncer and Attacker. allowing no more than one aeroplane a shot at any passing enemy.
(2) If no Dogfight occurs follow these steps. Damaged/crippled aeroplanes may be forced into Spinning Flight or suffer a Dud Engine.21 Damaged Aeroplane Damaged aeroplanes are not counted toward the total aeroplanes available to make air-to-air or air-to-ground attacks but may continue other taskings such as Artillery Cooperation or Recon. This leaves the #2 aeroplane to which the crippled result is applied first.11 Special Damage Effects For each damaged or crippled aeroplane roll a D10 on the Special Damage Effects chart to see if any additional effects occur as a result of the combat. • Become undetected [15. 14. © 2012 GMT Games. Results can be allocated in any order selected by the attacker.2]. Aeroplanes with a Dud Engine and in Gliding Flight have their Manoeuvre rating reduced to one (1).23 Spinning Flight Damaged/crippled aeroplanes with the Spinning Flight damage effect must immediately become separated from their flight and are automatically disengaged from combat and follow the Spinning Flight [10. cross-referencing against the total number of aeroplanes in the flight. its damage is increased by one level. from damaged to crippled and crippled to shot down. There is an optional table that provides chrome results for shot down aeroplane. Any Tally markers on the flight are removed.2 Damage Effects 14.14] during the Admin Phase only if they are not locked into a Dogfight.21]. The result is the number of aeroplanes affected. • Place Manoeuvre markers [15.1]. These procedures take place immediately.25 Shot Down Aeroplanes Aeroplanes that are shot down are removed from the flight.1 Damage Allocation Randomly allocate damaged/crippled/shot down results among the aeroplanes in a flight by rolling a die on the Damage Allocation Table. allocate the damage to any crippled aeroplane (attacking player’s choice). • Check for Wind Up [15. • Scatter [15. • Place the Defender’s Time to Climb marker on the Dogfight play aid in the Alt box. Example: A flight with two aeroplanes receives a shot down. they are considered locked in the Dogfight.24 Dud Engine Crippled or damaged aeroplanes with the Dud Engine damage effect must become separated from their flight. LLC . The attacking player decides to allocate the shot down result first and rolls a result on the #1 aeroplane. • Place a 1 time marker on the Dogfight play aid in the Time box. Example: A four-aeroplane flight with one damaged aeroplane rolls on the 3 column of the Manoeuvre Table in air-to-air combat. If a damaged/crippled aeroplane is damaged or crippled again. then the damaged result. If the result is C# and a crippled aeroplane is present.41]) if so then mark them with a Dogfight marker and follow these steps: • Place the Dogfight marker in the hex where the Dogfight started. 15.2]. • The Attacker and Defender remove any Tallies they have on other flights. before any other movement or combat action is performed.3]. Note the damage on the flight log [5.31] on the next game turn and all subsequent game turns. If all the aeroplanes in a flight are shot down the air unit is eliminated. They must use Gliding Flight [10.21].22 Crippled Aeroplane Crippled aeroplanes must split off into their own flights [5. The aeroplane is shot down too. Exception: BE2 aircraft as noted on their ADC treat this a no effect. 14. Post-Combat Following air-to-air combat. Apply the effects of damage before allocating the next result. If a combat generates multiple damage results. crippled and damaged result against it. Most regained their composure after a period of rest or it was just a temporary loss of nerve. • Place the Attacker on the Dogfight play aid in the Attacker box. Otherwise allocate damage to the damage # indicated. which is shot down. All damaged aeroplane effects also apply to crippled aeroplanes [14. 15. • Place the Defender on the Dogfight play aid in the Defender box. 14.1 Wind Up Check Design Note: Wind Up (slang term) affected just about every pilot in the war as battle fatigue and constant combat sapped their morale and will to continue fighting. roll to allocate each one separately. 14. scattered and get marked with a Dud Engine marker as well as a Manoeuvre marker.31] rules on the next game turn. 14. flights must perform the following actions in order: (1) Check for Dogfight status (advanced rule [13.24 Bloody April Rules Manual 14. They are automatically disengaged from combat. If they did not automatically disengage from a Dogfight due to the result of a special damage effect. Air Unit Damage 14. • Any Tallies on the Attacker and Defender from flights not in the Dogfight remain on the map and are placed on top of the Dogfight marker. 14.
3 Post-Combat Detection Design Note: It would seem that aeroplanes exiting air-to-air combat would be able to keep track of the other side but more times than not they would find the sky clear around them as the flights have scattered in different directions and altitudes. not placed on the map) and are inactive.21 Defensive Wheels Flights in Defensive Wheels [10. After scattering the flights. Observation Balloons have an inherent Medium AA capability and do not have to be marked with an AA counter unless their capability is upgraded to Heavy. Modify the roll as indicated. Medium and Heavy.12 AA as Targets AA concentrations are target profile C [18. 15. For flights that were in a Dogfight. Flak is a latter day term but is used interchangeably with AA and Archie in the rules. 15. do not descend any further. Attacking flight. Apply the results. Unless the Wind Up check is due to AA or ground fire the Wind Up check will be resolved under the Air-to-Air Combat column.5] do not roll for scatter. all participating flights immediately become undetected. Anti-Aircraft Artillery Design Note: Anti-Aircraft Artillery (AA) concentrations represent areas of flak barrage called “Archie” by British WW1 pilots. Abort the flight or Abort the flight and decrease their Aggression Value by 1 (but never below –3). Artillery units have an inherent Light AA capability that is not upgradable. © 2012 GMT Games.e.. Roll a die for each flight in the combat or aeroplane due to damage effect and follow the instructions in the scatter diagrams. 25 16. Flights that take damage from AA or ground fire (AA column) also roll a Wind Up check. Defending flight. keep rolling until a legal movement result occurs.11 AA Points In the Planning Phase each player will receive a number of AA concentrations listed by type. Some effects such as Spinning Flight also require a Wind Up check. flights or individual aeroplanes scatter from their hex. To make a Wind Up check. After air-to-air combat is concluded or due to damage effects. the flight is marked with an Altitude Band +0 marker for the new Altitude band otherwise place them at Band+0 for the altitude band the Dogfight ended. AA concentrations are available in scenarios and are represented on the map by counters. There can be no more than one concentration in a hex [4. AA concentrations are ground units and come in three densities: Light. AA concentrations may be altered by exchanging them for the following cost in AA points: Light = 1 Medium/Flaming Onion = 2 Heavy = 4 Example: A player can exchange two Light AA for one Medium or a player with one Heavy AA can exchange it for two Light AA and one Medium AA. they are placed in the current Dogfight marker location in the following order.2 Scatter and Manoeuvre Markers Design Note: Flights spit out of a combat in all sorts of directions and usually at a lower altitude. The remaining AA concentrations are hidden (i. Some of these AA concentrations are set up on-map in the Ground Deployment Phase [3. Following an air-to-air combat. The scatter roll represents this. 16. and Bouncing flight if present. 15.2].33].41]. 15. roll two dice and consult the Wind Up Check Table.22 Disengagement Scatter Order Disengaging flights will scatter in the following order. Defender placed first with any legal heading then the Attacker is placed. If instructed to descend an Altitude band and the flight is on the Deck.Bloody April Rules Manual All flights in air-to-air combat roll a Wind Up check after combat has been resolved or a Dogfight has ended even if no shots occurred by either side. If scatter requires drop of an Altitude band. mark them all with Manoeuvre markers [10. NOTE: Every active trench location on the map also has a small arms value against flights at Deck altitude.1] on their active or inactive side. If forced to scatter off map. LLC . Replace the counters with a Generic counter on its Undetected side. Apply damage/ loss modifiers only for aeroplanes that were damaged or lost in the just resolved combat or Dogfight. 16.1 AA (Archie) Concentrations Design Note: Concentrations of AA reflect the density of overall firepower projected rather than the calibre of weapons used. 16.13]. Players may do so by removing one Medium density concentration and placing a Heavy concentration below the Balloon marker. Each player plots the locations of AA concentrations in the Planning Phase [4.
