Showing posts with label Target for Tonight. Show all posts
Showing posts with label Target for Tonight. Show all posts

Tuesday, 12 October 2021

Target for Tonight, Op Eight - Dusseldorf

 
The final Op to Dusseldorf flown on 3rd-4th November 1943 was the last game of eight to be played in our Target for Tonight, Battle of Berlin Campaign and what a game it proved to be to end on, with Bomber Command desperate to make up for the consequences of misplaced Target Indicators on the previous Op, that snatched defeat from the jaws of victory and left the campaign teetering on a German minor victory.

The Mainforce turnout for this next Op to the Rhur city of Dusseldorf saw maintenance crews pulling out all the stops to produce the number of aircraft seen above for the five groups and with only four crews not rated as veteran or better and with two crews rated as second tour elites.

Thus with good weather over the target, a short flight to the Rhur Valley, well within Oboe range for precise navigation and a very heavy bomb load, things all looked set for an opportunity to pull the campaign back in favour of the RAF, but would the Nachtjagd have something to say about that?


As with the previous games you can find out how this one ended with a full report on our game on JJ's Wargames together with links to the previous seven games leading up to it.

Halifax Z-Zebra tangles with a nightfighter north of Aachen in our final campaign game

Many thanks Bob, Steve and Ian for helping to finish things off on a high and for your enthusiastic playing, help and input into what has been a very fun time and to give an idea on how our games have progressed over the campaign you can see a short clip below of this one with the guys getting the bomber stream moved, with Bob trying his best to crash R-Roger and Steve explaining the delights of dodging nightfighters on the bomb-run!


To read on just follow the link below.


Sunday, 15 August 2021

Target for Tonight, Op Seven, Hannover


This weekend at the club saw the resumption of our Target for Tonight (TfT) Battle of Berlin Campaign series of games, recreating the attack on Hannover by 678 Mainforce bombers of Bomber Command on the night of 27th-28th September 1943.

The campaign was left back in February 2020  delicately balanced on a draw as the Nachtjagd have recovered from the shock of the early attacks made in the wake of their disorganisation following the summer 1943 firestorm bombing attacks on Hamburg and with just two games to go leaving things all to play for.

The target map for Hannover

Our mission looked very promising for Bomber Command with a target at relatively short range for a quick in and out flight coupled with broken cloud and light winds over the target aiding better bombing. These factors combined with 75% of the strike group of twenty aircraft composed of veteran and two second-op elite crews all carrying a very-heavy bomb load out to make full advantage of the short trip to the target.

Hannover, raided earlier in the campaign and set to receive its second visit, makes a welcome change from the deep raids into Germant to Berlin, Nuremberg and Mannheim

As in previous game reports the full series can be followed on JJ's Wargames where you will also find a full report of how this game played as well and showing how it has left the campaign with just one game to go.


If you would like to know more then just follow the link below

Wednesday, 26 February 2020

Target for Tonight - Mannheim Ludwigshaven


Last weekend at the club, we played the sixth game in a campaign of eight games, this time recreating the raid on Mannheim-Ludwigshaven on the 23rd-24th September 1944 using Target for Tonight, rules designed to recreate the WWII night bombing campaign conducted by Bomber Command.


Another difficult op has further reduced the lead for Bomber Command and left the overall campaign result in the balance.


If you would like to know more about the game and the campaign as a whole then just follow the link below to see what happened.

JJ's Wargames - Target for Tonight


Many thanks to Steve L, Stephen H, Nick and Bob for flying all the way there and back again, braving flak and nightfighters as they went.

Sunday, 12 January 2020

Target for Tonight - Hannover


The fifth game of the Target for Tonight campaign was played at the club this weekend that saw a very promising bombing plan on Hannover derailed but some rather inaccurate target indicating by the Pathfinder force.


The resulting reduction in victory points scored by Bomber Command was minimised by the losses suffered in Novice crews reducing the Nachtjagd victory point tally as well.


If you would like to see more about how the game finished up and its impact on the campaign overall then just follow the link to

JJ's Wargames -Target for Tonight


Thanks to Bob, Steve L, Jack and Stephen H for a very entertaining game.

