I decided to do one more AAR, this time on map 4 with a late-1944 start date. This will make everything available to the German player, including Me-262s. The downside for the player is that the lethality levels on the map are higher, and there will be escorts. Possibly Mustangs.
I’m also going to play this using the Advanced Rules, which means that I will not get any VP for knocking planes out of formation (Fallen bomber). Instead, I will need to chase these bombers down in the Pursuit phase. That will occur after the end of the mission proper.
Lastly, I plan to use one “optional rule.” Normally, I hate “options” in games: it is not my job to decide what the designer thinks is appropriate for the game. That is the designer’s job. But one rule strikes me as so much of a piece with the rest of the design that I can’t fathom why it was labeled as an option. Probably due to the fact that it’s a bit mechanically fiddly. But believe me, if you’ve designed a game this way, you should go all the way there.
I start out by rolling for the mission parameters. Since it is 1944, the map is automatically map 4, which is the toughest one. I roll a 3 to get Inbound bombers (on their way to the target), 4 to get 12 Ops Points (to buy my equipment), and a 10 for escorts, meaning I will be facing a Light escort of P-47 'Bolts that will stick around until Turn 9.
You’ll have to take my word for it that while I posted the photo for clarity, I actually bought my planes before I rolled for the escorts, like the rules say. With 12 OP, I went ahead and got:
- 4 Me-109s (1 pt each, so 4 pts)
- 4 Me-110s (1 pt for a set of 4)
- 3 Me-410s (1 pt for a set of 3)
- 1 Me-262 jet fighter plane (2 pts)
That’s 8 points. with my remaining 4 points, I bought:
- 6 cannon attachments (1 pt for a set of 3, so 2 pts)
- 4 rocket attachments (1 pt for a set of 4)
- 3 armor attachments (1 pt for a set of 3)
I split the cannons up between the Me-109s and the Me-410s, and put the rockets on the Me-110s. Since I had six cannons for seven aircraft, and three armor, I simply left one Me-109 without any cannon or armor. This will actually help him if he gets into aerial combat with the escorts.
So that’s four named pilots and eight “auxiliaries" (NPCs). The +1 you see on the auxiliary aircraft denotes the increase to the Lethality of any space when resolving a Burst or Continuing Fire by/against those planes. Except for the Me-262 – that -1 means that spaces are 1 level less Lethal from his perspective, since he is so fast. That’s also the reason he gets a +1 to Pass Through. I see I cut off the cannons on the Me-410s in the picture. They all have them.
My strategy will be to try and damage the formation a bit by launching rockets and firing cannon at long range. Me-410s and Ju-88s can fire cannons from the Tail Level box (without entering the map) during the Burst/Flak Phase. Rockets can also be fired from Tail Level, although they are a one-shot deal. If I can get to Tail Level before I get jumped by the escorts, I might be able to knock a plane out of formation and reduce the lethality of some spaces enough that I can exploit the breach during my Attack Phase. We’ll see.
So here’s the setup. For those who were asking about the footprint, I’m using the same table as last time, although with the bigger map, I need a side table for the counters and draw cups.
There was no accumulated damage to the bombers, so they are unscathed. I got 6 Tactical Points, which I’m going to try and save for Pursuit. Sun is at Oblique High (8 o’clock to 10 o’clock). Two escorts are at the Forward station and three are Below Trailing. There are no Contrails.
Oh - I used the Late 1944 campaign start, meaning that all my pilots are Green. Interestingly, there are only three Green counters while there are four Experten. I think this is because there are only three different kinds of Green penalties. I think you’re just supposed to mark that on your pilot roster, not on the map.
This AAR will take longer than the previous one because (1) I have a lot more to keep track of, and (2) unlike the previous one, I did not finish it before I started posting. But the game does play fast, so hopefully we’ll see how differently the late war goes.
NEXT: The battle is joined