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Rules Folder 8510001

QUEENO'
B - 17 THE SKIES DIAGRAM

1
II
m
It
p
g
fi
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C

Nose Gun
\

PORT ,,
Port Cheek Gun \ Starboard ChBek Gun
STARBOARD
,, \
\
""
, \ "
Inboard Fuel Tank
Top Turret,
,, "" _____ _ Inboard Fuel Tank

Outboard fuel Tank


------ \ , I
I
__ _ Outboard Fuel Tank
~~
Engln.14
I
P
9:00 3:00 il
e
d

I
I ,, \
\
g
a
I \
Allefon
"
flap Aileron
"II
Radio Room Gun "" ....
" Ball Turret fi

Port Waist Gun"''' ......... Starboard Watst Gun "


IT
fl

2
1.
11
m.
in
I us
Elevator "
I
,, EIBntor n
co
Rudder Tall Guns
1.1
Th
6:00 ins
25 FEET ed ,
FOI
Tallplane -- ~<J-' - - Rudder COl
Chellk Gun Top Turret , ..........

(.aChSld·)" ~~3
~~~~l!i'tiil~~~~~~~:;~~~~J:~~~~~~
"PI
B-1
~
NOl8 Gun- .... "

d "~ I as; ""6 \


CZl \

Tan Guns
"'(Rc
lur
"
VV ' " w a i s t Gun
1.3
I • I I Ban Turrot I (each sldo)
I I I I Th
I I I I I Va!
I PILOT I BOMB I RAOIO I I po:
NOSE I COMP. I BAY I ROOM I WAIST I TAIL
1. ~
Th
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1I~17: QUEEN OF THE SKIES
PART I: RULES OF PLAY

1.0 INTRODUCTION which are used to generate the various random events of a
8-17: QUEEN OFTHESKlFSre-<:reates World War II bombing typical bombing mission. The use of the tables is explained in
missions of the famous 8th Air Force Flying Fortresses during section 3.0, Game Tables in Play.
the period of November 1942 to May 1943 . This was a trial 2.5 GERMAN FIGHTER CARDS
period for the proponents of strategic daylight bombing. The
There are 16 German fighter cards of three different types: the
green crews had to prove the value of this concept as well as the
Messerschmitt 109 (Me 109), Messerschmitt 110 (Me 110), and
fitness of themselves and their equipment. During these early
Focke-Wulf 190 (FW 190). These fighter cards will be placed on
months, both the bombers and their German air defense
the 8-17 Mapboard when called for to represent fighters attack-
counterparts were evenly matched, with each side experiment- ing the 8-17.
ing, learning, and looking for an advantage.
2.6 DIE CUT COUNTERSHEET
8-17 is designed as a solitaire game, with the player acting for the
crew of an individual bomber. The actions of the German air The 88 die cut cou nters are used in play to mark the position of
defenses and the fate of the bomber and crew are randomly the B-17 on the Strategic Movement Board, the position of the
generated by various game aids and tables. Each "game" con- B-17 crew on the Crew Placement Board, the targets of the
sists of a single bombing mission . The ultimate goal is to safely various B-17 machine guns, damage to the 8 -17, damage to the
complete 25 missions thereby earning a ticket home to a relatively German fighters. and wounds to the B-17 crew.
safe job. In practice, this is rarely achieved and players should
instead try to complete 25 missions with a minimum number of SAMPLE COUNTERS
bombers and crewmen lost.
Because of the nature of the solitaire play system, 8-17 makes
extensive use of game aids and tables as a substit ute for a live 8-17 Position
German air defense player. Before attempting to fly a mission,
the player should examine all of the game's components. Their
purpose should be apparent. This rules booklet has been divided
[;l
into three parts. This first part is the standard game rules which
explain in detail how to play . The second part is the step by step
description of an actual game mission, which serves as a pro-
Bombardlu
L::J
gra.'11med instruction and example of play. Part III consists of BAii
additional notes, bibliography, and credits. New players should Ball Turret MG's
TURRET
read Part I through section 7.0, How to Win, and then read MG's ENGINE
through the sample mission. Experienced game players should
FIRE
find that this will be enough information to get started, and can EDlior Fire
refer to the detailed rules for special cases. Before starting the 25
mission campaign, it is suggested that a few practice missions be
flown to random targets to learn the game system. FUEL
TANK Furl Tank Fift'
2.0 GAME EQUIPMENT
2.1 B·17 MAPBOARD
FIRE
BAILOUT /.:l
The principle area of play for B-17 is the II • x 16 · mounted
mapboard. The top half of the mapboard is a depiction of a 8·l7
in flight, with a landscape visible below. This part of the board is
Oil uak
L:J
used to resolve combat between German fighters and the 8 -17. GAS Gas Leak
The lower half of the board displays various tables which will be LEAK
consulted often during combat. 1st FIGHTER
CON- -I
2.2 B-17 STRATEGIC MOVEMENT BOARD Fightrr Continues Altack TINUES
This map of northwestern Europe shows the area of B-17 bomb- FCA
ing missions during the time period covered by the game. Mark-
ed on the map are all of the potential target cities, and the 8th Air
FIGHTER Fightrr Breaks Off Attack
Force Base in England. The strategic area shown is divided into BREAKS
concentric zones expanding out from the base, each FBOA
OFF -2 OXYGEN
approximately 50 miles apart. Under normal conditions. the
B-17 travels one zone per turn. When its speed is reduced by FIRE
OxygfD Fire
damage, the B-17 may need two turns to travel one zone.
(Regardless of darnage, a B-17 wit! never spend more than two

~
turns in a zone.)
2.3 CREW PLACEMENT BOARD Fire ExtiDluJshu
This board displays the interior oftbe B-17, and shows where the
various crew members are placed. During play, the wounds and
position changes of crew members will be marked here.
L::J Ruddrr IDoperablr
2.4 TABLES AND CHARTS CARDS
The five colored cards display most of the charts and tables

3
counters and fighter cards should also be close enough to be
Ugh I Wound distinguished when needed. The other components do not have s,
LIGHT
to placed where they are readable, but must be within reach . a.
WOUND
C(
4.1 FIGHTER CARDS
in
Ace Pilol The three different types of German fighter cards should be
stacked to the side of the map board until called for. When a b,
wave of fighters is generated from Table B~3, bring a fighter of G
the correct type into playas follows : G
Green Pilot
-If a German fighter is attacking from a high position, place c.
r-::l its card on the landscape portion of the mapboard in its
designated clock position. "P
Area Spray Fire
Ll -If the fighter is attacking from a level position, place its
card on the blue border of the mapboard in its designated clock
position.
d

-If the fighter is attacking from a low position, place its


2.7 MISSION CHART PAD card just off the edge of the mapboard in its designated clock
The evenls of each mission are recorded as they unfold on a position.