Sunday, 13 October 2019

Target for Tonight - Mannheim-Ludwigshaven


The fourth game in the Target for Tonight Berlin Campaign was played this weekend that saw a very bad night for Bomber Command as the players made plans to attack Mannheim Ludwigshaven


A well directed attack on the target saw the points scored for the multiple fires achieved cancelled out by the aircraft and crews lost.


If you would like to find out more about how the game played and the position of the campaign now at its halfway stage, you can read an account of the days play on  

JJ's Wargames- - Target for Tonight 


Thank you to Steve L, Bob, Mike, Everett and David for braving the flak and nightfighters.

Saturday, 20 July 2019

Target for Tonight, Chain of Command, Hammerin' Iron and Hail Caesar


Lot's of games were played at this month's July meeting of the club with a first report to be found over at JJ's Wargames where the Target for Tonight game reports are being gathered as part of the work to build the mini-campaign each game is part of, simulating the first month in the 'Battle of Berlin'.

JJ's WargamesTarget for Tonight - Op 3 Berlin


In addition to that we played Chain of Command with Colin's lovely collection of 1920's Punitive Actions in Afghanistan collection all in lovely 28mm.


Vince got some ACW naval action up and running with the Peter Pig rules 'Hammerin' Iron'.


And Mr Steve went all ancient on us with a game of Hail Caesar and his Romans vs Pontics set to.


So our first report is over on JJ's Wargames with others to follow later.

Friday, 10 November 2017

Target for Tonight - Rules Availability

Following the numerous enquires here and on other forums about the availability of these rules following the game reports posted here in September and October, I have some good news.

My investigations finally paid off and thanks to various parties I have managed to contact Mr Thomas ,the author, who has kindly got back to me to let me know that a free PDF of the rules will be shortly available from John Curry's, 'History of Wargaming' site.


Thank you for your patience and I hope you enjoy Target for Tonight.

JJ

Sunday, 15 October 2017

Target for Tonight - "The Big City"

A No.57 Squadron Lancaster mid-upper gunner in his turret, February 1943. CH8795
Last month one of the games featured was a set of WWII Bomber Command rules entitled "Target for Tonight" (TfT) published by D.W Thomas back in 2000.
https://devonwargames.blogspot.co.uk/2017/09/target-for-tonight.html

I was a little surprised at the interest generated in this, now somewhat old set of rules, and the inability of finding anyone in a position to supply them.

I am at the present reaching out to people I know in the hobby to see if anyone can shed any light on Mr Thomas and his rules and as part of the effort to create a bit of attention to them in that regard I got together with the chaps at the DWG to run a second game using them.

The new mission map

I should say that I haven't played these rules for a number of years prior to these two recent games and looking back through my files on previous run-throughs it strikes me that TfT are showing their age in that the basic concepts and structure are sound and provide a compelling narrative game with a lot of period detail that help set a game in a particular stage of Bomber Command's campaign .

That said the rules seem to me to be unfinished in many respects with a rather clunky mission planning process requiring plenty of flicking back and forth between pages and list of potential events that can affect aircraft as they progress from take-off to hopefully a safe landing via the route to and from the target, that are not intuitive from the first read through.

Slightly modified target maps as used in the previous game 

The game organiser really needs to do quite a bit of prep work for each mission that really needs setting up as part of the rules to allow a speedier process of mission organising that not only includes target plan as seen above but a quick plan for the route as seen below to allow a speedy set up of the tiles.

Thus I present my map based on the map used in Ian Dury's game "Enemy Coast Ahead", suitably adapted to show the various targets colour coded by zone but also nearby targets should aircraft be forced to divert to somewhere nearby.

In addition on re-reading, the rules reveal gaps that Dury's rules covered off quite well, with his use of cards to not only generate events similar to TfT but act as a record of fuel consumed during the flight adding another potential issue of concern to flight crews. Other gaps included ditching in the North Sea and bailing out over occupied Europe and Germany with the potential of escape and evasion for surviving crew members.

Route planner diagrams to speed up the game set up
I mention these aspects because on playing this game, recreating a deep raid to Berlin, and a follow up shorter, in and out raid on Kiel, the players involved discussed the idea of running a squadron campaign running missions across the period from late 1942 to the end of the war which would need to include that kind of added detail.

These aspects were just part of the improvements we felt needed to be considered. Others included moderating the somewhat over deadly aspects of the events and their likelihood of occurring with the events generating die roll changing from a D10 to a D20 which seemed to give a much more representative risk profile and seemed better to mimic Dury's card generated risks.