33] Flak barrage rolls are made regardless of whether the target is detected or undetected but the AA unit must have a LOS to the target [7. Apply the modifier even if flak fails to hit the flight. AA cannot become inactive. Hidden AA is revealed and placed on the map.31 Resolving Flak Barrages Roll two dice on the AA Table using the column for the density of AA being projected into that hex. Inactive AA concentrations can be activated only at the following times: a. 16. Where more than one barrage zone affects the attack. Roll two dice and apply the barrage flak modifiers to obtain the damage result. Flaming Onion units that score damage have it resolved on a separate column on the AA Table. If the target is hit. (Exception: Flight/AA Deconfliction [16.) b. roll for damage on the Barrage column of the Flak Damage Table. apply the greatest negative modifier. It attacks an enemy flight in a barrage zone. When a flight is scattered adjacent to a concentration e. Once revealed. Example: A flight moves into the barrage zone of a Light and Medium concentration. balloon busting or strafing attacks by interrupting the pilots’ aim. to those bombing air-to-ground attacks where the bomb run passed through a flak barrage zone [16.32 Air-to-Ground Modifiers Design Note: One of the chief effects of flak is to disrupt bombing. Friendly flights that enter a hex at Deck/Low altitude are not attacked by a friendly flak barrage. The German player marks this secretly on his log sheet but reveals that the unit is a Flaming Onion unit when the AA unit makes an attack. Barrage markers are removed at the end of the Detection Phase. LLC .2]. Flak barrage also applies as a modifier. Exceptions: AA units will not fire into a Dogfight hex and Heavy AA may not fire at Deck+0 flights. When a flight drifts adjacent to the concentration during Weather Drift Phase When an AA concentration is activated. One barrage attack is rolled. Note: No modifiers to this die roll are applied if it was the result of wind drift or post combat scatter.26 Bloody April Rules Manual If more than one AA concentration projects its barrage into the hex. 16. d.3]. Once a barrage occurs. ‘C’ that an aeroplane is crippled. the player may choose to attack either the altitude where the flight started or where it ended. the player chooses one concentration (only) to roll the barrage attack. cross-referenced with the flight’s altitude. Once active. An active AA concentration projects a flak barrage zone into its hex and all adjacent hexes. 16. 16. and ‘K’ that an aeroplane is shot down [14.3 Flak Barrage Design Note: The AA barrage fills an area of sky with shrapnel and blast in the hope of hitting an aeroplane flying past. the target flight is hit. d.2 AA Activation Design Note: AA active state represents the AA being cleared to shoot at anything that enters their barrage zone. 16. activated inactive AA concentrations are either active or inactive. When a flight moves adjacent to the concentration.3].33 Flight/AA Deconfliction Design Note: Each country’s ground observers and AA crews actually did really well in identifying their own aeroplanes from the enemy´s for purposes of AA attacks due to required sighting to shoot. It enters a hex in a flak barrage zone via movement. mark each hex attacked with a German or British Barrage marker which makes visual detection on that flight easier. The Light concentration does not attack. The Admin Phase. 16. If the flak barrage roll is as a result of a change in altitude. flip the AA counter to its active side. c. Example: An RFC flight at Low altitude climbs to Medium.33]. The DLS player may select either the Low or Medium bands as the flight’s altitude for the barrage attack. It expends a MP turning in a barrage zone. Friendly flights that fly within barrage range of friendly flak at Medium altitude or higher can be attacked by those AA units. listed on the AA Table (in parentheses). (Use the defending flight’s hex and altitude to resolve combat). using the Medium column. If the roll is equal to or greater than the AA number listed. b. © 2012 GMT Games. When a flight expends a MP while adjacent. Inactive AA is lying in wait. It declares that it is pressing the attack [18. all are applied to the flight. drift or scatter. Roll a barrage attack on a flight immediately each time the following applies to it: a. A ‘D’ result means one aeroplane is damaged.4 Flaming Onion Flaming Onion is a special German 37mm incendiary weapon. If the German player has any Medium AA units they can be designated as a Flaming Onion unit as long as the AA is colocated with an Observation Balloon or at least three hexes away from the active trench line. If more than one result is listed. c. AA cannot become hidden again. ready to spring a ‘flak trap’. The player chooses when to activate AA.
The flight attacks a ground target. During a bomb run. Use the highest numbered column that is equal to or less than the attack value. 17. and after all AA attacks have been resolved.0 per aeroplane. The attack value is 1 (bomb strength) multiplied by 3 (number of undamaged aeroplanes) for a result of 3. The IP is one hex from the target and must be attacked from Deck+0 altitude. Strafing flights calculate the column as for flights with Bomb ordnance. Flights with guns but no ordnance may conduct strafing attacks against any target with a profile of B.32 Strafing Profile Design Note: If all else fails aeroplanes can simply shoot at targets with their machine guns.1 Ordnance Flights tasked with Bombing will carry bombs. the flight must first complete a bomb run. Air-to-Ground Attacks 18. © 2012 GMT Games. Target profiles modify attack rolls.33 Press the Attack A flight on a bombing or strafing profile may declare that they are pressing the attack to gain a +1 DRM on the Air-to-Ground Attack Table but will be subject to an additional AA or small arms attack prior to resolving the attack if within barrage range. 17. It cannot attack any other targets. A flight can attack once per game turn and may not attack more than one target. Flights with rear guns can use them while strafing but must total rear guns as a separate attack and depletion roll.41 Calculate Attack Column First find the column the flight uses on the Air-To-Ground Attack Table. Flights with bombs have their Manoeuvre Rating reduced to one while laden with bombs.11 Ordnance Type • Bombs – This is the default ordnance type. When the flight reaches the target hex. C or D. 18. 18. 18. as described in the scenario.4 Resolving Attacks Resolve attacks as follows. it must expend 4 pts of bombs. The flight starts its bomb run at an Initial Point (or IP). 18. 18. 18. Flights with Bomb ordnance take the declared bomb strength expended and multiply it by the number of undamaged aeroplanes in the flight to find the attack value.6] or enter a Dogfight [13. the flight will automatically jettison any remaining bombs in its current hex with no damage result. However.5 per aeroplane either forward or rear guns unless the aeroplane has dual firing MGs in which case the bomb strength is 1.Bloody April Rules Manual 27 17. Example: A flight of four FE2ds has a single aeroplane damaged. If any of these conditions aren’t met no attack is allowed.13 Strafing Ammunition Flights that are strafing roll for depletion as if the flight had just been in air-to-air combat (do not modify the roll). 17. 18.11 Tasking Restrictions A flight tasked with Bombing can attack any targets in the target hex. Announce the bomb run is starting then move directly from the IP toward the target hex without turning.13 Target Profiles Ground targets are rated by their target profile. Only targets with profile B.. If forced to abort [10. Air-to-Ground Certain flights carry ordnance to attack ground targets or can use their guns to strafe ground targets. The attack uses the 3 column of the attack table. It can also attack AA in the same or adjacent hex to the target. the bomb strength for a strafing attack is 0.31 Level Bombing Profile Use bomb ordnance for a visual bombing attack with an IP that is one hex from the target. Bombs can be used against any target.2 Bomb Runs To attack.32] applied to the attack is the largest one applied in any hex or Altitude band flown through on the bomb run.42 Attack Roll Roll two dice and modify the roll as indicated. C or D can be attacked.41]. Free turns are not permitted directly after an attack (i. The attack profile specifies the conditions to be met to make the attack. the attack takes place.e. Bomb ordnance loads are expressed as an attack strength. which is listed on the ADC. but the flight must have a gun type weapon and carry out a bombing attack. Climbing or Diving Flight is not permitted during the attack. When making an attack. Apply the Level Bombing modifier. the flight must expend all of its attack strength. The AA modifier [16. 18. 17. 18.1 Attacks Flights can attack ground targets during the Movement Phase. before another MP is expended). 18. Target profiles are a measure of the target’s vulnerability to attack and range from D (most vulnerable) to A (least vulnerable).12 Ordnance Restrictions Flights must have ordnance of the correct type to launch an air-to-ground attack. LLC . Once the attack has been executed the flight finishes its remaining movement.12 Bomb Ammunition Design Note: Bombs in WW1 are hardly worth the name considering the advances made in WW2 and beyond but a successful attack could still do damage. one point per undamaged aeroplane. No ordnance is required. 18. 18. Example: A flight of four FE2ds has total bomb strength of 4. Look up the result on the attack column of the Air-to-Ground Attack Table.3 Attack Profiles There are only two attack profiles used by flights.
