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Battle over Britain
Tactical Air Combat Game, RAF vs Luftwaffe, 1940
Second Edition
Gary Graber
5 3 0
-2 Rear Fire
Nationality
24 ID#
Performance 3 Me-110 12
Plane Damage
Battle over Britain: Tactical Air Combat Game, RAF vs Luftwaffe, 1940, 2nd ed.
(Vol. 1 of the Battle over Britain series)
Author: Gary Graber
© 2017 Minden Games
Wargame Vault edition.
ISBN 9-781542-756785
2
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© 2017 Minden Games
Disengaging Table
PrD: +2/+3 0/+1 -1/-2 -3
# Range 1-5 1-4 1-3 1-2
10
11
12
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the 1 row of the FCT; a 3 has “no effect”, and no ammunition (in game terms) is spent.
(2) In phase 1b, British have Advantage, so German card is drawn and revealed (4
Diamonds); the British then follows with card of his choice in response. Only the Brit-
ish may call Continuation, Yank the Stick (maximum once per game), use Long Burst
option, benefit from tailing bonus, or attempt to disengage.
PrD Modifications: All British planes have their PrD unchanged in relation to Ger-
man planes. All German planes, however, have their PrD raised by 2 in comparison to
the enemy. Examples: (1) A Spitfire has a PrD of 0 vs. Me-109; the Me-109 has a PrD
of +2 vs. the Spitfire. (2) A Hurricane has a PrD of +1 vs Me-110; the Me-110 has a
PrD of +1 vs. Hurricane. (3) A Defiant has PrD of –2 vs. Me-109; the Me-109 has PrD
of +4 vs. Defiant.
Victory Conditions: Individual Game: Same as regular game. Campaign Game:
British must have at least twice as many VP as the Germans at the end of the scenario to
win, or the Germans win. Handicap: If you find the Germans too strong, play without
Jokers.
Personal Campaign: You may use the Roleplay Option rules (section XVI) for
your pilot, and keep his characteristics through a whole series of games. See how many
enemy planes your pilot can shoot down before he is killed or retired.
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2 -1 to P-rating -1 to FM — —
4 — +1 to FM -1 H.O drm b
6 +1 to P-rating -1 to FM — —
7 — -1 to FM +1 H.O. drm f
9 -1 to P-rating +1 to FM — e
10 — +1 to FM -1 H.O. drm c
Queen +1 to P-rating -1 to FM — g
Designer’s Notes
Battle over Britain is a simple game of WWII fighter combat set during the summer of
1940. It simulates single fighter encounters. This second edition is unchanged from the
first, though it includes some extra optional rules, and new planes, and some verbal
smoothing of the rules. Battle over Britain is meant to be the sort of card game you can
play on your tray table during a airline flight, commuting to work on a train, or at your
desk during a lunch break. Apart from the plane ratings, the game does not emphasize real-
ism per se, but focuses on delivering fun as a strategy card game that is capable of produc-
ing believable results. Game play is abstracted, so it helps if you imagine the planes swirl-
ing around each other in a chaotic dogfight, rather than focusing on what exactly each card
might mean in a strict sense. That is, card suits indicate relative altitude between the two
planes to one another (not a fixed value of so many feet per altitude level), and card values
indicate relative fire positions. A vivid imagination will no doubt add enjoyment to the
game.
As far as plane ratings go, Hand Capacity is based on each plane’s top speed. The
faster the plane, the higher its Hand Capacity. Performance is based on a plane’s maneu-
verability, and its ability to climb and dive, relative to other planes. The higher the P-
rating, the better its relative performance. Agility is based on handling and nimbleness.
Durability is based on the plane’s ability to take damage before being destroyed. Fire
Modifier ratings are based on a plane’s firepower configuration and strength. There is a
subjective element present when assigning ratings, but we’ve tried to give ratings that pro-
duce an authentic feel and believable interactions. Good planes naturally are stronger in
combat, but smart card play can compensate for this when flying a weaker aircraft.
Changes in fortune can come suddenly, and one unfortunate card (combined with a high
fire die roll) can spell disaster to most any plane. Airplane ratings from this game may be
continued on page 20
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TURN 1: No Advantage
Phase 1a: Both sides play a card face down; cards are simultaneously revealed.
Spitfire played a 10 Clubs, and Me-110 played a Jack Hearts, so the Me-110 has Ad-
vantage. Phase 2: No fire possible (resolution number (R#) is not positive). Phase 3:
Each plane draws a replacement card from the draw deck.
TURN 2: Me-110 has Advantage
Phase 1b: Spitfire plays 2 Diamonds face up, and declares a break attempt (since
it has a PrD of +2). Me-110 plays a Jack Spades in response, so the break is unsuc-
cessful, and Me-110 retains Advantage. Phase 2: Skipped. Phase 3: Each plane
draws a replacement card.
TURN 3: Me-110 has Advantage
Phase 1b: Spitfire plays 3 Spades face up; Me-110 replies with Ace Clubs. Spit-
fire has Advantage. Phase 2: R# is 2; Spitfire declines to fire. Phase 3: Each plane
draws a replacement card.
TURN 4: Spitfire has Advantage
Phase 1b: Me-110 plays Queen Hearts face up, so break off attempt occurs. Spit-
fire replies with 5 Clubs. so break off successful, and neither plane has Advantage.