The D20 was played on our Berlin game but even then we considered the events occurrence better modified, the crew responses to them needed yet further modification with the use of a D8 rather than a D10 to give a better profile in that area.

In addition to these slight modifications we added the fuel element by using micro dice, placed by the models on the route to record fuel points used on the flight with hazards such as being chased by night-fighters, dodging flak, losing the route or having to go around again on the bomb drop adding to fuel consumption and possibly posing the issue of when to abort a mission to be able to get back.

Finally a few other modifications considered were
  • To run a squadron attack of say up to sixteen aircraft we needed multiple plane stat cards laminated for repeat use, with players able to manage up to eight aircraft on one card. 
  • The addition of the other bombers used by main force including Wellington and the Short Sterling with the added hazards using those types brought to any mission particularly in the latter stages of their deployment.
  • Addition of potential German intruders over Bomber Command airfields.
  • Mosquito and Beaufighter intercepts of German night fighters.

New plane data record cards

So on with a summary of our game, staging a raid during the Bomber Command Campaign against Berlin which got going on 23rd/24th August 1943 with the first attack by 727 aircraft and which saw a loss of 56 planes, the largest single loss in one night in the war to that date.

Our mission was shown to be taking place in February 1944, the month that saw the heaviest attack on the "Big City", as Berlin became known in RAF parlance, during the whole war with 561 Lancasters and 315 Halifaxes supported by 16 Mosquitos, 891 aircraft in all, delivering 2,643 tons of bombs and losing 43 aircraft (26 Lancasters and 17 Halifaxes) of 4.8% of the total force involved.

Our force of 4 Lancasters and two, novice crew, Halifaxes took off without incident and headed out over the North Sea as seen in the picture below.

The flight to Berlin and back was a true test of endurance for bomber crews and the number of sectors involved with the addition of three flak zones leading up to the target followed by the equally hazardous return journey hopping the channel with all those potential night-fighter intercepts lining the route give a vivid impression of the challenge facing our player-crews, now with the added concern of those little red micro dice recording fuel consumption.


The flight out to the coast and over the North Sea was relatively uneventful except one of the Lancasters flight engineers mis-managed their fuel flow causing engine failure from iced up carburettors and sending the aircraft into an uncontrolled descent until the pilot managed to rescue the situation only to leave the aircraft at a dangerously low altitude likely to draw the attention of the Nachtjagd.

In addition the icy conditions caused one of the Halifax crews to mismanage their anti-icing procedures which left one of the "Halibags" with ice covered wings and at low altitude in a similar situation, but with both crews pressing on with the mission.


As the six aircraft made their way successfully to the first flak zone it seemed the D20 modification was working well and the players were congratulating themselves on a job well done all be it with night-fighters drawn away by that spoof raid on Frankfurt and the fun of watching a couple of aircraft including a novice Halifax crew needlessly burn up fuel evading an unseen night-fighter with a false alarm on the MONICA beacon sounding in the pilots headset; all this while narrowly avoiding a mid-air colliding with another bomber in the stream whilst taking this avoiding action.


You see as game-meister you can have so much fun with players, watching the forehead sweat beads appear as they desperately try to put space between their bomber and that night-fighter model and make sure they offer the best deflection angle in the process.

Is this for real or just a false alarm! A Halibag in trouble

Even as the D10's roll to resolve damage from hits they don't know what's happened until the umpire acts as their tail gunner announcing the all clear and an sheepish call of "he must have broke off skip".

Perhaps black and white  is more appropriate for that period feel
 As I said everyone was congratulating themselves on making it unscathed into the flak zone with all the aircraft experiencing the buffeting flak when Bob decides to roll a 20, oh dear, how sad, never mind!

Lining up for a deflection shot or will the bomber turn before the fighter opens fire into empty night sky?

The resulting 20 meant that Q -Queenie was struck in the fuselage by a flak shell probably delivered from one of the mighty flak towers surrounding Berlin.

Oh well at least it was a fuselage hit, all the engines are intact, the bomb bay is untouched and so on we go, better just get the crew to sound off and check for casualties.

Wow we've all made it to the flak zone - at least we don't have to worry so much about night fighters here!
 " Rear gunner here skip, making my way forward, Jonny in the mid upper's had it, so has Dusty and Jim with Dennis severely wounded and his maps and stuff all over the place, plus we have a large hole amidships. I am getting forward to take over the bomb sight."