Ground Target Damage Resolve damage against ground targets as follows. Only one squadron (100 Sqn RFC) was night qualified for the time frame and area of operations modelled in the game. T: Total Destruction = Target is destroyed. Units not trained for night flying may attempt to fly at night but are limited to 30 degrees maximum turn value and suffer an adverse modifier for recovery.13 Visual Identification Flights may not be visually identified at night [8. Ground units in the hex are damaged.33] to an opponent until an engagement or successful AA attack. S: Slight Damage = Target is slightly damaged. 21.3]. 19.12 Visual Sighting Visual sighting [8. If the success is 1 or more. H: Heavy Damage = Target is heavily damaged. 21. LLC .2 Night Navigation 21. Do not reveal visual ID information [8. A high success means secondary explosions or debris are seen. The result is an attack success value from 0 to 4. Night conditions apply where specified by the scenario. 20.31] cannot take place at night. 21.31 Air-to-Air Combat Night combat modifiers apply at night.11 Moon Phase The scenario should specify the moon phase: Full or No Moon. Roll for damage resolution.28 Bloody April Rules Manual Flights that have ended air-to-air combat or exited a Dogfight are flipped from their Visually Identified side and replaced by a Generic Undetected counter. If more than one attack is made on the target. 19. A flight that has a Tally marker on-map must roll to maintain this Tally using all applicable DRMs to include a +3 Tally DRM. place a separate marker for each attack. Night Design Note: Surprisingly night flying did occur during WW1 with some success for the units trained in that environment. Flights may voluntarily drop a Tally to allow them to attempt to Tally another flight on the next game turn. No Manoeuvre differential modifiers are applied to air-to-air combats. All ground units in the hex are destroyed.3 Night Combat 21. A flight that is no longer visually tallied by an airborne flight is flipped to their Detected Previously Visually Sighted (Scope) side unless they are outside of Ground Observer detection range in which case they would become Undetected. Example: A flight at Deck+0 that is five hexes away from an enemy trench line or aerodrome would become undetected. all visually identified or detected flights that do not meet the criteria for detection become undetected and are replace by a Generic Undetected counter. © 2012 GMT Games.1 Night Taskings 21. AA concentrations are unaffected. Failure of this roll results in removal of the Tally marker. Design Note: Success numbers represent the pilots’ perception of how well the attack has gone. 21.1 Resolving Damage To resolve damage roll two dice for each success marker and cross-reference with the column of the Damage Table corresponding to the attack’s success value. 21. the maximum turn value [10. Damage is not cumulative. Regardless of speed. In the Track Phase. A low success means no effects are seen after the attack. The target is affected only by the highest damage level applied. post combat or flying out of range of ground observer posts.32] of flights at night is 60 degrees.32 AA Attack Restrictions AA barrages must still have a valid “LOS” unblocked by weather but apply the “No LOS” DRM at night.21 Night Flying Only squadrons trained on night navigation may fly at night unless noted by SSR. Track Phase Design Note: A detected target can be lost as a result of flying into cloud. place a marker equal to the attack success on the target hex. 21. 21. AA concentrations are flipped to their inactive side and cannot become active until next game turn. Night limits the ability of units to fly and fight. The result is listed as follows: NE: No effect = No effect to target. Players should choose an option for DYO or alternate scenario setups. Any flight that no longer has LOS to the enemy flight they have a Tally on will result in the enemy flight being flipped to its Detected Previously Visually Sighted side or Generic Undetected counter if no ground observation possible.
2 Changes to Baseline Scenarios The scenarios can basically be played out as written for solitaire play but realistically only from the British side. 22.21 Air Units The campaign scenario will state which units can be used for the campaign day and which blocks those units may fly in. 22. Scenarios set with Contact Patrols will have mixed ground units (i.1 Ground Unit Types Infantry (Inf). Weather. Ground units in woods/urban terrain are considered to be profile B due to the cover afforded by those terrain types.3 Campaign Victory After all the campaign days have been played out. LLC . To complete a game day the players must play through the number of time blocks as noted on the campaign scenario.31 Victory Levels The victory total is determined by which player has the highest total number of CVPs. 24. The campaign day is a series of consecutive time blocks. 23.22 Ground Units The players plot and set up ground units as determined by the scenario information and those units will stay in place unless listed otherwise by SSR. the campaign ends. Then players total the Campaign Victory Points (CVP) they scored over all the time blocks played through.e. Infantry and Cavalry units fire as small arms against enemy aeroplanes once the unit has been identified.2 Campaign Rules 23. Players should use the roster of pilots and allocate them to flights throughout the campaign day. the solo player will not utilize any of the German 2-seater aeroplanes. A campaign is divided into a number of time blocks within a scenario day.1 Campaign Game Concepts Day. Railway and Bridge targets are profile B or as noted in SSR.Bloody April Rules Manual 29 22. German and British ground units) that are randomly placed face down on the map.23 Persistence of Damage and Destruction At the end of a time block. simulating a day’s worth of taskings. 24. Targets are never repaired within a single day of a campaign.. © 2012 GMT Games. 24. These units will not be identified or fire at enemy aeroplanes until a flight has flown over them at Deck altitude and spent 1MP to identify them. Roster. 23. 23. All planning for the German side should be completed prior to any planning for the British side. 24.3 Combat German aircraft will stay in combat until out of ammo or only one plane is left and if only one plane left and aggression level is 0 or less they will disengage by spin out if allowed or if at Deck will attempt to disengage normally. Cavalry units are considered moving ground units (–2 DRM). 23. Any aerodrome with Total Destruction (T) cannot be used for the next time block in a campaign. When using the Solitaire Scout Matrix. Cavalry (Cav) and Machine gun (MG) counters represent units that are fixed in positions and will not move during the scenario unless noted by SSR. all damage to or destruction of ground units will carry over throughout the campaign day.1 Solitaire Scout Matrix German flight actions are governed by the Solitaire Scout Matrix. Campaign Day Scenario Design Note: Campaign Day Scenarios provide a more long term look at the effect of sustained operations of an entire day. Weather will be rolled for each time block within a campaign day scenario. Ground Units Design Note: Ground units depict the poor bloody infantry on the ground that have to slog through the muck and endure endless barrages of artillery. MG fire and strafing aeroplanes. Campaign days can be combined with other non-Campaign day scenarios to form an even larger campaign if so desired. 23. 23. 23. Most scenarios can be played as a campaign by flying through all blocks in sequence. Solitaire Rules Design Note: Bloody April has been designed primarily as a two player experience but can be played solitaire from the British side. MG units fire as Light AA against enemy aeroplanes but do not place a Barrage marker. gas attacks.2 Ground Units as Targets Ground units are target profile D unless noted otherwise by SSR.
The Wind Up mechanism is a way to determine whether a pilot or flight is still willing to continue in “harm’s way” or head for home. The Germans on the other hand had just transitioned within the last few months to their Jasta organization for their scout aeroplanes and their pilots had been presented with a target rich environment to ply their trade. Billy Bishop and many other Aces of the time and you can see what attracted me to this subject. The Germans hunt the skies with Albratros and Halberstadt Scouts and their own recon aeroplanes such as the Rumpler. There are advanced variants of some aircraft such as SE5a and Bristol F2b that players can use for what-if or continue on with scenarios set in June 1917 or later. a solitaire game on the air combat that occurred over Guadalcanal in 1942. the map scale was reduced from 2. 1917”. Players will note that the aeroplanes move almost as fast along the map as their DT/EV jet descendants but it is an optical illusion. Albatros and Roland. dashing defenders and of course the buzzword from Downtown.4 Air Combat Air battles of this era could and normally would be protracted turning combats. LLC . Designing Bloody April Commentary by Terry Simo with additional background information provided by Lead Graphic Designer Ian Wedge: 25. The short range of the weapons and the lack of any sophisticated gun aiming aids all lead to very limited opportunities to put lead on a target in a decisive manner.2 Scale The game system foundation that Bloody April is built upon was designed to model post-WW2 jet aircraft with limited BVR (Beyond Visual Range) capability. asymmetric warfare. The time increment for each turn was changed from 1 minute to 2 minutes of real-time and finally each Movement Point (MP) is 30mph vs. brave recon pilots and crews facing impossible odds. This is the primary reason to add the Dogfight rules to the game which portrays the lengthy process that some combats evolved into lasting 15-20 minutes. the switching from fast jets to relatively slow WW1 aeroplanes required a major overhaul of a few but major game system components. 150mph. Players will become intimately familiar with their predecessors. Aeroplanes such as the BE2 were totally obsolete by 1917 but soldiered on with English pluck for many months performing invaluable Artillery Cooperation and Recon missions which was the main tasking put on the RFC by Higher Headquarters.1 Why WWI? My next game design that I had in the works after doing the historical study. 25. tactics and pilot quality were often decisive in securing kills. Historically. Albert Ball. With the plethora of aeroplanes in the game.30 Bloody April Rules Manual 25. Players won’t be yanking and banking their aeroplanes as in a tactical game but get the same feel that air commanders had of the sweeping panorama of the burgeoning air combat that occurred in this sector of the Western Front during the War to end all Wars. © 2012 GMT Games. top speed and excess power and are an overall rating. Adopting the term ‘Aggression value’ for this reflects the extent to which the willingness to close and fight is a key aspect of these ‘human factors’. it required a level of detail in performance that is a big step above Downtown and Elusive Victory but still allows players to quickly resolve manoeuvres and combats. Elusive Victory was to be Cactus Air Force. Throw in the larger than life personalities of Manfred von Richthofen. take an F-4 flying at 450mph and a Sopwith Pup flying at 90mph. The F-4 moving at the scale of Bloody April would have 15MPs to the Pups lowly 3MPs! 25. Two very famous aeroplanes that people associate closely with WW1 and made famous by the Red Baron and Snoopy in popular cartoons. I happened to come across a book by Peter Hart called appropriately “Bloody April. As a point of comparison. Slaughter in the Skies over Arras. While the main foundation of the game flow was maintained. It had all the facets of what makes for an interesting combat situation. The Manoeuvre differential is an assessment of relative aeroplane performance. the SE5 and SPAD VII and workhorses like the BE2s. 25.3 Aeroplanes Ask anyone to name two aeroplanes from WW1 and they probably will tell you the Fokker Triplane and Sopwith Camel. The British scout pilots had the unenviable job of trying to stop the Germans from doing just that. Most particularly. While I had done a lot of preliminary research work for that game. The book went into fascinating detail describing air combat of that era and really struck a chord with me. The British in 1917 had a dizzying array of different aeroplanes in different stages of their combat life cycle. DH4s and RE8s.5nm per hex down to 1nm. aeroplanes such as the Sopwith Pup and Triplane. Manoeuvre ratings account for wing loading. however these aeroplanes came to the front later in 1917 than the period depicted in Bloody April. training.