Phase 2: Skipped. Phase 3: Each plane draws a replacement card.
TURN 5: No Advantage
Phase 1a: Both sides play a card face down. Before revealing them, Me-110
declares “yanking the stick”, and takes back the card he laid down. He discards
three cards of his choice from his hand of 5 (the limit for him, given his A-rating of
3), retaining the other two cards. He then draws the top card from the draw deck,
which becomes his “played card” this turn. Both cards are now revealed, showing
Spitfire played a 8 Clubs, and the Me-110 card a 3 Diamonds, so Spitfire has Advan-
tage. Phase 2: R# is 5, and Spitfire fires a burst. It rolls a 1 on the 5 row of the FCT,
so the Me-110 takes two hits. The Spitfire now has four bursts of ammo left. Phase
3: Spitfire draws one replacement card; the Me-110 draws three (since it got rid of
three cards via yanking the stick earlier this turn), bringing its hand back up to its ca-
pacity of five.
TURN 6: Spitfire has Advantage
Phase 1b: Me-110 plays 9 Diamonds face up, then Spitfire plays 6 Clubs. so Spit-
fire has Advantage. Phase 2: Spitfire cannot fire because its R# is –3. The R# for the
disadvantaged Me-110 is +3, so it can Rear Fire. It rolls a 4 on the 3 row of the FCT,
modified –2 because of the rear gun fire modifier, for final result of 2. Spitfire gets
one hit, and Me-110’s rear guns have four bursts left. Phase 3: Each plane draws a
replacement card.
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For complete list of games available, including more WW2 air titles, visit:
minden_games.homestead.com
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Gloster Gladiator
Royal Air Force
Single-seat biplane fighter
Maximum speed: 250 mph
Climb rate: 2,200 ft./min.
Armament: x4 .303” machine guns
Hawker Hurricane I
Royal Air Force
Single-seat fighter
Maximum speed: 325 mph
Climb rate: 2,400 ft./min.
Armament: x8 .303” machine guns
Junkers Ju-87D
Luftwaffe
Two-seat dive bomber/fighter
Maximum speed: 255 mph
Climb rate: 1,400 ft./min.
Armament: x4 7.9mm machine guns
Messerschmitt Me-109E
Luftwaffe
Single-seat fighter
Maximum speed: 350 mph
Climb rate: 3,300 ft./min.
Armament: x2 7.9mm machine guns
x2 20mm cannon
Messerschmitt Me-110C
Luftwaffe
Two-seat twin engine fighter/bomber
Maximum speed: 340 mph
Climb rate: 2,100 ft./min.
Armament: x5 7.9mm machine guns
x2 20mm cannon
Supermarine Spitfire I
Royal Air Force
Single-seat fighter
Maximum speed: 360 mph
Climb rate: 2,800 ft/.min.
Armament: x8 .303” machine guns
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Brit Ger
Game British Plane(s) German Plane(s)
VP VP
10
11
12
13
22 (photocopy before use)
Fairey Swordfish
Fleet Air Arm
Two-seat bomber
Maximum speed: 140 mph
Climb rate: 900 ft./min.
Armament: x2 .303” machine guns
Focke-Wulf 190-A
Luftwaffe
Single-seat fighter
Maximum speed: 405 mph
Climb rate: 2,900 ft./min.
Armament: x2 13mm machine guns
x4 20mm cannon
Messerschmitt Me-109G
Luftwaffe
Single-seat fighter
Maximum speed: 400 mph
Climb rate: 3,300 ft./min.
Armament: x2 13mm machine guns
x1 20mm cannon
Supermarine Spitfire VC
Royal Air Force
Single-seat fighter
Maximum speed: 375 mph
Climb rate: 2,800 ft/.min.
Armament: x4 .303” machine guns
x2 20mm cannon
Bristol Blenheim IV
Royal Air Force
Multi-crew bomber
Maximum speed: 260 mph
Climb rate: 1,500 ft./min.
Armament: x6 .303” machine guns
Heinkel He-111H
Luftwaffe
Multi-crew bomber
Maximum speed: 260 mph
Climb rate: 900 ft./min.
Armament: x6 7.9mm machine guns
x1 20mm cannon
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CREDITS
Designer: Gary Graber
Publisher: Minden Games
Printed by CreateSpace, an Amazon Company.
© 2017 Minden Games
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Battle of the River Plate NavTac: Coronel & Falklands Pz Digest Conv. Special
minden_games.homestead.com
alejandro anzuinelli (Order #17017804)
Battle over Britain
Tactical Air Combat Game,
RAF vs Luftwaffe, 1940
Second Edition
minden_games.homestead.com
10 7 8 9 10* 11* 12
9 6 7 8 9* 10* 11
8 5 6 7 8* 9* 10
7 4 5 6 7* 8* 9
6 3 4 5 6* 7* 8
5 2 3 4 5* 6 7
4 1 2 3 4* 5 6
3 0 1 2 3* 4 5
2 0 0 1 2* 3 4
1 0 0 0 1* 2 3
# = Number of hits target receives; Modified rolls lower than 1 cause 0 hits
* = roll on Critical Hit Table
Reference Card For use with any game in the Battle over Britain game series.
1
© 2014 Minden Games
alejandro anzuinelli (Order #17017804)
alejandro anzuinelli (Order #17017804)