GAME TURN 5 CONTINUED
The nightfighters swim deeper into the bomber stream…
German nightfighters of JG300.
@Tom_Mc moves to 1610:3
@AleccMG moves to 0405:2 (said “loop ending in 0402 facing 2” but this is impossible with 5 MP (would take 8 MP from start position of 0506:3) so I assume it was just a typo and meant 0405)
@Spock moves to 1014:3
Flak Phase:
All three Wilde Sau nightfighters are in a searchlight zone.
Flak roll 4,6
Nightfighters avoid flak.
Radar Search Phase: Skipped per scenario rule.
AI Search Phase: Skipped per scenario rule.
Searchlight Phase:
Searchlights in Zones A, C, D, F, and I report the presence of Allied bombers. Visibility is Moderate (2 dice). No moon modifier.
Zone A roll: 4,3
Searchlights in this zone obtain a fix on a bomber in hex 0605.
Zone B maintains searchlight fix on bomber in hex 1206.
Zone C roll: 5,3
Searchlights in this zone obtain a fix on a bomber in hex 1503.
Zone D roll: 1,1
Searchlights in this zone are unable to fix any bombers.
Zone F roll: 6,5
Searchlights in this zone obtain a fix on a bomber in hex 1609.
Zone H maintains searchlight fix on bomber in hex 1014.
Zone I maintains searchlight fix on bomber in hex 1614.
Tally Phase
No fighters have a tally as of yet so there are no tallies to maintain. Visibility is Moderate (2 dice). No moon modifier.
Tally Roll is 4,2
The fighter directors are talking over one another on the channel. @Spock searches desperately around him as his director is shouting that he is right on top of a bomber, but the flak bursts are blinding and he can’t tally anyone. @Tom_Mc cranes his head around to try and spot a bomber he is told is behind him. @AleccMG thinks he sees something to port. No tallies, though. The night sky stays frustratingly opaque.
Combat Phase:
There are no Tallies so no combat is possible.
End of Turn
Searchlight markers are removed from Zones A, C, D, and F.
It is now Game Turn 6.
GAME TURN 6
Move Bombers Phase: All bombers move 3MP. Move completed on umpire’s map. After 1 MP expended, there are three handoff situations:
Zone B->E in hexes 1206->1207: die rolls are 5,6,2,2
Fix is lost. Bomber marker secretly displaced as per 16.0
Zone H->K in hexes 1014->1015: die rolls are 3,6,2,2
Fix is lost. Bomber marker secretly displaced as per 16.0
Zone I->L in hexes 1614->1615: die rolls are 3,2,1,4
Searchlight fix is maintained.
After the second MP is expended, there are two more handoff attempts:
Zone A->D in hexes 0606->0607: die rolls are 5,1,6,2
Fix is lost. Bomber marker secretly displaced as per 16.0
Zone F->I in hexes 0610->0611: die rolls are 3,2,2,5
Searchlight fix is maintained.
Bombers now move one more MP and no more handoff attempts occur.
Enter Bombers Phase: Three bombers enter as per scenario rules. These can move 1, 2, or 3 hexes on the first turn. Move completed on umpire’s map.
Move Fighters Phase:
Players to move
In the mapboard post, I have included the map right after all searchlight rolls were completed in Game Turn 5 (showing nightfighter movement in red), and then a second map after bomber movement in Game Turn 6, including the results of the handoffs. I kept the fighter movement tracks here as a reminder of last turn.