so you only see major roads (and not all of them). something Ian was keen to provide. to give the players a snapshot feel for the challenges and mission taskings that WW1 air commanders faced for a block of time within a typical day of battle. LLC .1 Tactics Tactics were evolving constantly during WW1 and players will quickly discern on their own the tactics that work best for them. © 2012 GMT Games. It also adds a significant amount of replayability to scenarios. There was a lot of historical data available that gives a general feel for what weather occurred on a particular date (as noted in Historical Outcome section of each scenario) but not the data needed for the actual wind speed and cloud cover. A lot of research went into modelling the weather effects and a ten year period of historical weather was used to determine primary wind direction and speed as well as the ratio of how many days during a month a certain weather condition occurred. Where possible within the confines of a hex grid the aerodromes are accurately positioned to within a few hundred yards of their historical locations. with the exception of the FE2 which would be too large to fit. but it’s the map that first grabs attention when a game is laid out. but Ian is indebted to the late Dan-San Abbott and the work he has done on various standard German schemes. so now you can easily see the difference between the scout machines and the two-seaters. Not only would these provide all the detail required.Bloody April Rules Manual 31 25. A lot of data on missions was available and individual combats were detailed especially where losses occurred that can be cross referenced to locations on the game map. it isn’t a mistake—the evidence we’ve found shows the Red Baron was not flying an all red machine at this time! However. On another level the game is also a ‘tool kit’ for players to create their own scenarios and experiment with alternatives. and these are reflected in various symbols and coloured engine cowlings. The various aeroplanes on the counters are all to the same scale. As an attacker having that altitude advantage allows you to decide when and where a combat takes place as you can avoid it or initiate it at will. Colour schemes for aeroplanes were drawn from a variety of sources. Squadron and Flight markings are also well documented. they also give a look appropriate for the period.8 Map and Aeroplane Art The first choice Ian was faced with is what overall style he wanted for the map. Not as individual as the German machines. Corbehem for example turned out to be a complete mystery and Douai/La Brayelle was a fascinating research trail with the results still being argued on by experts. One of the things that players will find that is much different from Downtown and Elusive Victory is the need to stalk your targets carefully in regards to altitude. 25.7 Scenario Weather The weather during the three months modelled in the game is quite variable. Having altitude advantage as a defender means that any attacker is forced to climb to try and attack and they must be at your altitude or higher to do so. and a proportion of the villages sufficient to represent the building density of an area and to provide the players with appropriate reconnaissance targets. For the British player. Easier said than done as the Germans first order of business should always be to strike hard and fast any flights they perceive as being recon or artillery cooperation missions. Obviously a lot had to be removed to avoid clutter. Numerous sources were looked at to cross check information but not everything was available especially for some of the less glamorous missions such as bombing and recon. or doped in a colour coded PC10 for RFC machines and PC12 for the RNAS. By contrast. Tactical Hints 26. This data included names of individual pilots and observers which allowed me to develop a database with a fairly representative listing of these crew members. These were either clear doped linen. This asymmetric warfare battle rhythm will dictate many of the campaign days and larger scenarios. an alternative version of his machine has been provided for those that prefer him in red. Some of the individual German aeroplanes are conjecture. 25. In most cases they depict actual missions as closely as the data provided. Snow or Fog. That is the one weak area in the Orders of Battle but an excellent book on the Schusta units provided much of the missing data and helped close the gap in this area. the obvious inspiration to draw on was the trench maps of the period. 26. 25. The counters are important. but the bulk of the rail network is present. Much time in the game will be spent tackling that issue. It takes time for a WW1 aeroplane to get up to proper altitude and altitude advantage is very much a key to success not only in defence but attack. but not as drab as is often supposed.5 Orders of Battle For Bloody April. British machines were simple. as Ian used artistic licence in cases where a scheme is known to have been used several months later in 1917 and so might have applied it to machines flown during the Battle of Arras. as a scenario flown in Clear Weather is much different than one with Rain. All of this has been distilled into the Scenario Weather Table to allow you the player to face the same variability that had such a key role in how missions played out. there is a lot of data available on the individual squadrons of the Royal Flying Corps and German Jagdstaffeln. The game is designed as best as possible within the boardgame medium. and a best guess has been arrived at based on proximity to railways and how level the ground is. And no. The one area where there is not a lot of available information is on the German Recon units as that data was destroyed during WW2. As one of the main functions of air forces in WWI was to photograph the ground for the creation of maps. In some cases this has proved impossible to track down. the key tactic will be protecting and positioning his recon and artillery cooperation missions to ensure they are able to successfully complete those taskings.6 Scenarios and Campaigns The scenarios are representative of activity for the three months in 1917 that they the game models.