So Berlin was starting live up to its reputation and as the six aircraft lined up for the target in the third flak zone O-Orange took a flak hit right in the bomb-bay causing a massive explosion in the night sky with several crews reporting later that the Germans were using star-shells on the way in.

The bomb run was no less eventful with low cloud and searchlights creating the so called "Ground grass screen" known as Mattscheibe to the Germans, where the cloud masked the target causing in this case a misplacement of the Target Indicators two rows back on the target map and also allowed the search light batteries to shine their light onto the cloud base, silhouetting the bombers to Wild Sau night-fighters operating above it.

S-Sugar was subsequently strafed by a FW190 using the newly fitted radar for single seat fighters which took out the Lancaster's port inner engine and possibly causing the bomber to drop short of the TI's.

A Lancaster on the run in over Berlin

The three remaining aircraft unloaded on the TI's with the reports showing hits on the SS Reich Ministry buildings, an SS Barracks and the Flak Park, but with the city hospital also hit (note the Berlin industrial target map has a few additions peculiar to Berlin). The effects of the low cloud base meant that none of the industrial targets were touched in the attack.

The return flight saw the loss of a further two aircraft to night-fighters and C-Charlie on final approach, catching fire and exploding in mid-air as a hung up photo flash exploded pre-landing.

The D20 modification worked really well on this the hardest of missions and with the change as outlined to crew capability rolls it was felt that the risk profile would improve still further. In addition the fuel dice added yet more tension as players watched nervously the results from various manoeuvres carried out during the flight.

On the second quicker mission to Kiel, six aircraft set out with one lost to a night-fighter and five safely returned but with only one of the four managing to bomb the U-boat factory, with the others all bombing short due to jittery bomb aiming.

Still stuff to do with this game but one we all felt has great potential once the issues are ironed out.

Thank you to Bob, Ian, Jack and Charlie for a fun afternoon with lots of drama in the night skies over Germany.

Sunday, 10 September 2017

Target for Tonight

LM326 EM-Z of 207 Squadron pictured over Barkston Heath airfield Lincolnshire in 1943

It was during last month's trip to Holland, whilst visiting the Museumpark Bevrijdende Vleugels in Best which houses among its very interesting collection of WWII vehicles, aircraft and other associated exhibits an array of various WWII aircraft pieces from the many crash sites to be found in the Netherlands.

Museumpark Bevrijdende Vleugels

As you would imagine there were several Lancaster crash sites included in this exhibition and I was reminded by Tom about a game we used to play with him and his brother Will, called 'Target for Tonight' after the famous Academy Award winning WWII film/documentary of a particular raid in 1941.

Target for Tonight

I picked these rules up a few years ago now after watching the game being played in Plymouth and written by D.W.Thomas in 2000, I do not know if they are still available with a quick Google search revealing nothing.


As you can see these rules don't come in glossy colour with lots of pictures of models and painting guides, just a straight forward set of black and white rules, just how they used to be! These rules are simple but not simplistic and give a very good sense of the process of a night bomber raid from take-off to landing and might be described as a "beer & pretzels" approach to the subject. I have always found them fun to play and so was happy to dig them out and get the toys together to take to club.

The game is described best suited for play solo or with a large number of players, say six or so, and I have found it quite straight forward for a player to handle multiple aircraft, in fact in our first game when I umpired, Ian, flew five aircraft using the different record sheets to note information on each plane as we went.

The idea is to play a raid from the bomber crew's perspective and it plays through a series of events:
  • Take off
  • The initial climb to the coast
  • A sustained climb over the North Sea
  • Enemy Coast Ahead
  • The Kammhuber Line
  • A number of legs over occupied Europe and Germany
  • Flak zones before the target - three for the Ruhr and Berlin with others having one or two zones
  • Over the target
  • Homeward bound
  • Descent over the North Sea
  • Return to base
  • Landing
Each of these stages is represented by the tiles you can see in the picture below and the bombers progress from one to another until they are lost or are safely home. Of course each part of this progression into the mission carried risk for the planes and crews involved and thus on moving from one stage to the next a series of D10 die rolls are made by the player and umpire to assess whether a risk to the plane occurs and the result of damage picked up through the flight.