Mission Chart. The pad in 8·17 includes enough chans for 70 -If the fighter is attacking from a vertical dive, place its card
missions. An example of how the Mission Chart can be used is directly on lOp of the B·17 on the mapboard.
included with the sample mission in Pan II of this rulebook . -If the fighter is attacking from a vertical climb, place its
card on the blue border of the mapboard in the lower left corner
2.8 COMPOSITE MISSION RECORD
marked "Vertical Climb".
At [he back of the Mission Chart Pad are two Composite
Mission Records . These charts are used to record the results of 4.2 GAME COUNTERS
each of the 25 missions of the Campaign Game. The composite At the beginning of the miSSion, place all crew and fire
record has space to note personnel changes, bomber losses, and extinguisher counters in their appropriate places on the Crew
the percentage of bombs on target. Placement Board. The B-17 counter is placed in the 8th Air
Force Base space on the Strategic Movement Board_
3.0 GAME TABLES IN PLAY The remaining counters are placed aside within reach until
Due to the nature of 8-17's solitaire play system, extensive use of needed. The FCA and FBOA counters mark damage to enemy
various tables has been necessary to generate the many possible fighters. When called for, they are placed directly on top of the
events that could occur during a typical bombing mission. The damaged fighter's card. Counters detailing damage to the B-17
tables which will be consulted during play are found on the are placed directly on the B-17 Mapboard on the location of the
separate colored cards and on the mounted game maphoard. damage. For example, if a fuel tank on the Port Wing is leaking,
a fuel tank leak counteris placed on the Port Wing. The machine
3.1 LOCATING THE TABLES 2un counters are olaced on the fighter which the gun is firing at
Each table included in the game has been given a letter-number ;"hen defensive fi~e is allocated. Wound counters are placed-on
designation, and a descriptive name. For example, the table the Crew Placement Board to mark wounded crewmen.
which details shell hit damage in the B-17's Bomb Bay section is
labeled P·3 BOMB BAY. The letter half of the designation
indicates whether the table is on the mapboard or on a card, as
follows: S.O SEQUENCE OF PLAY
-M = Mounted mapboard; 5.1 PRE-MISSION STEPS
-0 = Orange card; a. Be sure the B-1? has a name and full crew recorded on the
-P ~ Pink card; Composite Mission Record and the Mission Chart. Place all
-B ~ Buff card; crew counters in the appropriate positions on the Crew Place-
-BL ~ Blue card; ment Board, and have the Strategic Movement Board, game
-G = Green card; mapboard, playing counters, and all rules and tables at hand.
If the table is on the mapboard or on a card, the number designa-
b. Roll for the mission target city on either Table G-I, G-2, or
tion is the number of that table on the card or board. Forexample,
G-3 (depending on the number of the mission) and record it on
Bomb Bay Table P-3 is the third table on the Pink card. A com-
the Composite Mission Record and the Mission Chart. o
plete list of the tables in B-17 is included on the back page of the
rulebook. c. Roll for the B-17's position in its squadron (Lead bomber,
tail bomber, or in the middle) on Table G-4 and check the 6
3.2 USING THE TABLES corresponding box on the MC. Note that bombers in the lead or L
The game tables are used by rolling one or two six-sided dice and tail positions are attacked by an additional fighter per German d
reading the resull generated off of the table. Throughout the fighter wave as indicated on the MC. f,
game the notation" 1D" means roll one~ie when consulting this o
table, and the notation "2D" means roll two dice. Tables G-3 d . Roll for the B-17's squadron formation (High, middle, or
low squadron) on Table G-4 and check the corresponding box fi
and 8-3 are special cases. When rolling "2D" on these tables,
treat the first die as the lO's digit and the second die as the j's on the Mission Chart. Note any modifications to the rolls for 6
enemy fighters on Tables B~I and B-2 due to the B-17's
digit of a 2 digit number. Rolling two dice on these tables will
squadron formation. (The low squadron was most prone to
a
thus generate 36 different random numbers ranging from a low a
of "11"to a high of "66". German attack. while the middle squadron was least prone to [
attack.)
4.0 PLACING THE GAME EQUIPMENT e. Examine the Flight Log Gazetteer, Chart G-ll, to find the Ii
Before beginning, the player should organize the various game modifications in each zone to the rolls for enemy fighters on b
components in front of himself in a manner that will faci litate Tables B-1 and B-2. Add these modifications with any for the
B~ 17's squadron position and note them on the Mission Chart.
reference. The Mission Chart, the mounted mapboard, and the c
Crew Placement Board should be readily accessible. The player f. Place the B~ 17 counter on the Strategic Mission Board inside
d
will be constantly making notes on the first, and the game the map square labelled "8th Air Force Base", facing in the d
counters will be in play on the latter two. The remaining game direction of the target city. The mission is ready to begin.
4
5.2 MISSION STEPS 6.4 GERMAN OFFENSIVE FIRE
a. Each turn, move the 8-17 counter one zone closer to the zone a. Roll once on Table M~3 for each surviving fighter to deter~
containing the target (or one zone closer to the base when return - mine if that fighter hits the B-17, taking into account any
ing after bombing the target) . modifiers due to damage. Any fighter which does not hit the
b. Roll for fighter cover on Table G·5 (either Poor, Fair, or B-17 is removed from play (exception: see section 13 . 1).
Good) and record the extent of the fighter cover (either p . F. or b. When a fighter hits the B-17, roll once on Table B-4 to deter-
G) on the Mission Chart when entering Zones 2, 3, and 4. mine the number of shells which hit the bomber from that
c. Resolve combat initiated by enemy fighters in each zone fighter.
entered (both to and from the target) according to the Combat c. For each shell hit, roll once on Table B-5 under the
Procedure, section 6.0. appropriate clock position of the attacking fighter to determine
d . When the B-1? enters the Designated Target Zone: the section of the B-17 this shell h it. Record all sections hit on the
Mission Chart.
-Roll for weather over the target on Table 0-1, and then
resolve combat according to the Combat Procedure, taking into d. Roll once on the specific damage tables (P-I through P-6,
account any weather effects. BI ~ I, and 81-2) for each hit to determine and resolve damage
-Resolve anti-aircraft fire by consuhing Tables 0-2 through done. Record all damage and effects of damage on the Mission
0·5. Chart.
-Resolve the Bomb Run by consulting Tables 0-6 and 0 ·7 .
6.5 SUCCESSIVE ATTACKS
e. After the Bomb Run is resolved: a. Any fighter which scores a hit in its initial attack on the B~ 17
-Begin the return flight to England by turning the B ~ 17 (even if the hit has no effect) attacks the B- 17 again. Roll once on
counter around and facing it towards the 8th Air Force Base. Table B-6 for each fighter making a successive attack to deter-
-Resolve combat again in this zone, still taking into account mine its new attack position. After all fighters conducting suc-
any weather effects (roll again on Table B·2). cessive attacks are positioned, remove the number of fighters
f. Each subsequent turn of the return flight to base. place the allowed due to successful fighter cover according to the roll on
B~J7 counter one zone closer to the 8th Air Force Base, and Table M4 during the initial attack . Then resolve defensive fire
resolve combat according to the Combat Procedure. and the fighter attacks normally. Fighters not scoring a hit dur-
ing thi s attack are removed from play (exception: see section
g. When the B~ 17 re~enters Zone I: 13 . 1).