M. Interesting book detailing the technical aspects of air fighting in WWI. James(Major). Jon. Franks. Imrie. Christopher & Franks. General overview of air fighting in WW1.com. Jon. 2006). Rogers. British Aviation Squadron Markings of World War I (Schiffer Publishing. 1972). Fictional account of WWI flying based on Yeates experience. Norman &Guest. Antero Kuusi. RNAS and RAF units in WWI. Guttman. A complete record of Fighter Aces and Units of the British Empire Air Forces from 1915-1920. Pusher Aces of World War 1 (Osprey Aeroplane of the Aces 88.com as well as the following websites http://www. Sopwith Triplane Aces of World War 1 (Osprey Aeroplane of the Aces 62. Les. Ralph Whitehead 27. (Schiffer Publishing Ltd. 2004). Osprey Publishing Limited.2 Select Bibliography This is a selection of the reading used in researching the game: Bennett.32 Bloody April Rules Manual Guttman. Revell. Plenty of pilot anecdotes. Russell. 2001). Osprey Publishing Limited. 1917 (Weidenfeld & Nicholson. 2007). provides more detail on Albatros Aces. Al Cannamore Lead Playtester: Steve Paul Editor: Hans Korting Producers: Tony Curtis. Good reference for early activity of Albatros Aces. Hans Korting. Support for Bloody April can be found online at the GMT website: http://www. Alex. The Early Birds of War (Grossett & Dunlap. 27. Franks. Greg. Bloody April. Yeates. O’Connor. Joe Divar Additional Thanks: Steve Roberts. Alex. 1968). 2009). Covers FE2. Gene Billingsley and Mark Simonitch Playtesters: Torsten Spindler. Shores. Revell. One of the original members of 56 Sqn. numerous papers and online references have been used. August 1916 . Airfields & Airmen Arras (Pen & Sword Books Limited. 2009). Definitive work on Schusta units. Reynolds. 2003). British Fighter Units Western Front 1917-18 (Osprey/Airwar 18. Osprey Publishing. Mike. Osprey Publishing Limited. Frank & Duiven. Thomas. Sopwith Pup Aces of World War 1 (Osprey Aeroplane of the Aces 67. In addition to these works. SPAD VII Aces of World War 1 (Osprey Aeroplane of the Aces 39. As with all the Aces books provides some good detail on Triplane activities with RNAS. A complete listing of claims and losses.1 Credits Lead Design Bloody April: Terry Simo Art Director: Rodger MacGowan Lead Graphic Designer: Ian Wedge Box Art & Package Design: Rodger MacGowan Game Manuals: Charles Kibler Vassal Module: Torsten Spindler. Jon. Appendices 27. 2005). 2004). Osprey Publishing. Above the Trenches (Grub Street. They Fought for the Sky (Bantam Publishing. 2005). Great source for scenario building. Same detailed treatment of one particular aeroplane type in the game. Albatros Aces of World War 1 (Osprey Aeroplane of the Aces 32. Alex. 1990). Rick. Steve Paul. © 2012 GMT Games. Sagittarius Rising (Frontline Books. No 56 Sqn RAF/RFC (Aviation Elite Units. Provides a brief overview of British fighter units covering the period depicted in the game as well as into 1918. DH2 and RE8 aeroplane in action. Funderburk. History of 56 Sqn which made its combat debut during Bloody April with the SE5. Airfields & Airmen Cambrai (Pen & Sword Books Limited. Guttman. Osprey Publishing Limited. Franks. 25th anniversary edition detailing early German fighter units. Excellent source for aeroplane markings and types flown by RFC. Hart. The Origin of the Fighter Aeroplane (Westholme Publishing LLC. Franks. Duiven. V. Tom Hilder. Lewis. Rodger MacGowan. Rick. highly entertaining story of his wartime service. Peter. Osprey Publishing Limited. 2000). 2004). Winged Victory (Grub Street. 1998). The Jasta War Chronology (Grub Street. 2009). 2002).gmtgames. British Single-Seater Fighter Squadrons on the Western Front in World War I (Schiffer Publishing Ltd. Leon. Bristol F 2 Fighter Aces of World War 1 (Osprey Aeroplane of the Aces 79. German Fighter Units 1914-May 1917 (Osprey Airwar 13. Cecil. Great read to get you in the mood for what it was like to be a pilot in a RFC squadron. Flying Fury: Five Years in the Royal Flying Corps (Casemate. Good detail on fighter aeroplane development throughout WW1. Norman. O’Connor. LLC .boardgamegeek. 2001).November 1918.com and http://www. VanWyngarden. The namesake for the game provides great background on what was going on in the air and on the ground. Highly recommended autobiography of one of Britain’s best WW1 aces who flew from 1914-18. Osprey Publishing Limited. Jonathan Fellows. Continuation of Norman Franks’ book. 2009). Guide to aerodromes in and around Arras. Andy Lewis. Osprey Publishing Limited. French aeroplane used by the RFC. Norman & Bailey. 2002). Quentin. 2009). Alex. Guttman. Another aeroplane type that made its combat debut during the time period of the game. Jon. 2006). Mike. Albatros Aces of World War 1 Part 2 (Osprey Aeroplane of the Aces 77. Schlachtflieger! Germany and the Origins of Air/ Ground Support 1916-1918. Overview of early air combat. Mitchell Land. Revell. Robert Holzer. Norman. Slaughter in the Skies over Arras. Gunning for the Red Baron (Texas A&M University Press. McCudden. 2007). Norman. 2006). Guide to aerodromes in and around Cambrai. consimworld.
12.12. 10. 12. 11.11.31. 10.22. 11. 12.32. 4.216.31. 13.42 Air-to-air weapons: 126.96.36.199.2.31. 13. 10. 14.211. 1. 188.8.131.52 Cripple: 5.31. 3. 18.71. 5. 10.14.31.21. 16. 18. 11. 15.31. 10. 184.108.40.206.31 Dogfight marker: 3.41. 13.3. 22.12 Admin Phase: 3. 8. 13. 8. 18.4.13 C Camera equipped: 12. 10.24. 220.127.116.11.13.21. 5. 5.2. 16. 19. 13. 7.6.2. 13.33.31 Detection roll: 8. 13. 13.4 AA concentration: 3.41. 24.43. 11.15. 11.1 Barrage attack: 18.104.22.168.42. 2. 13.2.2. 8. 10.11.3. 13. 10. 16 Archie: 1. 12.13. 2.421. 13.1 Arcs: 1. 13.11.42 Air unit: 2. 18.4 Crew survival: 10. 8. 18. 10.23. 7.2. 5. 15.3 Attacker: 9. 22.214.171.124. 13.1. 4. 126.96.36.199. 12.23.2 © 2012 GMT Games. 12.2.1. 7.41. 13. 13. 13.4. 7.31 DLS: 1.42. 24. 19. 5. 15. 13.32. 188.8.131.52. 18.31 D Damage Factor: 184.108.40.206 Aggression Value: 1.15.216 Campaign Day: 1. 8. 220.127.116.11.33.421.1 AA Table: 16. 10. 12. 15 Active Aerodrome: 1. 23. 5. 18.104.22.168 Attack profile: 18. 13. 12.422. 14.217.3. 13.14. 23.43 Ammo drum: 3.31.2 Cavalry: 12. 5. 10. 15. 22.214.171.124.11.44 Disengagement: 10.6. 18.31. 10.2. 15.3.42. 12. 5. 2. 10. 10.11 Ack Ack: 1. 14.41. 4.1 ADC: 1. 8. 10. 22.12. 22. 13. 10. 12. 18. 20.3 Activation Phase: 3.1. 16. 20 Detection Phase: 3.11. 16. 5. 12.34. 13.31. 12.2.6. 126.96.36.199.2. 13.13.2.Bloody April Rules Manual 33 28.2.11. 188.8.131.52.184.108.40.206. 220.127.116.11 Climbing Flight: 10.41.13.23. 18.104.22.168.33.13. 12.32. 13. 3.14. 13. 16. 18.3.2. 4.41. 13.1. 14. 16. 15. 22. 11. 15. 3. 14.11.232. 9.31 Deck: 1. 13. 3. 12. 12. 10. 22.214.171.124.15. 10.214.3 Detection Table: 8. 2.41. 12.21.21. 14.3. 17. 16. 18.42.41. 13. 9.24. 13.4. 16. 8.31 Damaged: 5. 15.11. 13. 13. 10.9.24. 23. 3. 2. 14. 11. 16. 8.6. 10. 7. 14. 126.96.36.199.15. 18. 14.214. 13. 4.81. 7.22. 18.41 Diving Flight: 10. 15.1. 12.2. 7. 13. 13. 16. 15.43.12 Bouncer: 1.43. 11.22.31. 188.8.131.52. 4. 13.321.3. 23.2. 14.5. 184.108.40.206.11.33.1. 7.21. 10. 12.6.22. 16. 8. 220.127.116.11.3.21. 2. 15. 12. 13.216.21. 5.5. 7.34.22 B Balloon Attack: 13.1. 13.422.1.32. 5.1. 18.104.22.168. 13. 22.214.171.124.13. 10. 4.31.4126.96.36.199. 8. 7.71. 13. 188.8.131.52.22 Dive Speed: 2. 10.3.31.14. 13. 13. 13.31 Air-to-ground: 10.3. 10.33.2.41.1 Dangerous Dive Limitation: 10. 3.43.215 Contact Patrol: 12. 16. 184.108.40.206.31. 10.4.2.12.211. 12. 16. 16.232. 220.127.116.11. 11. 12. 13. 15. 13. 7. 10.12.232. 13.3 Air Deployment Phase: 3. 5.42 Altitude marker: 10.52 Artillery Cooperation: 1.2.34. 14.2. 12. 10.2. 2.2. 13. 16. 17. 12. 16. 5. 16. 23.216.2. 18.2. 13.216. 17.22.43 Buckingham ammunition: 12. 13.423.11 Abort marker: 10. 3. 3. 18.104.22.168.214. 13. 12. 22.214.171.124.421.217. 10.1 Crash Landing Table: 10.11.42.33.126.96.36.199.31.11. 5.215. 21. 11. 21.23. 13.2 Air-to-air combat: 3.81. 13. 188.8.131.52.32 Balloons: 1. 8. 17. 13.218. 18.81.5. 17. 13. 13.211. 8.3. 11. 10.44.4. 15. 184.108.40.206 Bombs: 10. 13.1 Aggression Level: 4.31 Air-to-ground attack: 10.2.11 Altitude band: 1. 220.127.116.11.1. 12.2.41. 5.218. 10. 13.34 Anti-Aircraft Artillery: 1. 18.104.22.168. 13. 13.3 Defender: 22.214.171.124. 23. 12.12. Rules Index A AA: 1.2. 4. 13.13. LLC . 16.32.21. 126.96.36.199.21. 10.14. 15. 16.3. 16. 4. 13.13 Detected: 1.217. 188.8.131.52 Damage modifier: 10.13.2.21. 10. 12.1. 14.81.53. 10. 10. 4.13.41. 16. 2. 18.1. 13. 184.108.40.206. 5.2. 14.2.2. 13.2 Defending flight: 10. 13.217. 8. 10.1. 18. 220.127.116.11. 15. 8.3 Defensive Wheel: 3.2. 13. 10. 4. 10. 10. 13.1. 17.21 Depletion: 2.2. 4.6 Ace: 4. 17.34. 10.21. 13.212 Bombing: 3. 18. 16.4. 16. 15. 8. 11.41.2 Attacking flight: 18.104.22.168. 22.214.171.1241.31 Close Escort: 126.96.36.199. 1. 20. 13. 12. 13. 13. 188.8.131.52.11.22.33. 2. 13. 4. 10. 7. 19.44. 13. 12. 4. 10.9.2.2 Disadvantage: 10. 184.108.40.206. 10.31 Battery Contact: 12.22. 13. 10. 9. 2. 3.1 Abort: 1.13.25. 22. 16.15. 7. 15. 220.127.116.11 Ammo depletion: 2. 5. 13. 13. 13. 14. 13.12. 7. 12.4 Aeroplane box: 5. 16.1 Altitude Restrictions: 12. 18.104.22.168. 10.31. 13.43. 18.2 Clear: 7. 17. 4.1. 22.214.171.124. 13. 13. 12.13. 126.96.36.199.188.8.131.52. 5. 184.108.40.206.2 Advanced Rule: 1.2 Balloon Busting: 8. 18. 3. 12. 18. 17.16. 12. 13.1.32. 13.13.43. 13.13.15. 13.