The target for tonight gentlemen is Derben - RAF bombers and Luftwaffe night fighters set up to do battle over occupied Europe.

The general idea is that any time a '0' is rolled is when everyone starts getting nervous, and shouts of 'night-fighter!' and 'look out skip!' are the rule, with usually a roll of about 5, 6 or less being good enough to progress without any issues.

As well as the risks involved the die rolling also takes care of the occasional 'cock ups' that would occur with flying long distance at night and the issues for navigation and maintaining the aircraft, not to mention a comrade flying in the bomber stream colliding with, or dropping a bomb on, you.

The D10 also controls night-fighter activity in appropriate zones together with accrued damage causing the affected aircraft to roll single or multiple D10's from zone to zone from when it occurred to see if the damage has caused a fatal problem for the aircraft requiring the skill of the pilot to overcome. This again is only a concern when a '0' occurs but multiple damage is always a constant threat during a flight.


Surrounding the raid is the planning and preparation leading up to the crew briefing with players encouraged to get into character and the parlance of the day with references to "home in time for eggs and bacon" and the occasional "wizard prang".

Thus the map for our mission shows a raid planned on Derben, deep into Germany where the city was a target for oil refining and other associated production. The legs of the flight are shown with the approach over the North Sea before the turn to target.

The course seeks to avoid other key targets and their associated flak concentrations and two secondary targets, Kassel and Giessen are indicated should the crew miss the intended target and need to dump their bombs productively.

Aspects such as spoof raids and pathfinders are modelled in the rules with the chance of night-fighters being drawn away from a particular leg and TI's (target indicators) being laid on the target.

Whilst the crews are briefed the aircraft of B Flight go through final preparation in dispersal

The Night Bomber campaign was very much a war of science as both sides vied to get an edge over the other using technology to give the advantage.

This race for an advantage was a 'moving feast' and starts from the historical stand point of when certain technologies became available.

Once the date of your raid is decided you then select the appropriate period on the table below ignoring developments after your raid date and work back from the RAF development to assess if the Germans have come up with a countermeasure and any likely response.


The effect of these technological advances is modelled in the game with die factors based on the latest advance giving the advantage to one side or the other, hence with our raid taking place in July 1943, many of our Lancaster crews were thankful to have H2S ground mapping radar to help with their navigational errors.


And then there are the stars of our game, the models, because we are not playing a board game here, and with each tiny model comes a record sheet that describes the crew characteristics of S-Sugar or P-Popsey.

Each crew member is rated on capability which usually requires being rolled less than when their skill is needed to rescue a dicey situation.

As well as that the crews will have differing levels of experience based on the number of missions they have already survived, ranging from 6 or less rating 'Novice', more than 12, 'Veteran and with the first tour of 30 ops completed, any other ops over that moves the crew rating to 'Elite'.

Of course these ratings are not as obvious as you might think, as yes, Novice crews have a greater chance of crashing through error, dropping their bombs to early or being attacked by night-fighters, but Veteran and Elite crews have a greater chance of displaying some of the characteristics that enabled them to survive such as dumping their 'cookie' 4,000 lb bomb over the North Sea to help them gain altitude, or dumping their bombs if forced off the bomb run and thus avoiding going round again.


That said experience, skill and altitude mixed with a chunk of good fortune are the secret to a successful and survived mission.

As the rules go on to explain, two events during a raid were so frightening for a crew that they are modelled as games within the game moving up a scale or two with 1:300th models.

These were an attack by a night-fighter and the bomb run. When these situations occur then play temporarily transfers to the 6 x 8 square gridded board, with one side black and modelling the night sky during a night-fighter interception and the other-side with a similar grid over a flaming city scape modelling the final run into the target culminating with the exclamation 'bombs gone!'

B-Beer, F-Freddie, P-Popsey and S-Sugar climb out towards the North Sea coast, just as P-Popsey develops engine problems

When these high intensity actions occur the model planes are moved using playing cards to determine when they can move with bombers moving and firing on black cards at one square forwards or diagonal with one pivot, in the fighter game, simulating the corkscrew evasive manoeuvring and the fighter capable of moving up to two squares and firing on red cards.

With the bomb run the bomber is moving more sedately at one square forwards or diagonally, on the player successfully calling whether the next card drawn will be higher or lower. A failure to guess the next card results in the bomber drifting left or right determined by the colour of the last card drawn. Any plane drifting off the board before reaching the end of it and bombing is forced to go around again starting back in the flak zone.