-Roll for weather at the base on Table 0-1.
b. Fighters which score a hit during their first successive attack
-Place the 8-17 counter on the 8th Air Force Base, and roll
conduct a second successive attack as above. After its second
for landing on Table G-9 taking into account all weather effects
successive attack, a fighter is removed from play. even if it
and damage modjfiers.
scored hits every time. The most attacks anyone fighter can
-After landing, roll separately for each seriously wounded
make against the B-17 during one wave is three-one initial and
crew member according to Note b of Table BI-4 to determine two successive attacks.
survival. Also roll for frostbite effects under the rules section
Heat Out/ Frostbite, ii appiicabie. 6.6 2ND AND JRD WAVES
h. Record mission results on Composite Mission Record . Resolve any additional wave attacks according to the Combat
Procedure described for the 1st Wave above. (Roll again for
6.0 COMBAT PROCEDURE fighter cover defense on Table M4 for each additional wave
while in Zones 2, 3, and 4.) After all attacks have been resolved
6.1 DETERMINE ATTACKERS completely, continue the mission according to the Mission Steps
a . Roll for the number of waves of intercepting German fighters above .
on Table B·I (roll on Table B-2 if the B· 17 counter is in the
target's zone) .
b. For each separate wave of attackers roll once on Table B-3 to
determine the specific fighters encountered and the clock pos i~
tion of their attack. Record the 2D number of each wave (from 7.0 HOW TO WIN
Table B-3) on the Mission Record for reference. (When this A B-17's bombing results and survival determine whether a mis·
wave's attack has been resolved, cross out the number.) Place sion is an 8th Air Force Victory, a German Air Defense Victory,
the fighters on the game mapboard in the proper clock position or a draw. The cumulative result s over 25 missions determine
of their attack . victory in the Campaign Game. [n addition, the survival of an
individual bomber or crew member over several missions can be
6.2 FIGHTER COVER DEFENSE measured as a relative performance rating.
If the B-17 counter is within Zones 2, 3, or 4, roll on TableM-4 to
determine how many of this wave's fighters are driven orf by 7.1 MISSION VlcrORY CONDITIONS
friendly fighter cover. Immediately remove that many fighters A mission is considered an 8th Air Force Victory if the B-ITs
of your choice from the map. If the B-17 is outside of friendly Bomb Run wasOn Target, and the B-17 returned to England not
fighter cover (in Zones 5-8) ignore this step. irreparably damaged .
6.3 B-17 DEFENSIVE FIRE A mi ss ion is considered a German Air Defense Victory if either
a . Each available manned MG (machine gun) position may fire the B-17 was destroyed in combat, crashed outside of England,
at anyone fighter within its field of fire as shown on Table M-I . or was irreparably damaged in combat or while landing.
Designale the targets of each MG position with the appropriate A Mission is considered a Draw if the B-17 was unable to bomb
counter. Mark off one burst of ammunition for each MG posi- the target or if the bomb drop was Off Target, but returned to
tion firing. England and was not irreparably damaged either in combat or
b. Roll once on Table M- I for each firing MG position to deter- while landing.
mine if the target fighter is hil. 7.2 CAMPAIGN GAME VlcrORY CONDITIONS
c. For each hit a fighter receives, roll once on Table M-2 to At the end of the 25 mission campaign, total the number of 8th
determine the damage to the fighter from that hil. Remove Air Force Victories and German Air Defense Victories, and
destroyed fighters, and place FCA and l or FBOA counters on ignore the number of draws. The side with the most victories is
damaged fighters. the winner of the Campaign Game.

5
q

7.3 PERFORMANCE RATINGS Gun and the Top Turret are firing at a fighter at 12 O'Clock M
High, the counters for the Nose Gun and Top Turret are placed sp
B-17 AND CREW MEMBER SURVIVAL RATING on that fighter's card . After the gun counters are all placed, M
Per plane or per crew member. mark off one burst of ammunition (one box) for each firing gun 88
on the Mission Chart. Then roll on Table M-I for each gun to us
I OF MISSIONS
determine if the target fighter is hit. When a fighter is hit by en
SURVIVED RATING
defensive fire, roll on Table M-2 to determine the extent of the
1-5 Poor damage done. The guns in the Nose section and the Tail Guns l(
6-10 fair have special characteristics. Players may optionally employ
11-17 Good Area Spray Fire.
o
C
18-2' Excellent
25 Superb 9.1 NOSE SECTION GUNS 01
Due to the limited compartment space, only two crewmen may C<
Notes: a) A 8-17 which survives 25 missions may be retired and be in the Nose section of the 8-17. There are three guns in this II
sent back 10 the USA lor publicity and morale boosting, or It may section, the Nose, the Starboard Cheek, and the Port Cheek. A
continue to lIy. V
maximum of two of these three guns may be fired at the same
b) A B·17 may survive 25 or more missions while going through j.
time, including the Nose and either of the cheek guns. The two
several sets of crews along the way. T
cheek guns may not be fired simultaneously.
c} Any crew member who sunlves 25 missions Is sent home to
lhe USA. 9.2 TAIL GUNS "d
d) A 8-17 may be destroyed. but surviving crew members con-
tinue on another plane.
German fighters quickly learned that it was very dangerous to
"
approach a 8-17 from the rear, as this put them within range of
the twin guns for a relatively long period of time. When attacks "
c
from the rear dropped off, tail gunners developed a new techni- f'
BOMB RUN RESULT RATING que: shooting at fighters attacking from the front as they passed o
Per plane or group d. planes (for mUlti-plane missions). the rear of the 8-17. n

BOMB RUN PERCENTAGE RATING Accordingly, the Tail Guns may be allocated to any fighter
attacking from the 10:30, L2, or 1:30 positions, whether High, 1
5% Poor Level, or Low. However. this defensive fire is not resolved until s
5-14''10 Fair after all other defensive fire and all German offensive fire is o
15-29% Good resolved. Thus the target fighter could be shot down. or the Tail 1
30%+ Excellent Guns themselves be knocked out, before the Tail Guns get a F
chance to fire. No ammunition is marked off unless the Tail E
Note: The Bomb Run performance ratings can be used to rate
Guns actually shoot. Tail Guns firing in this manner must roll a l
the bomb drop of a single mission, the average d. several planes
on the same mission. or the average of a single plane over a "6" to hit, regardless of the position of the fighter. Tail Guns E
complete campaign. may not fire in this manner if the intercom is out.