12. 10. 3.11. 13. 22. 220.127.116.11 Line Patrol: 10. 3.43.2 Engagement roll: 8.24. 7.2. 17.31 Manoeuvre marker: 10.3.22. 8.1.2 Manoeuvre Rating: 2. 18.104.22.168. 11. 7. 4.34. 13.31. 4. 16.42. 13.1. 22.214.171.124.232.71. 16.2.3. 13. 11. 126.96.36.199.216 Line of Sight/LOS: 7. 13.3.2. 13.1. 21. 12. 22.2.1 Manoeuvre: 2. 7.13 © 2012 GMT Games. 10. 9.3. 9.2.24 Engagement value: 13. 10.22 H Headwind: 188.8.131.52. 18. 12.1.2. 23.11.42. 6. 10.34 Bloody April Rules Manual Dogfight play aid: 3.1 Movement Points: 1. 13. 10.33.12 Movement Phase: 184.108.40.206. 10. 5.2.12 G Generic counter: 5.33.215. 13.1. 15.2. 8.41. 220.127.116.111. 7. 2.33 Movement type: 10. 10. 5.34.31. 13.42. 21.11 Max Altitude: 12. 14. 11. 18. 4.15. 15. 12.21. 12.4. 10.1. 16.1 I nfantry: 12. 10. 4. 10. 7. 13. 2. 7. 10. 11.3 Heavy Damage: 19.24 Dummy: 18.104.22.168 Long Range Recon: 1. 12.1.216. 22.214.171.124.422 FA(A): 1. 14. 126.96.36.199.1 Flight Quality: 4. 188.8.131.52.217.13 Mostly Sunny: 7. 21. 16. 12. 16. 13.5. 13.1. 184.108.40.206. 8. 14. 13.213 Log sheet: 2.232. 3.33.4. 11.5.3. 13. 16. 16.23 Entry hex: 11. 8. 12. 13.3.11. 16.2 Dud Engine: 220.127.116.11. 12. 5. 10.12.33. 10.218.2. 10.11.11.2. 13. 11. 10.2. 13.14.217 Level Flight: 10. 5.212.81. 4.52.2. 12. 5. 4.31.11. 10. 10.32.216.31.18.104.22.168. 12.421.1 Ground Setup: 4. 13. 12.1. 10.3.42. 11. 11.2. 10.3.21.12. 13.6.41. 5. 11. 10.31. 10. 4.14. 18.31. 22.214.171.124. 10. 13. 10.42. 9. 11. 4. 13.2. 10. 13. 15.23.2. 4. 7. 10.32. 9. 10. 2. 18. 12.22 Le Prieur: 12.4.1 Ground unit: 1. 10. 12.3.81 Flak barrage: 16. 4.1 Hidden: 3.24 Ground Deployment Phase: 3. 18. 22. 2. 5. 5.11 Mostly Cloudy: 7.422 Facing: 10. 10. 14.2. 2. 13. 126.96.36.199. 2.2. 10. 20.14. 10. 10.13. 11. 13. 10.4 Medium: 1. 5.2. 8.3. 11. 10.2. 8. 10.3.21. 11. 10.1. 10.1.31.9.2 Max Turn: 10. 188.8.131.52. 184.108.40.206.2. 12. 10. 16. 18.13. 4.421.41 Landing: 2.1.232. 220.127.116.11. 20. 10. 3. LLC .4.22 Forward firing guns: 13.1. 5. 19.422. 18.104.22.168. 15. 16. 7. 22. 13. 11. 4.1.4. 4. 9. 21.31 J Jasta: 1.44. 7. 15. 22.3.12. 3. 22. 5. 12.4 Flight: 1. 3. 18. 11. 10. 13.22. 11.1.3. 11. 23.33 Flak Damage Table: 16. 13.4.22. 14.33 Flight log: 22.214.171.124. 7. 5.2.22. 13.2 L Land: 2. 10.5 Engagement: 13. 11.32. 4.11.1. 2.31.1. 13.1. 126.96.36.199 Multiple guns:13.4. 16.34. 12.11. 12.9.52. 10. 18.1. 11. 7.1.232. 8.2 High: 1. 14.1 Flight leader: 4. 17.2. 10. 6. 188.8.131.52.31 Flaming Onion: 184.108.40.206. 10.3.31.2.71.14.32. 13.2 initiative chits: 220.127.116.11 Forest: 2. 11.24.34 Fog: 7. 5. 8.13 E Endurance: 2.2.33 M Machine gun (MG): 12. 13.41.11. 10.24.3. 10. 13. 16. 1. 10. 10.13. 11. 18.104.22.168.1.34. 20. 9.32 Low: 1. 22.214.171.124. 22.3.14. 12.13. 126.96.36.1992.12 Gliding Flight: 10. 9. 13.3. 18. 188.8.131.52 Firepower: 2. 15.6.217. 16.41. 184.108.40.206.13.31. 10.41.52 Hemisphere: 220.127.116.11.5 Large Force pool: 9.41. 10. 21. 10.32. 4.5 Environment conditions: 7.34. 16.34. 13. 18.104.22.168. 8. 18. 3.43.1. 15. 5.21.21. 13.423. 10. 13.32. 13.31. 16. 13. 10. 14. 22.214.171.124. 16.3.33x Moon phase: 21.1. 16. 10. 10. 8. 13.51.12 Free Turn: 10. 126.96.36.199 Maximum allowable speed: 10.4.11. 13.31.31. 12.1. 10.2. 15. 10. 14.22.11 Ground Planning Phase: 3. 9.3. 4. 9. 5.12.2. 13.2. 4.1 Initial Point: 18. 3. 10. 11.214. 7.7.3. 5.41 F FA: 1.22. 15 DRM: 1.3. 3.2.12. 12.14. 12. 2.33. 12.15.2. 13.9. 9.