To add yet more period flavour I insisted that the players in the role of bomb-aimer give their directions for their plane to move, to me their pilot, in RAF parlance, hence 'left left' to move diagonally left, 'steady' for straight ahead and 'right a bit' for diagonally right; very silly but great fun when a player forgets the right term and I as the pilot drift off course because I didn't get the right instruction.

Like wise the fighter game requires the bomber pilot to gain a series of black cards to put enough space between it and the fighter whilst always trying to present a deflection shot to minimise the chances of being hit. All this whilst trying to get off the opposite board end and escaping into the night.

Alongside the Me110 the Ju88 became the mainstay of the Nachtjagd

In the first game Ian played with five aircraft consisting of two novice crews (P-Popsey & H-How), two veteran crews (S-Sugar & F-Freddie) with the latter on 29 ops only requiring this mission to complete their first tour and an elite crew (B-Beer) with 47 ops completed, looking to just get through another long night.

In our second game we were joined by Stephen and put together a quick shorter mission to attack U-Boat depots in Bremen with a shorter flight to the target but with a longer return over the North Sea in October with inherent bad weather risks. 

B-Beer has an early unpleasant encounter south west of Bremen on the first leg

This report will cover the first game with the target map for Derben laid out below showing the target sites as three specific squares on the top left focusing the attack on the oil and refining plants, whilst avoiding the force labour camps and hospital.


One of the most hazardous parts of any bombing mission was the take-off requiring great skill to manoeuvre the sometime 60,000 lb loaded up Lancaster along a night-time runway with 14,000 lbs of bombs on board plus the fuel for the flight.

This was not a time for pilot error and the pilots most likely to make those errors were the novice crews, getting use to their aircraft and night time operations, hence novice aircraft roll two D10 for risks rather than just one for all other crews.

H-How was the first casualty of the night rolling a dreaded '0' and suffering a tyre blow out on take-off was unable to rescue the situation losing control and crashing at the end of the runway with a terrible explosion killing all those aboard.

Meanwhile the other four Lancasters of B Flight climbed off into the night sky over Lincolnshire and headed east towards the coast.

As the coast line rapidly hove into sight suddenly P-Popsey had a problem with the cooling of the port inner engine requiring the flight engineer to attempt to feather the engine without it erupting into flames.

A huge sigh of relief could be heard over Cleethorpes as the planes passed overhead with one merlin engine successfully feathered leaving just three to complete the mission.

Having survived night fighter encounters, flak ships and navigational errors the flight runs the gauntlet of flak as they approach the bomb run.

The North Sea crossing went off without any further mishaps, the main factor here being icing up on wings and engines, which was not such a hazard in July.

The next scare came on reaching the enemy coast as B-Beer and F-Freddie both had Monica alarms sound. I as umpire knew that F-Freddie was a false alarm, but had Ian set up the night-fighter attack board and watch him desperately throw the Lancaster around the board until he clocked that the fighter wasn't taking its shots and I declared it a false alarm - great fun.

The alarm on B-Beer however was the real thing, but the cool experienced pilot weaved around the night sky leaving his adversary wondering if there ever had been a bomber to vector in on.

The last two legs to the target were fairly uneventful with spoof raids in the vicinity doing their job and drawing off the night-fighter cover, however that didn't stop three of the aircraft making navigational errors and going off track at least once, and with F-Freddie managing to fly into a searchlight zone and getting coned.

Searchlights awaited the unwary and off-course Lancaster crew

The subsequent fuselage hit from the flak that followed seriously wounded the wireless operator and killed the pilot with the flight engineer taking control of the aircraft.

All the aircraft were back on course and unscathed clearing the flak zone in preparation for lining up for the bomb run.

The novices P-Popsey were up first on this, only their sixth, op and just entered the target zone when their bomb-aimer suddenly announced 'bombs gone' and off went their photo flash showing that they had hit the outer residential areas of Derben with nothing else to do but to break off for home.

First up was the novice crew P-Popsey

Bomb-aimers as well as having a skill factor are rated as either 'jumpy', 'steady' or 'determined' which causes them to be more or less likely to drop their bombs early, on certain picture cards of varying suits.

