Nightfighter (boardgame) - forum game thread

Good catch, @AleccMG! I will update in a little bit.

Assuming I’m not blinded, I pull a 180 to the right and race up the 04 column using all 5 MP.

Here is the rule I forgot:

So let’s roll our dice for the two destroyed bombers:

@Tom_Mc: 6 No effect!
@AleccMG: 3 Follow down

So @AleccMG spends Turn 8 making sure of his kill. I assume he wants to move forward as little as possible since he needs to get back into the bomber stream, so I will move him forward 2 (minimum). @Tom_Mc moves as he specified, as does @Spock - and no, I don’t need hex-by-hex movement notation unless there is some question :)

After the flashes of the destroyed bombers fade, the sky lights up anew.

German nightfighters of JG300.
@Tom_Mc moves to 1715:4
@AleccMG moves straight (due to Follow Down result) to 0613:3
@Spock moves to 0810:1

Flak Phase:
All three Wilde Sau nightfighters are in a searchlight zone.
Flak roll 5,2
Nightfighters avoid flak.

Radar Search Phase: Skipped per scenario rule.

AI Search Phase: Skipped per scenario rule.

Searchlight Phase:
Searchlights in Zones B, F, G, H, J, K, M, O, Q, and R report the presence of Allied bombers. Visibility is Moderate (2 dice). No moon modifier.

Zone B roll: 5,2
Searchlights in this zone are unable to fix any bombers.

Zone C maintains fix on bomber in hex 1406.

Zone E maintains fix on bomber in hex 0909.

Zone F roll: 1,3
Searchlights in this zone are unable to fix any bombers.

Zone G roll: 3,1
Searchlights in this zone are unable to fix any bombers.

Zone H roll: 5,2
Searchlights in this zone are unable to fix any bombers.

Zone I maintains fix on bomber in hex 1714.

Zone J roll: 2,3
Searchlights in this zone obtain a fix on a bomber in hex 0618.

Zone K roll: 4,4
Searchlights in this zone are unable to fix any bombers.

Zone M roll: 4,3
Searchlights in this zone are unable to fix any bombers.

Zone O roll: 6,1
Searchlights in this zone obtain a fix on a bomber in hex 1821.

Zone Q roll: 4,1
Searchlights in this zone obtain a fix on a bomber in hex 1123.

Zone R roll: 1,3
Searchlights in this zone are unable to fix any bombers.

Tally Phase:
@AleccMG is blinded and thus cannot Tally this turn. Visibility is Moderate (2 dice). No moon modifier.
Tally Roll is 2,6
@Spock Tallies the bomber in hex 0909.

Combat Phase:
There is no combat this turn.

End of Turn
Searchlight markers are removed from Zones B, F, G, H, J, K, M, O, Q, and R.
It is now Game Turn 9.

GAME TURN 8 just prior to end of turn removal of Searchlight markers

GAME TURN 9

Move Bombers Phase:
All bombers move 3MP. After 1 MP expended, there are three attempted handoffs

from Zone C->F in hexes 1406->1407: die rolls are 1,4,5,4
Fix is lost. Bomber marker secretly displaced as per 16.0.

from Zone I->L in hexes 1714->1715: die rolls are 3,5,2,5
Fix is lost. Bomber marker secretly displaced as per 16.0.

from Zone J->M in hexes 0618->0619: die rolls are 5,5,2,3
Fix is maintained and passed to Zone M.

After next MP expended, there are two attempted handoffs:
from Zone E->H in hexes 0910->0911: die rolls are 2,3,6,6

from Zone O->R in hexes 1822->1823: die rolls are 1,5,5,3
Fix is maintained and passed to Zone H.

There are no further handoff attempts this turn.

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

Note: That’s it for me for today. Happy New Year, everbody!

GAME TURN 9 after Move Bombers Phase and Enter Bombers Phase, but before Move Fighters

Alright, now mu guy zipps up the 04 hex-column at 5MP!

Turning around, right?

I maneuver my fighter to join my tallied bomber in hex 0912:3. I assume this matches its heading too.

(I know you don’t normally need hex-by-hex, but since this move is a little tricky, I’m providing it anyway: Move to 0910:2, 1010:3, 1011:4, 0912:3.)

Roger, Roger. 180 to the right.

It does.

Just need move from @Tom_Mc

3 MP to return to 1717 facing 3.

Tom Mc

GAME TURN 9, continued

German nightfighters of JG300.
@Tom_Mc moves to 1717:3
@AleccMG moves 0412:6
@Spock moves to 0912:3

Flak Phase:
All three Wilde Sau nightfighters are in a searchlight zone.
Flak roll 2,2
Nightfighters avoid flak.