9.3 ACE GUNNERS T
8.0 ABORTING THE MISSION Once a gunner has shot down 5 or more fighters in his career, he Ii
"Aborting a mission" means that the 8-17 turns around and is an Ace Gunner and may add 1 to his defensive fire rolls. Ace n
heads for home without bombing the target. Historically, the Gunners lose this bonus when frostbitten and when wounded. e.
decision to abort or continue was the captain's, and his word The bonus is retained if the intercom is knocked out. A gunner e;
was fina1. For purposes of this game, players may choose to becomes an Ace at the instam of his 5th kill, and the bonus takes fl
abort after resolving all combat in any lone. However, the effect with his next defensive fire. f.
aborted mission counts toward the required 25 missions only if 9.4 MACHINE GUN AMMUNITION
any of the following circumstances arise due to German fighter II
The ammunition available for each machine gun position per T
attacks: mission is shown on the Mission Chart. Each box next to the gun
T
a. Bomb Bay doors, intercom, or Norden bombsight in- position's name represents one burst of ammunition. Mark off
operable. dl
one box when a gun position is allocated to fire. When a gun ct
b. Compartment heat or suit heater inoperable for one or more position runs out of ammunition (all boxes are marked off), it
01
crewmen. may borrow additional ammunition from another position . i.
Ammunition is transferred in increments of 2 bursts (2, 4, 6,
c. Bombardier is seriously wounded or KIA. Ot
etc., bursts at a time). Mark off the boxes from the gun passing
T!
d. If the Navigator is seriously wounded or KIA and the B-17 is the ammunition, and erase marked off boxes for the gun receiv-
efl
out of formation, the B-17 must abort. ing the ammunition. Twin gun mounts (Ball, Top, and Tail posi-
tions) may only obtain ammunition from another twin mount.
e. If both the Pilot and Co-pilot are seriously wounded or KIA
Ammunition may only be exchanged during a tum when no
11
and the B-17 is out of formation, the B-17 must abort. Th
fighter waves are rolled on Tables 8-1 or B-2, or after all attack-
f. Out of formation. ing fighters have been driven off either by friendly fighter cover ten
or other 8-17s. op
g. Oxygen Out for one or more crewmen.
h~
h. One or more engines out. (If two or more engines are out, 9.S AREA SPRAY FIRE (Optional Rule) ba
8-17 must abort.) Except where required above to abort, players Area Spray Fire represents the ,jhosing" of an area with a long h.
having the option to abort may choose instead to continue the burst of an un aimed spray of bullets, Ajthough YSually ineffec- al!
mission. tive as far as hits were concerned, it could drive away a fighter co
due to the bewildering effect of numerous tracer bullets pepper-
9_0 DEFENSIVE FIRE ing the sky the fighter was flying into. The technique of spray W
thl
Begin the Defensive Fire Phase by checking which machine gun fire was not favored by experienced gunners because 1) it quickly
burned up ammunition, 2) was generally ineffective against fo
positions are manned and finding the counters for those guns. f~
Then examine Table M-I and the position of the enemy fighters good pilots, and 3) could jam the gun.
or
to determine which guns have target fighters in their field of fire. Area Spray Fire is an optional rule which players may include on
Allocate the fire of the 8-17's guns by marking the target fighter for additional interest. Place a Spray Fire marker on top of any Fr
with the appropriate counter. For example, if both the Nose gun marker that will spray during the Defensive Fire Phase.

6
Mark off three bursts of ammunition for each gun position that and he can hit attacking fighters only by rolling a 6, regardless of
sprays. When the spraying gun fires, resolve its fire on Table the position of their attack.
M~5 instead of Table M~l. Area Spray Fire may not be used
against any 10:30, 12, 1:30, or Vertical Dive attacks. It may be After landing, roll for each frostbitten crew member separately
to determine the effects of frostbite . Roll I D: 1,2 = Serious
used against any 3, 6, 9, or Vertical Climb attacks. Ace Gunners
employing Area Spray Fire do not add 1 to their die roll. injury/ amputation, may not fly again; 3-6 = Recovers, may fly
next mission. Also , any frostbitten crew member who is also
10.0 ENGINES OUT seriously wounded adds 1 to his serious wound survival die roll
(see Note b. under Table Bl-4) .
One of the strengths of the B·17 design was its four engines.
Crews found that the plane could continue to fly, even with only
one engine still functioning . However, the loss of each suc~
12.0 OXYGEN OUT
ceeding engine, meant new problems and more danger. Because the atmosphere at 20,000+ feet is so thin, 8~17 crews
had to be constantly supplied with oxygen. Each compartment
10.1 ONE ENGINE OUT had outlets from the central oxygen supply to which a
With one engine out, the B~ 17 can only stay in formation if it crewmen's mask was attached. Portable emergency oxygen
jettisons its bombs immediately. If the B-17 is already in the bottles were available for short movements around the plane. If
Target Zone when the engine is knocked out. it may bomb the a crewman' s oxygen supply was interrupted for any reason, he
target and still remain in formation. Otherwise, if the B-17 would Quickly lose consciousness. The oxygen supply lines were
decides to keep its bombs aboard and continues to the target also a potential fire hazard .
with one engine out, it is Out of Formation and must spend 2
turns in each zone (while it still has its bombs) due to slowness 12. 1 OXYGEN OUT EFFECTS
caused by the weight of the bombs. The B-17 musttherefore roll Two shell hits to a particular compartment's or crew member's
for waves of German fighters twice per zone on either Table 8-1 oxygen system (cumulative over the course of a mission) will
or 8~2 . Once the 8-17 has dropped its bombs, itmaycontinue its knock out the oxygen for that compartment or crewman. The
mission at the normal rate of speed of 1 zone per turn. first shell hit has no effect. Keep a record on the Mission Chart
of all oxygen system hits. When an area's or crew member's
10.2 TWO OR THREE ENGINES OUT oxygen is knocked out, the B~17 must drop out of formation
The 8-17 must jettison its bombs, drop from formation. and down to IO,()(X) feet (see section 13.0 Out of Formation).
spend 2 turns in each zone due to slowing down . Roll for waves However, if a' 'vacancy" exists somewhere else in the plane due
of German fighters twice per zone on either Table B-1 or 8-2. to the death of another crewmen, the crew member with no
The B-17 must also drop to 10,000 feet and is subject to Light oxygen can occupy that position and the B~17 can stay in forma-
Flak if over land (see section 13 .0 Out of Formation). When a tion. If a S-17 has been forced down to 10,000 feet by oxygen
8-17 has two or more engines out, attacking fighters add 1 to being knocked out, and later, due to the death of a crew member
their German Offensive Fire die rolls on Table M-3, and the or members, there is enough vacant functioning oxygen supply
8-17 may not take Evasive Action (see section 15.0). to accommodate all surviving crew members. then the B~ 17 may
10.3 ONE ENGINE OPERATING re-ascend to 20,000 feet to avoid rolling for Light Flak (but may
not rejoin the formation) .