2. 12.3. 13. 12.33. 10. 21.21. 3. 8. 5. 10. 188.8.131.522.13. 10.5. 13. 2. 3. 10.2. 16.15.2. 5.2.24. 4. 10.4.33.31 Night navigation: 21. 12. 23. 11. 21.11.3. 4.12. 3.3.421.3. 184.108.40.206. 220.127.116.11.423.14. 22. 22. 9.21.2 Tasking: 1. 12.12. 8. 11.11. 13. 9. 10. 4.422 Scout: 1.216.32 Night combat: 21. 21.3.52. 12.11.3. 23. 18. 13.31. 13.71.1. 12.22 Snow: 7. LLC .1 Planning Map: 2. 10.32. 13. 9. 11. 7. 12.14 Random Events: 3.21. 8. 12.3. 12.42. 7.217. 12.32.3. 12. 18.21. 12.217. 2. 4.42 Rear gunners: 13. 12.1. 5. 12.3. 24. 15. 9. 5. 10.2. 4.1.2 Rain: 7. 6.31 Scenario: 1.6 Previously Visually Sighted: 8.42.1. 18.104.22.168 Scramble: 12. 23.41. 7. 7.1.7. 8. 4.13.212. 7. 13.3.218. 12.216 Shot down: 4. 13.2. 8. 4.12.12. 18.215.1 Small Force pool: 9. 11.1. 16. 13. 13. 12.22. 5.1 Squadron: 4.44. 4. 4. 13. 12. 10.22. 21. 14.42 Target profile: 22.214.171.124.3. 10.43. 4.1. 126.96.36.199. 10.12. 11. 5.216 Photos: 3. 21. 7.216.81. 11.41.31. 13. 13. 3.5. 188.8.131.52 S Scatter(ing): 10. 2. 5.218. 3.422. 184.108.40.206 Patrol: 220.127.116.11. 18.1.4. 12.212.21. 10.31 Spin Out: 10. 18. 13. 12.1. 5. 12.1 Single aeroplane: 5. 18.104.22.168.71.2.12. 22.214.171.124. 15. 5.31. 24.15.5. 10. 22.51. 11. 15.213. 6 Rear firing guns: 13. 16.71 Night: 4.1. 16. 17.32. 11.52.31. 21.1.11. 126.96.36.199. 13. 21.216.41 Slight Damage: 19. 11. 22. 12.22. 13.1. 188.8.131.52.5 Take off attrition: 184.108.40.206.1. 10.5. 20 R Railway: 12. 7. 4. 220.127.116.11.51. 13. 18. 18.1. 14. 14.215. 13.34. 12.32. 24. 4.2. 23. 21. 21.21 No man’s land: 1. 5.21. 8.34 RFC: 1.21.318.104.22.168. 22.214.171.124 Scenario Planning Phase: 3. 4. 5.6. 20 © 2012 GMT Games.126.96.36.199. 188.8.131.52. 15. 184.108.40.206.21. 7. 13. 11. 12. 13.1. 21.2 Stacked flights: 5. 7. 11. 23. 13. 1.218 T Take off: 4.31 Show: 1. 10. 220.127.116.11. 18.104.22.168 Speed setting: 10.5.1.212. 5. 4.2 P Partial movement: 5. 10. 4. 11. 12. 4. 10.31.2.3 Reload: 3. 22.214.171.124.4. 5. 11.1.21 SSR: 1. 4. 21. 13. 4.13. 16.21 Navigational error: 10.219.1.2.2. 15 Total Destruction: 19. 18.12. 8.423.2.2 Optional Rule: 1.34. 13.2. 126.96.36.199. 12. 12.2. 12.14. 9.2.43 Ordnance: 5.11.7. 5.31. 9. 23. 13.21. 21. 12. 12.34. 21. 2. 188.8.131.52 Off-map: 11. 11.1. 12. 4.21. 4. 23. 22.21 Recovery Phase: 3.34.211. 12.13.11. 15 Time to Climb marker: 1.212.12. 9. 13.216. 11.34. 11. 184.108.40.206.5. 5.51. 17. 5. 20 Tally marker: 3. 2. 24.218. 17.2. 3.2.12 Stack/Stacking: 4.2 Surprise: 10.3.41. 18. 13. 16.1.1 Speed: 2.2. 10.1. 21.5.34 Recon: 1. 20 Target hex: 3. 13.12. 6.Bloody April Rules Manual 35 N Navigation: 10. 12.15. 10. 11. 13. 4.33. 13.3. 15. 10. 220.127.116.11. 3. 11.14 Solitaire: 2. 21. 21. 7.216. 13.13. 14. 21. 4.4. 2. 3. 2. 18.2.216 Pilot: 1.423.4 Regular: 4. 10. 13.3 Spinning Flight: 3.217. 5.217. 21.1.21 Recovery: 3. 13. 2.2.7 Playbook: 18.104.22.168.12. 13. 20 Offensive Patrol: 12.21. 12. 22.214.171.124.2.1. 12. 8. 18.41 Other Behavior: 12.1. 3.2. 12.423. 8. 7. 21 Road: 2.3.25. 10.52. 12.33. 10.42. 126.96.36.199.188.8.131.52 Service Ceiling: 184.108.40.206 Track Phase: 3. 9. 18. 220.127.116.11. 5. 8. 12. 1.6 Random Events Phase: 3. 22.4.15. 18. 14.3.11. 11. 4. 11.232.44 O Observers: 18.104.22.168.2.34.2. 12. 10.34. 10.81. 8. 11. 13.2.423. 4. 5.41 Sun Arc: 22.214.171.124.2. 12.3.31. 21.12 Tally: 1. 4. 10. 15. 7.22. 126.96.36.199. 21.21.212. 188.8.131.52. 14.1 Photography Plate Table: 12. 10.2 Strafing: 8.1. 4.216 Photography: 12. 13.23. 4.3 Time to Climb: 1. 184.108.40.206.42. 8. 10. 23 Time of Day: 3. 17.14. 220.127.116.11. 12. 5. 15.5.1 Schusta: 1.
7. 10.2.43.2. 7.6. 18.104.22.168. 21. 7.3. 7.216.3 Victory Points (VPs): 4. LLC .33. 12. 5.4.21 After Arras – Later in 1917. 8. 10. 13.36 Bloody April Rules Manual Training: 1.31. 4.3.2. 18. 8. 7.31 Wind Up: 1. 15.52. 7.43.13 Visual sighting: 4. 13.11.4 Weather Determination Phase: 3. 8.3.1. 10.11. 16. 16. 12. 7. 15.213.33. 4.213. 3.217. 12. 8. 7. 7. 12.1 U Undetected: 3.3.1. 8.2. 16. 7. 10. 11. 8.214. the Sopwith Camel.32.21.24. 7. 21.216. 15.12.2 Turn Table: 10.31. 10. 9. 5.216 Trench Strafing: 12.2.218 Turning: 10.12 Visual Phase: 3.32. 10. 22. 7.1 Weather Change Table: 7.31.2 V Very High: 1.11.4. 11. 10.31. 11.13 Veteran: 4.21.42. 12.2. 16.13.53 Wind direction: 7. 22.214.171.124.31. the three Sopwith designs that flew during the battle were replaced by a famous machine.1 Weather Phase: 3. 10. 4.21. 12. 13.3.3. 23. 7.14. 23. 126.96.36.199. 188.8.131.52.3.21 Trench Line: 1.42.5. 3. 184.108.40.206 Wind Drift: 3. 20 Urban: 2. 23. 4. 220.127.116.11. © 2012 GMT Games.212. 12. 16. 12.32 W Water: 2.22 Weather: 2. 18.104.22.168. 12.3.3 Visual Identification: 8. 12. 7. 21.2. 4.31.34. 20 Trench Recon: 12.