Radar Search Phase: Skipped per scenario rule.

AI Search Phase: Skipped per scenario rule.

Searchlight Phase:
Searchlights in Zones A, C, E, F, I, J, K, L, and N report the presence of Allied bombers. Visibility is Moderate (2 dice). No moon modifier.

Zone A roll: 4,6
Searchlights in this zone are unable to fix any bombers.

Zone C roll: 5,6
Searchlights in this zone are unable to fix any bombers.

Zone E roll: 6,2
Searchlights in this zone obtain a fix on a bomber in hex 0709.

Zone F roll: 3,5
Searchlights in this zone are unable to fix any bombers.

Zone H maintains fix on bomber in hex 0912.

Zone I roll: 1,4
Searchlights in this zone are unable to fix any bombers.

Zone J roll: 2,4
Searchlights in this zone are unable to fix any bombers.

Zone K roll: 5,5
Searchlights in this zone are unable to fix any bombers.

Zone L roll: 4,1
Searchlights in this zone obtain a fix on a bomber in hex 1717.

Zone M maintains fix on bomber in hex 0621.

Zone N roll: 3,3
Searchlights in this zone are unable to fix any bombers.

Zone Q maintains fix on bomber in hex 1026.

Zone R maintains fix on bomber in hex 1824.

Tally Phase:
No one is blinded. @Spock maintains Tally on bomber in hex 0912. Visibility is Moderate (2 dice). No moon modifier.
Tally Roll is 4,6
@Tom_Mc Tallies bomber in hex 0717!

Combat Phase:
There are two combats. @Spock swing around and lines up a shot on the bomber in hex 0912.
[17.4] Bomber response: die roll is 6. Bomber is not Alerted, but even so, a 6 indicates a response. The Lancaster crew is ready!
Die roll is 6. The crew can’t get a fix. No response!

Firepower is 4. No modifiers.
die roll is 5,1 = 6 + 4 = 10
The Focke-Wulf streaks by the bomber as its shells walk across the port wing.
Lancaster takes 1 hit. Bomber is now Alerted.

@Tom_Mc sees the searchlights illuminate a bomber right in front of him, which he had been tracking after the previous searchlights lost it. He lines up his shot.
[17.4] Bomber response: die roll is 1. Bomber is not Alerted, and even before the Experte modifier there is no response. The ace approaches from astern.
Firepower is 4. Modifier is +2 for Experte pilot.
die roll is 3,4 = 7 + 4 + 2 = 13
Pieces of fuselage fly and the starboard two engines catch fire.
Lancaster takes 3 hits. Bomber is now Alerted.
Since it rolled no response previously and it was attacked, it can roll for response again (I should have done this before per 17.4.1).
die roll is 6. Bomber responds.
Response die roll is 6 +1 for Experte pilot = 7.
The crew frantically search the skies but the crafty ace evades them.

End of Turn
Searchlight markers are removed from Zones A, C, E, F, I, J, K, L, and N.
It is now Game Turn 10.

I don’t have time for the bomber moves tonight so here is the map at the end of Turn 9.

I forgot to hit the Cycle Map button, so the bombers in the screen I posted a minute ago didn’t have their Searchlight Fix markers. I have Photoshopped a fix :) The bombers in the hexes with fighters are also under Searchlight Fix.

I’m happy I finally hit something! Take your time with the bombers; I’m off to bed too.

If I understand rule 8.1.2 correctly, in each game there will be more bombers on either the north or the south side of the map. So far I’ve seen more in north and central sectors than the south.

The umpire has the choice of choosing from the red or the yellow chits, which bias the location in one direction or the other.

GAME TURN 10

Move Bombers Phase:
All bombers move 3MP. After 1 MP expended, the bomber in Zone Q loses its fix as it moves out of the searchlight zones.

After the second MP is expended, there are three attempted handoffs.

from Zone M->P in hexes 1622->1623: die rolls are 5,4,1,5
Fix is lost. Bomber marker secretly displaced as per 16.0.

from Zone L->O in hexes 1718->1719: die rolls are 6,1,1,1
Fix is lost. Bomber marker not displaced as it is under a Tally marker.

from Zone E->H in hexes 0710->0711: ???

Zone H already has a fix on bomber in 0914. This bomber is under a Tally marker.

Since the bomber is Tallied by @Spock, I will let him decide if he wants to drop the Searchlight Fix and attempt to hand off the bomber from Zone E instead. Close-up below:

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