The B-17 may go one zone further, then it must either crash
land, or the crew must bailout on Table G~6. However, the crew 12.2 OXYGEN FIRES
may throw overboard all bombs. guns, ammo, and fire Oxygen fires can result from shell hit damage in the various
extinguishers, and fly 2 zones past the zone in which the third occupied sections of the 8-17 . When an oxygen fire occurs,
engine was lost. When landing with only one engine, subtract 3 place one of the Oxygen Fire markers on the appropriate section
from the landing roll on Tables G-9 and G-IO. (See 10.2 above of the B-17 on the mapboard . There are 5 portable fire ex-
for additional effects.) tinguishers in the 8-17, each represented by a counter placed on
the Crew Placement Board at the start of play. Each may be
10.4 NO ENGINES OPERATING sprayed once, and then its empty. When an oxygen fire breaks
The B~ 17 must either crash land in its present zone on either out, one crew member in that compartment (or an adjacent one
Table G-9 or G-IO (find this zone in the Flight Log Gazetteer to if the fire breaks out in an empty compartment) must im-
determine if the 8-17 is over land or water, or if you have a mediately be designated to fight the fire. A crewman may not
choice), or the crew must bailout on Table G-6 (and Table G-8 if operate agun for the remainder ofa wave's attack in which heis
over water). Once the last engine is out, the player must fighting a fire . The designated crewman may immediately at-
immediately choose either to attempt the crash landing or bail tempt 3 times to put out a fire (i.e., use up 3 extinguishers) by
out. If crash landing with all engines out, landing roll is -7 on rolling up to three times on Table 81-3. If the fire is not out after
Table G-9 and -4 on Table G-IO. (See 10.2 above for additional the third try, the crew must immediately bailout on Table G~6 .
effects.) Used extinguishers are removed from play.

11.0 HEAT OUT/ FROSTBITE 13.0 OUT OF FORMATION


The S-17 normally operated above 20,000 feet where the When a 8-17 was forced to drop out of its tight, supportive box
temperatures were substantially below freezing. Some crewmen formation, its chances of returning to base safely were greatly
operated in heated compartments, and others wore electrically diminished . Out of formation planes were easier prey for
heated suits which they plugged into the B-17's circuitry. When fighters. and had to rely on their own navigation. Out of forma-
battle damage or equipment malfunction cut off someone's tion effects begin after the resolution of the fighter wave attack
heat, the plane had to drop out of formation and descend to an which resulted in the 8-17 falling out of formation.
altitude with a more moderate temperature before frostbite
could occur.
a . Add I Me 109 at 12 Level per wave of attacking fighters . If
When any crewmen's suit heat or any compartment heat is out, no waves appear, then this Me 109 does not appear either.
the B~ 17 may travel one more zone at the current altitude and in
formation. Thereafter, the 8-17 must either descend to IO,OCKl b. Any modifications to the roll on Tables 8-1 or 8~2 due to the
B~17's squadron position are changed to O. Also, ignore the
feet for warmth (no frostbite, but the B~17 is out of formation),
or stay in formation at current altitude and roll for frostbite additional fighter that normally appears when a 8-17 is the lead
once per zone for each affected crewman. Roll 10: 1-3 = or tail bomber. (See 13.la. above.)
Frostbite for that crewman; 4-6 = No frostbite. Once a crew c. Any fighter attacking an out of formation B-17 automatically
member is frostbitten, he remains so for the rest of the mission, makes a total of 3 attacks (one initial and two successive) against

7
the 8-17. The fighter continues to attack 3 times, even if it fails section 16.0 Landings).
to hit, unless it is first destroyed or takes a "F80A" result. A
d. Only during an emergency can a single man fly a 8-17 for an
d. If out of formation and at a low altitude (10,000 feet) due to extended length of lime. Therefore,the Pilot and Copilot may
a
oxygen or heat out, or because it is flying with only 1 or 2 engines not leave their positions to fire guns. [fboth are still functioning
working. then the 8-17 is within range of light anti-aircraft fire with no worse than a light wound, the Copilot may temporarily
from the ground . Over every zone that is at least partially land vacate his post to fight an oxygen fire . Otherwise, the Pilot and
(land other than England-see the Flight Log Gazelleer, Chart Copilot must stay in their normal positions.
G-II), roll2D twice on the Light Flak column of Table 0-310
determine if (he 8-17 is hit by flak. Resolve any flak hits by con- 15.0 EVASIVE ACTION
sulting Tables 0-2 through 0-5. Evasive action is the random dips, dives, banks, and weaves that
13.2 OUT OF FORMATION OPTIONS a pilot could put his plane through attempting to dodge enemy
a. A 8-17 out of formation within fighter cover range uses fighter attacks. flying like this necessarily threw off the aim of
fighter cover as per the normal mission procedure. the plane's gunners, and wasn't possible if the 8-17 was heavily
damaged. Due to the proximity of friendly planes and the
b. Any 8-17 which is out of formation prior to the Bomb Run danger of collision, 8-17's in formation may not use evasive
o
may immediately abort the mission, turn around, and head for action.
o
home (see section 8.0 Aborting the Mission) . An out of forma- il
tion 8-17 may choose to complete its mission and bomb the 15.1 EVASIVE ACTION EFFECTS I<
target, but this is not recommended. Evasive action is only allowed for 8-17's flying out of forma- 2
tion, and has the following effect: 6
c. If the target has not been bombed when a B-17 is forced out
of formation, the bombs may be jettisoned to negate the a. All fighters attacking a 8-17 which is performing evasive
possibiJitiy of them exploding if the Bomb Bay is hit. The bombs action subtract 1 from their attacking die rolls on Table M-3 (a
may be jettisoned at any time. Make a note of the loss on the roll of 6 is still a hit, regardless of modifications). 1
Mission Chart. II
b. AU guns firing from a 8-17 taking evasive action must roll a 6 II
to hit any attacking fighter, no matter what area of attack it is
14,0 REPLACING WOUNDED CREWMEN coming from. Any Ace Gunner bonus is still in effect. •E
Each member of the crew of the 8-17 is represented on the Crew 15.2 EVASIVE ACTION RESTRICTIONS
Placement 80ard by his individual counter. Whenever a crew
No evasive action is allowed if:
"~
member is wounded or KIA, mark his counter with a wound
~
marker showing the degree of his injury. When a crew member a. The 8-17 is still in formation.
is seriously wounded or KIA, he can no longer fire any guns or b. Two or more engines are out.

perform any other functions . However, another crew member r
may take over his position. Simply take the counter of the crew c. Control cables are out.
L
member taking over and place it in the position vacated by the d. The B-17 has accumulated 3 or more negative landing c
wounded man. Remove KIA men from the Crew Placement modifiers. n
Board. (They are assumed to plaCed in an out of the way section Ii
of the plane.) Wounded men must be placed where they have a e. Anyone other than the Pilot or Copilot is flying the plane.
p
source of heat and oxygen. f. Any damage previously received specifically disallows taking 51
evasive action. a
14.1 CREW MOVEMENT
During turns when no waves of attacking fighters appear, or
after all fighters are driven off by either friendly fighter cover or
other B·l7s (by rolling a "No Allackers" result on Table B·3), 16.0 LANDINGS
crew movements are made with no penalty. These safe turns are The adage "What goes up, must come down" certainly holds R
the only time crew movements may be made if the intercom true for the 40,000 pound 8-17 and its crew of to men. Where
system is out. If crew movements are made in a zone where the and how it comes down will determine whether this particular
8-17 is attacked, certain penalties accrue. The moving crew plane and crew gets to fly another mission or not. In this game,
members may n01 fire any guns from either their old or new as in reality. an occasional 8-17 will unfortunately return to
position, until the attacks (both initial and successive) of one earth as chunks of burning and smoking metal. It is more likely,
wave of fighters have been resolved. Crew movements can be however, to be landed in one piece under the control of its crew.