99k TtC MED 3 TtC MED 4 TtC MED 5 TtC MED 6 TtC MED 7 TtC MED 8 TtC MED 9 Time to Climb LOW+1 6000ft 5500ft 5200ft 5000ft 4850ft 4750ft 4666ft Time to Climb LOW+2 8000ft 7000ft 6400ft 6000ft 5700ft 5500ft 5330ft Time to Climb LOW+3 8500ft 7600ft 7000ft 6550ft 6250ft 6000ft Time to Climb LOW+4 8800ft 8000ft 7400ft 7000ft 6666ft Time to Climb LOW+5 9000ft 8250ft 7750ft 7330ft Time to Climb LOW+6 9100ft 8500ft 8000ft Time to Climb LOW+7 9250ft 8666ft Time to Climb LOW+8 9333ft LOW 4.00 to 9.00 to 9. LLC .99k TtC LOW 2 TtC LOW 3 TtC LOW 4 TtC LOW 5 TtC LOW 6 TtC LOW 7 Time to Climb DECK+1 2000ft 1333ft 1000ft 800ft 666ft 575ft Time to Climb DECK+2 2666ft 2000ft 1600ft 1330ft 1050ft Time to Climb DECK+3 3000ft 2400ft 2000ft 1625ft Time to Climb DECK+4 3200ft 2666ft 2300ft Time to Climb DECK+5 3330ft 2875ft Time to Climb DECK+6 3550ft LOW 4.Bloody April Rules Manual 37 “Time To Climb” Conversion Tables DECK 0 to 3.99k TtC MED 11 TtC MED 12 TtC MED 17 TtC MED 21 TtC MED 24 Time to Climb LOW+1 4545ft 4500ft 4350ft 4285ft 4250ft Time to Climb LOW+2 5090ft 5000ft 4700ft 4570ft 4500ft Time to Climb LOW+3 5635ft 5500ft 5050ft 4855ft 4750ft Time to Climb LOW+4 6180ft 6000ft 5400ft 5140ft 5000ft Time to Climb LOW+5 6725ft 6500ft 5750ft 5425ft 5250ft Time to Climb LOW+6 7270ft 7000ft 6100ft 5710ft 5500ft Time to Climb LOW+7 7815ft 7500ft 6450ft 5995ft 5750ft Time to Climb LOW+8 8360ft 8000ft 6800ft 6280ft 6000ft Time to Climb LOW+9 8905ft 8500ft 7150ft 6565ft 6250ft Time to Climb LOW+10 9450ft 9000ft 7400ft 6850ft 6500ft Time to Climb LOW+11 9500ft 7750ft 7135ft 6750ft Time to Climb LOW+12 8100ft 7420ft 7000ft Time to Climb LOW+13 8450ft 7705ft 7250ft Time to Climb LOW+14 8800ft 7990ft 7500ft Time to Climb LOW+15 9150ft 8275ft 7750ft Time to Climb LOW+16 9500ft 8560ft 8000ft Time to Climb LOW+17 8845ft 8250ft Time to Climb LOW+18 9130ft 8500ft Time to Climb LOW+19 9415ft 8750ft Time to Climb LOW+20 9700ft 9000ft Time to Climb LOW+21 9250ft Time to Climb LOW+22 9500ft Time to Climb LOW+23 9750ft © 2012 GMT Games.
LLC .99k Time to Climb MED+1 Time to Climb MED+2 Time to Climb MED+3 Time to Climb MED+4 Time to Climb MED+5 Time to Climb MED+6 Time to Climb MED+7 Time to Climb MED+8 Time to Climb MED+9 Time to Climb MED+10 Time to Climb MED+11 Time to Climb MED+12 Bloody April Rules Manual TtC HIGH 4 TtC HIGH 6 TtC HIGH 7 TtC HIGH 8 TtC HIGH 9 TtC HIGH 10 TtC HIGH 13 11500ft 11000ft 10850ft 10750ft 10666ft 10600ft 10460ft 13000ft 12000ft 11700ft 11500ft 11230ft 11200ft 10920ft 14500ft 13000ft 12550ft 12250ft 12000ft 11800ft 11380ft 14000ft 13400ft 13000ft 12666ft 12400ft 11840ft 15000ft 14250ft 13750ft 13230ft 13000ft 12300ft 15100ft 14500ft 14000ft 13600ft 12760ft 15250ft 14666ft 14200ft 13220ft 15230ft 14800ft 13680ft 15400ft 14140ft 14600ft 15060ft 15520ft TtC HIGH 15 TtC HIGH 16 TtC HIGH 18 TtC HIGH 20 TtC HIGH 30 10400ft 10375ft 10333ft 10300ft 10200ft 10800ft 10750ft 10666ft 10600ft 10400ft 11200ft 11125ft 11000ft 10900ft 10600ft 11600ft 11500ft 11333ft 11200ft 10800ft 12000ft 11875ft 11666ft 11500ft 11000ft 12400ft 12250ft 12000ft 11800ft 11200ft 12800ft 12625ft 12333ft 12100ft 11400ft 13200ft 13000ft 12666ft 12400ft 11600ft 13600ft 13375ft 13000ft 12700ft 11800ft 14000ft 13750ft 13333ft 13000ft 12000ft 14400ft 14125ft 13666ft 13300ft 12200ft 14800ft 14500ft 14000ft 13600ft 12400ft 15200ft 14875ft 14333ft 13900ft 12600ft 15600ft 15250ft 14666ft 14200ft 12800ft 15625ft 15000ft 14500ft 13000ft 15333ft 14800ft 13200ft 15666ft 15100ft 13400ft 15400ft 13600ft 15700ft 13800ft 14000ft 14200ft 14400ft 14600ft 14800ft 15000ft 15200ft 15400ft 15600ft 15800ft MED 10.00 to 15.00 to 15.38 MED 10.99k Time to Climb MED+1 Time to Climb MED+2 Time to Climb MED+3 Time to Climb MED+4 Time to Climb MED+5 Time to Climb MED+6 Time to Climb MED+7 Time to Climb MED+8 Time to Climb MED+9 Time to Climb MED+10 Time to Climb MED+11 Time to Climb MED+12 Time to Climb MED+13 Time to Climb MED+14 Time to Climb MED+15 Time to Climb MED+16 Time to Climb MED+17 Time to Climb MED+18 Time to Climb MED+19 Time to Climb MED+20 Time to Climb MED+21 Time to Climb MED+22 Time to Climb MED+23 Time to Climb MED+24 Time to Climb MED+25 Time to Climb MED+26 Time to Climb MED+27 Time to Climb MED+28 Time to Climb MED+29 © 2012 GMT Games.
99k Time to Climb HIGH+1 Time to Climb HIGH+2 Time to Climb HIGH+3 Time to Climb HIGH+4 Time to Climb HIGH+5 Time to Climb HIGH+6 Time to Climb HIGH+7 Time to Climb HIGH+8 Time to Climb HIGH+9 Time to Climb HIGH+10 Time to Climb HIGH+11 Time to Climb HIGH+12 Time to Climb HIGH+13 Time to Climb HIGH+14 Time to Climb HIGH+15 Time to Climb HIGH+16 Time to Climb HIGH+17 Time to Climb HIGH+18 Time to Climb HIGH+19 TtC VH 4 16750ft 17500ft 18250ft TtC VH 5 16600ft 17200ft 17800ft 18400ft TtC 4 19250ft 19500ft 19750ft TtC VH 6 TtC VH 10 TtC VH 15 TtC VH 20 16500ft 16300ft 16200ft 16150ft 17000ft 16600ft 16400ft 16300ft 17500ft 16900ft 16600ft 16450ft 18000ft 17200ft 16800ft 16600ft 18500ft 17500ft 17000ft 16750ft 17800ft 17200ft 16900ft 18100ft 17400ft 17050ft 18400ft 17600ft 17200ft 18700ft 17800ft 17350ft 18000ft 17500ft 18200ft 17650ft 18400ft 17800ft 18600ft 17950ft 18800ft 18100ft 18250ft 18400ft 18550ft 18700ft 18850ft TtC 5 19200ft 19400ft 19600ft 19800ft TtC 15 19200ft 19400ft 19600ft 19800ft 20000ft 20200ft 20400ft 20600ft 20800ft 21000ft 21200ft 21400ft 21600ft 21800ft TtC 20 19100ft 19200ft 19300ft 19400ft 19500ft 19600ft 19700ft 19800ft 19900ft 20000ft 20100ft 20200ft 20300ft 20400ft 20500ft 20600ft 20700ft 20800ft 20900ft 39 VH 19.00 to 18. LLC .0k Time to Climb VH+1 Time to Climb VH+2 Time to Climb VH+3 Time to Climb VH+4 Time to Climb VH+5 Time to Climb VH+6 Time to Climb VH+7 Time to Climb VH+8 Time to Climb VH+9 Time to Climb VH+10 Time to Climb VH+11 Time to Climb VH+12 Time to Climb VH+13 Time to Climb VH+14 Time to Climb VH+15 Time to Climb VH+16 Time to Climb VH+17 Time to Climb VH+18 Time to Climb VH+19 © 2012 GMT Games.00 to 22.Bloody April Rules Manual HIGH 16.
Box 1308. 30 B. 3.40 Bloody April Rules Manual German Scout Aircraft Availability Matrix Jasta 1. 12 B 11. 33 All other Jasta All Jasta Month March March March April April May Halb D.V – – – – – 9-10 Roll 1D10 for flight type Jasta Flight Size D10 Result: # of Aircraft: 1 1* 2-3 2 4-5 3 6-7 4 8-9 5 10 6 * = Single aircraft will use individual ace pilot from unit (Rating 0 to +5) GMT Games.com .O. 4. 5. Hanford.II 3-7 1-6 8-10 1-5 2-5 1-2 Alb D. LLC • P.III 8-10 7-10 – 7-10 6-10 3-8 Alb D. CA 93232-1308 www.GMTGames.II 1-2 – 1-7 – 1 – Alb D.
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