With novices off on their way home, the two veteran crews, F-Freddie and S-Sugar lined up with both making pin-point deliveries over the refining and finishing plants just leaving the job to be finished by the experts, B-Beer.

The Lancaster came on steady and was perfectly lined up on the yellow TI's when suddenly the plane was strafed by an unseen free-jagd, single seater night fighter that only managed to cause superficial fuselage damage as it passed, but must have been sufficient to cause their bomb-aimer to drop slightly prematurely, hitting the nearby rail depot to the works, or was that a wrong picture card coming out straight after the attack?

P-Popsey's, bomb-aimer get a bad case of the jitters and releases far too early

With all the planes through and over the target B Flight could afford to congratulate themselves on a job fairly well done and focus on setting a course for home.

Last to arrive over the target were the veteran crew B-Beer who get attacked on the final run in by a Wild-Sau night fighter and the bomb-aimer releases slightly early.

Perhaps the homeward leg is the worst for keeping crews focused on the job with the tension of the bomb run over.

That might explain the losses of both S-Sugar and P-Popsey over Giessen as night-fighters, no longer conned by the earlier spoof attacks, circled in wait for bombers clearing the target.

The night-fighter was by far away the most effective cause of bomber losses in the night battles over Germany with the majority of kills going to a select group of 'experten'; and try as they might to get into deflection attitudes both aircraft succumbed to multiple engine strikes with just the bomb-aimer from P-Popsey able to bail out and survive to be taken as a prisoner of war. 

With the early drop of P-Popsey, the rest of the flight make a good attack with S-Sugar and F-Freddie bang on the yellow TI's (Target Indicators), whilst B-Beer has hit the local rail yard.

After the losses of the Giessen leg the only scares on the other return legs were navigational rather than life threatening and structural and the two survivors of B flight were soon across the channel and calling in on the approach to join the circuit in preparation to land.

Lowering 10' of flap and throttling back, the flight engineer on F-Freddie, having brought the Lancaster all the way back from a successful bomb run following the pilot being killed and the wireless operator left severely wounded after being hit by flak, prepared the aircraft on final approach.

As the big bomber descended towards the runway the final checks were being made including that D10 damage die roll; remember what I said, don't throw a '0' especially as we are on the last op of our 30 op tour and leave awaits after a good 'sesh' down the at the Old Bull and Bush.

With all bombs gone, the throttles are opened up to get clear of the target and on course for home

Hang on was that a '0' you just rolled, and was that a tyre burst I just heard? - 'look out Skip !!!'

Suddenly F-Freddie took a lurch to the left and careened along on the port wing as the undercarriage collapsed causing sparks as the plane made contact with the concrete runway. The plane slid along for several hundred yards away from the runway and, coming to a halt, caused a collective intake of breath from observers on the tower.

Then, almost within a second of the plane stopping, an enormous yellow ball of flame vomited from the centre of the fuselage as the aircraft exploded into flames lighting up the main runway.

As the realisation sunk in that there were no survivors from F-Freddie, the distant throb of four Merlin engines throttling back on finals announced the arrival of B-Beer over the threshold of runway 270 as the veteran plane gently dropped in on the runway with full flap helping to slow the great aircraft down as without further mishap the only survivor of B flight taxied back to the dispersal pens and a ride for her crew to the debrief.

A chance for a check on the damage status in preparation for the home leg with still a long way to go

The game played just as I remembered it with moments of great drama and narrative that moves this up several notches from a simple "Beer & Pretzels" affair.

The second quicker game with a four plane raid to Bremen produced equal drama with one bomber dodging a night-fighter attack and two searchlight conings to complete an in out mission successfully while others fell unluckily to single but deadly flak hits and with one bomber exploding after being hit in the bomb bay by a night-fighter using the deadly up firing guns or "Schrage Musik".

Suddenly the 'Monica' alarm sounds as S-Sugar attempts to corkscrew out of trouble



Whilst we all walked away from a very fun game unscathed and ready for a beer or two we all felt the game really captured something of the terrible stress and constant state of alarm flying these missions must have had on the crews, not to mention the near impossibility of bailing out when the big Lancaster started to drop out of the sky, with the best bail out result we achieved being three out of the seven crew and no pilots.

Thanks to Ian and Stephen for joining in what was a really entertaining afternoon's game and with ideas to get more players in on future plays to see if we can put a squadron in the air.