made within the same compartment with no penalty. For exam-
ple, the Waist Gunners can switch guns during an attack. There There are three types of landings which can occur at the end of a G·
is no penalty for moving a wounded man. mission. The first is a landing in England, the second is a landing 110
in occupied Europe. and the third is a crash landing (or ditching)
14.2 CREW REPLACEMENT EFFECTS into the sea. Landings are accomplished by rolling 2D on either III
a. A crew member now occupying another wounded man's Table G-9 or G-IO. Damage received in combat plus cir-
position on the Crew Placement 80ard assumes any damage cumstances described in the notes to these tables may affect the J
taken by the position. For example, if the Navigator moves up success of the landing by increasing or decreasing the landing I
to the 80mbardier's position to replace a seriously wounded dice roll. An unsuccessful landing can mean destruction of the
80mbardier and fire the Nose Gun, any damage from shell hits
that would normally affect or wound the Bombardier now
B-17 and death or injury for the crew. Crews of planes downed
in the sea face the additional hazards of drowning and exposure.

affect the Navigator.
16.1 LANDING LOCATIONS
b. Gunners moving to a new gun position can only hit fighters I
The location of the B-! 7 counter on the Strategic Movement
by rolling a 6, and iose any ace bonus. (Exception: the Ball and
Board determines where the plane will land. Refer to the Aight I
Top gunners may replace each other, and the Waist gunners Log Gazetteer, Chart G-l1, and cross-reference the zone the
may replace each other, with no loss of effectiveness.) I
B-17 now occupies with the Mission Target. The letter nOlation I
c. Any crew member may fly the B-17 if the Pilot and Copilot to the right of the slash mark will detail whether the B·17 is over .1
are both seriously wounded or KIA, but the first one to take water, land, or over some of both. For example, a 8-17 which
over flying must be the Engineer (someone else may take over must land in Zone 3 during a mission to 8remen must land in the 11
the Top Turret if tactically desirable) . If the Engineer is subse- water (W). A 8-17 which must land in Zone 4 during a mission
quently or already seriously wounded or KIA, then anyone else to Rotterdam has the choice of coming down in the water or in
may take over, with approriate modifiers to the landing (see the Netherlands (W ·N).
.2
8
16.2 LANDING IN ENGLAN D Notes: a) RoIl2D: 2,3,7 = #1 engine out; 4,10-12 = #2 engine out; 5,6
-
= #3 engine out; 8,9 = #4 engine out. If this random event is rolled
A 8-17 which reaches Zone 1 is landing in England and is
again, the previously failed engine restarts.
automatically assumed 10 be landing at an air base. Emergency
air strips had been prepared along the coast, and RAF bases b) If this random event is rolled again, ignore and re-roll on the table
were prepared for emergency landings by all types of allied air- umil another event is rolled.
craft. Roll for landings in England on Table G-9. c) Any roll which you don't like which occurs after you obtain the
rabbit 's foot may be re-rolled . More than one rabbit's foot may be
16.3 LANDING IN EUROPE accumulated during a mission, and they may be carried over to the next
A 8-17 landing in Europe is automatically assumed to be crash mission . Once used, a rabbit's foot is gone.
landing in some open area, not an airfield. Roll fo r landings in
Europe on Table G·9, subtracting 3 from the roll as per Note j of d) Remove one fighte r of your choice from each wave for the remainder
the table. 8-17'5 which land in Europe are considered lost. of the mission. A second roll of this event cancels its effecLS, a third
restores them, and so on.
16.4 LANDING IN THE SEA e) See the notes to Table M-5 for repairing jammed guns. If you are out
Landing a 8-17 in the sea is an act of desperation, and should of formation at 10,000 feet, ignore thi s resu lt and re-roU until another is
only occur if the plane is fo rced out of the sky in a zone totall y obtained.
over water. Ditching in the sea is preferable only to bailing out f) It is possible to have more than one" Ace for a day", but if one
into the sea. Roll for landings in water on Table G·IO. A B-17 crewman is rolled twice, ignore the second roll and don't roll again. A
landing in the sea is lost . Crewmen rescued from the sea in Zones legitimate ace is unaffected by this event, and don't roll for another
2-5 are returned to E ngland; those rescued from the sea in Zones crewman.
6 or 7 are captured. g) Ro1l2D: 2-8 = Close call but no effect; 9,10 = Shallow dive (8-17
falls out of formation for I zone and then regains formation); 11 =
17.0 POST MISSION DEBRIEFING Steep dive (B-17 falls violently out of formation, bombs tear through
the bottom of plane and are lost if still aboard, and roll 1Dance for each
The return of the 8-l7 to earth, regardless of its condition or wing: 1-5 = Wing holds-6 = Wing rips off, crew must bailout on
location, is not quite the end of the mission_ Before beginning Table G-7 . 8-17 must abort miss ion; 12 :z Mid-air collision (B- 17
the next mission, players must resolve the fate of any returning destroyed and crew must bailout on Table G-7). If you are out offorma-
seriously wounded and frostbitten crew members (see Table tion, treat this result as #2, Engine fai lure , instead.
BI-4 and section 10.0 Heat Out/ Frostbite), then log in the h) If you are already the lead or tail plane, ignore this result and re-roll
results of the just completed mi ssion on the Composite Mission until another result is obtained. If you are out of formation, re-roll also.
Record. Note the percentage of bombs dropped on the target in i) If you are out of formation, add + 1to rolls on Tables B-1 and B-2 for
the appropriate column . Destroyed B-l7s and crew members the remainder of the mission.
who will not be flying again, for one reason o r another, are j) If you are out ofform ation, add - I to rolls on Tables B-1 and B-2 for
"x'd" out. Notes can be added to lost crewmen to describe their the remainder of the mission.
fate, such as: KIA (killed in aClion; DOW (died of wounds);
LAS (lost at sea); IH (invalided home); and BO-C (bailed out· 19.0 FLAK BURSTS INSIDE PLANE (BIP)
captured). Also note enemy fighters destroyed during the
mission in order to keep a running tally of a gunner's progress 19.1 COMMENTARY
towards ace status. When a bomber o r crew member is lost, The word j1ak comes fro m the German wo rd j1iegerab-
pencil in a new name in preparation for the next mission. A wehrkanonen, meaning j1ieger flyer + abwehr defense +
sample completed Composite Mission Record is included kanonen cannons, or antiaircraft guns. Most potential bombing
at the end of the Sample Mission in Part II of this rules booklet. targets of any value were protected by batteries of flak guns.
When bombers were nearing the target, they had to fly straight
and level for several minutes to maximize their accuracy. During
18.0 RANDOM EVENTS (Optional Rule) these minutes. the bombers were most vulnerable to aimed nre
and barrages from the flak guns below. Most flak damage con-
Random Events have been included as an option for those sisted of near misses which cou ld do some internal damage or
experienced players wishing to add more detail to their missions. throw the B-17' s aim off. Occasionally, a shell would actuall y
Random Events come into play when a "66" is rolled on Table explode inside the plane with generally catastr ophic conse-
B-3. Players not wishing to complicate play should treat a roll of quences.
"66" as a "No Attackers (c)" result instead. To incorporate
Random Events, roll on the fo llowing table whenever a "66" is 19.2 DIP EFFECTS
rolled on Table B-3, and implement the result. When a BIP result isrolled on Table 0-4, Effect of Flak Hi ts, it
has the following effects :
G·11 RANDOM EVENTS TABLE 3. All crewmen in this compartment are KIA.
Ho1l20 .
b. I f the area hit is a Wing, the Tail, or the Pilot Compartment ,
HOll EVENT the B-17 dives out of control to the ground and the remaining
crewmen immediately bailo ut according to Table G-7.
2 Engine lallure. (a)
3 Formation casualties. Roll 10: 1-3 = You are now the lead c. If the Bomb Bay is hi t with the bombsstill aboard, the B·17
bomber; 4-6 = Now lall bomber. (b,h) and crew are destroyed.
4 loose formation. Roll to determine enemy fighter waves In d. If the area hit is the Nose, empty Bomb Bay. Radio Room, or
zone on Tabia B·l or B·2 i. + 1. (b.i)
5 Aggressive "little Friends " _Roll for fighter cover defense on
Waist, the following occurs:
Table M41s + 1 for the remainder of the mission. (b) -The B-17 immediately falls out of fo rmation (see rules sec-
6 Tight formation. Roll to determine enemy fighter waves In tion 13.0).
zone on Tobie B·l or B·2i. -1. (b.ll -The B-l7 must spend two turns in each following zone,
7 Rabbit's foot . You may re-roll anyone die or dice roll. (c) rolling twice for German fighter waves. (If the zone currently
• Tight formation. See result 1& above. occupied is the target zone and flak over the target inflicted the
9 Bad Luftwaffe communications. (d)
BIP, the B-1? must spend two turns in the target zone afterturn-
10 Extreme cold. Roill 0 for each gun poslton: 1-5 = No effect; 6
= Gun lammed. (e) ing a round .)
11 Ace lor a day. Holll0: 1,2 = Engineer: 3,4 = Ball Gunner; 5.6 -The B-17 is assumed to have received every damage result
= TaU Gunner. This gunner + 1 to hit on Table M-l for possible on the damage table for that compartme nt. (Examine
remainder of the mission. (f) the correct damage table and assume each number from 2 to 12
12 Mid·air accidenl. (g) has been rolled.) Record this damage on the Me.

9
-The landing roll on either Tab les G-9 or G-IO is -4. Climb), but only one fighter may be placed at each elevation per
-No evasive action is possible for this plane. clock position. For example. during the fighter's first successive ti
-If the B·I7 returns safely to England, it is considered to be attack, the German player may only place one fighter at 12
irreparably damaged and may not fly further mission,s. O'Clock High. If the German player instead elects to roll for
successive attack fighter placement, it is possible to have more
20.0 GERMAN FIGHTER PILOT STATUS than one fighter appear in the same location .
(Optional Rule)
It.1 REVEAL TO THE GERMAN PLAYER
At the expense of extended playing time, players may include Aileron, elevato r, rudder, or wing nap inoperable
this provision for Ace and Green German fighter pilots. During RIP nak hilS
the Combat Procedure after the B·17 has allocated its defensive B-17 drops out of formation
fire and noted any gun positions which are employing spray fire, 8 - 17 drops to 1O,<XX> feet
roll on Table M-6 for each German fighter on the mapboard to Flak shell hi lS
determine if the pilot is an Ace or Green Pilot. Mark Ace or Fuel tank fire, or fuel tank leakage
Green Pilots with an appropriate marker. The + 1 or -I
modifications to 8-17 defensive fire rolls against Green and Ace
Oil tank fire, or oil tank leakage
Oxygen fire
Second and all succeeding window hits
1
Pilots, respective ly, apply to both Tables M-I , 8-17 Defensive
Wing nap inoperable
Fire, and M-5, 8-17 Area Spray Fire. Wing root or tailplane root hits
21.0 TWO PLAYER RULES 11.1 KEEP SECRET
These guidelines are included for those players who wish to Ace status of gu nners
Armament inoperable and MG ammunition remaining
actively participate as the German air defenses. The German Autopilot mechanism inoperable I.
player roll s the dice for all attacking German fighters (fables Bomb hits that don't explode the bombs A
B-1, B-2, 8-4, B-5. M-3. and M-6) and for Flak (Tables 0-2,3 , Bomb Bay door hits to
4, and 5). However, the 8-17 player rolls the dice for damage Bomb controls o r release mechanism inoperable
done by hits to the bomber, and reveals to the German player Brakes, tailwheel , or landing gear inoperable 2,
only such damage as would be readily visible from outside of the Compartment heat or electric suit heat out
plane (for example, leaking fuel tanks. dead engines, etc.). Any Control cables inoperable, or hits on them o
Crew movement on the Crew Placement Board fil
wounded crewmen or non-obvious internal damage is not fr
revealed to the German player, as this knowledge would res ult First window hit
Frostbite, wounds, or KIA UI
in an advantage which German fighters would not, in reality, Pil ot Compartment instruments or intercom system O UI
have. The Crew Placement Chart and Mission Chart should be Navigator's equipment or Nord en bombsight inoperable
kept out of the German player's sight. During combat, the Number of missions nown by any crew member
German player may choose the area of attack for each re- Oxygen inoperable, or oxygen hits
attacking fighter (but may not choose Vertical Dive or Vertical Rubber raft s hit
3.
QilWi Of
PART II B -1 7 THE SKIES SAMPLE MISSION co
M
NOTE: The following sample mission has been conducted 1.3 Miss Cue's position and squadron formation are now deter-
without the use of any of the optional rules. Numbers bracketed mined. A 20 roll is made, and in this case the two numbers are
by quotation marks ("2") represent either a dice roll result or a totaled. The number rolled is a "7", and the result for that
net dice roll result after the number rolled has been modified by number from the Formation Position half of Table 0-4 is
game circumstances. The complete Mission Chart of the sample " Middle" . This places the B-17 somewhere in the middle of its
mission is included at the end of the sample mission text. Also sq uadron . (A roll of "2" would have made Miss Cue the lead
included is a complet e campaign game Composite Mission bomber, and a roll of " 12" would have made her the tail
Record provided as an example. The marks and notations bomber. These are more vulnerable and dangerous positions,
shown on these samples are intended primarily as exampLes. each attracting an additional fighter per wave as shown on the
Any code or notation that you invent to embody the required in- Me.) The box marked 44 Middle" und er 8-17 Position in For-
formation is acceptable. mation on the MC is checked. Next roll 10 on the second part of 3..
Table G-4, Squadron Position. The roll is a 444", placing Miss by
1.0 PRE-MISSION STEPS Cue in the Middle Squadron, which is the safest part of the for- be
1.1 For this sam ple mission, a new bomber and crew will be mation. Check the box marked "Middle" under Squadron r.
selected. The bomber's name is "Miss Cue", and this is noted Position on the Me. Th
on both the Mission Chart (MC)and the Composite Miss ion (T1
Record . Names are given to all the crew members and noted on B-17 POSITION IN FORMATION: Lo
rol
the Composite Mission Record . o LEAD ( + 1 Me 109/12 High ) no
1.2 This sample mission is assumed to be Miss ion #11 of a 25
mission campaign. Therefore, a 20 roll is made on Table G-3 to [ i (MIDDLE 3.4
th,
determine the target city. The colored die shows a 4'2", and the
white die shows a "5". The result of the roll is thus "25", and o TAIL ( + 1 Me 109/6 Highl
the target is an industrial complex outside of Paris, France. The 4.,
SQUADRON POSITION:
target city and type are noted on both the MC and the Com- 4,1
posite Miss ion Record . o HIGH 4.l

Io1\S5 cur:
MMIDDLE (-1) fig
the
BOMBER NAME:
o LOW (+ 1) 4.:
MISSION " 1i (THIS BOMBER -.1.. ) "3
TARGET CITY: PARIS TARGET TYPE: -:tND- 1.4 Examine the Flight Log Gazetteer. Chart G-ll, to check the 4.'
effect of the mission's course on expected German resistance. WI

10
On the gazetteer's row marked Paris, are the following nota- white die is a "2". for a result of "32". For a roll of "32", the
tions: -2f W under Zone 2, and Of F under Zones 3, 4, and 5. table reads: "Two 190's: 10:30 High and 3 Level". Note the roll
This information reveals that in Zone 2 Miss Cue will be over of "32" in the Fighter Waves sectio n of the MC in the box
water (the English Channel), and in Zones 3, 4, and 5 she will be marked "Out" under Zone 3.
over France. Additionally, rolls on Tables B-1 and B-2 for
enemy fighter waves will-2 in Zone2and unchanged in Zones 3, 4.5 Take two FW 190 fighter cards and place them on the
4. and 5. These modifications, plus the -I benefit Miss Cue mounted mapboard in the positions of their attack. The first is
receives from being in the Middle Squadron (as shown on the placed directly in front of the 8-17, entirely on the mapboard
MC), are noted in the Fighter Waves section of the MC. The net
(12 O'Clock High). The second is place off the B-I7'sstarboard
modification to rolls on Tables 8-1 and 8-2 will be -3 in Zone 2, wing, half on and half off the mapboard (3 O'Clock Level).
-I in Zone 3, -Ion Zone 4, and -I in Zone 5.
4.6 Roll on Table M-4 to determine the effect of friendly fighter
cover defen se. The roll isa "3". Under "Oood" cover (as deter-
FIGHTER WAVES: mined in 4.2 above), a "3" reads: "2(1)" . Fighter cover drives
ZONE 2 .=J 3 -1 4 -1. 5 -1 off two fighters from the attacking wave, of the player's choice.

OUT I ~~~r-~~~~,

32..
Since the wave consists of only two fighters, they are both
removed from the map, ending the attack. Draw a line through
the "32" in the Fighter Waves section ofthe MC to mark that

BACK ~====..J-__-'-__-'-__~ that wave attack has been resolved.


4.7 Miss Cue has safely passed through Zone 3 and moves into
Zone 4.
1.5 The B-17 counter representing Miss Cue is placed on the 8th
Air Force Base on the Strategic Movement Board pointed
5.0 TURN 4
toward Paris.
5.1 The B l7 counter is moved to Zone4, still pointing to Paris.
w

2.0 TURN 1 5.2 Roll ID on Table G-5 for fighter cover: "I" = "Poor"
On Turn I the 8-17 counter is moved into Zone I. No German fighter cover. Mark a "P" in the Fighter Cover section of the
fighter interception is possible in this zone, so no roll is made for MC for Zone 4 under "Out".
friendly fighter cover. Miss Cue passes through Zone I
5.3 Rolli 0 on Table 8-1 for enemy fighter waves: "6" - I = 5
untroubled.
= One wave.
3.0 TURN 2 5.4 Roll 20 on Table B-3 to determine the size and position of
3.1 On Tum 2 the 8-17 counter is moved into Zone 2, toward the attacking wave: "5" and "6" = "56" = "No Attackers" .
Since Miss Cue is still in formation, the machine gun fire from
Paris.
surrounding 8-17's has driven off any fighter's that would have
3.2 Roll 10 on Table G-5 to determine the extent of friendly otherwise attacked her.
fighter cover. The roll is a "4", resulting in "Faii" fighter
cover. Note the fighter cover in the Fighter Cover section of the 5.5 Miss Cue has safely passed through Zone 4, and now moves
into Zone S.
MC by putting an "F" in the Zone 2 box under "Out".
6.0 TURN 5: FIGHTER ATTACKS
FIGHTER COVER:
6.1 The 8-17 counter is moved over Paris in Zone 5, pointing
OUT BACK away from England.
ZONE 2 F 6.2 Roll 20 on Table 0-1 to determine the weather in the target
zone: "8" = "Good" weather. Mark the weather with a "G"
ZONE 3 Go in the Weather Section of the MC. Good weather has no adverse
effects on either enemy fighter waves or the Bomb Run.
ZONE 4 P
WEATHER:
3.3 Roll I D on Table 8-1 to determine if Miss Cueis attacked
by German fighter waves in this zone. Table B-1 is consulted TARGET-
because this is n01 the Designated Target Zone. (The Designated 6.3 Since Zone 5 is outside of friendly fighter cover, there is no
Target Zone is Zone 5 because it contains Paris, the target city.) roll on Table G-5.
The roll is a 113", which is modified by -3, for a net roll of "0" .
(The roll is modified by -2 for the zone according to the Flight 6.4 Roll lOon Table 8-2 (Zone 5 is the designated target zone):
Log Gazetteer, and -I for being in the Middle Squadron.) A net "3" = one wave.
roll of "O"or less on Table 8 -1 is treated as a" 1" and results in 6.5 Roll 2D on Table B-3: "4" and "4" = "44" = "Two
no enemy waves appearing. 190's: 12 O'Clock High and 12 O'Clock Low; 109: 1:30 Level;
3.4 Since no enemy fighters appear, Miss Cue passes through 110: 6 O'Clock Low". Note "44" in the fighter waves section of
this zone again untroubled . the Me for Zone 5, under "Out".
6.6 Place the fighter cards on the mapboard in the position of
4.0 TURN 3 their attack:
4.i The B-ii counter is now moved into Zone 3. -An FW 190 at 12 O'Clock entirely on the mapboard
(High);
4.2 Roll 10 on Table G-5 for fighter cover: "6" = Good
-An FW 190 at 12 O'Clock entirely off the mapboard
fighter cover. A "G" is marked in the Fighter Cover seclion of
(Low);
the MC in the Zone 3 box under "Out" .
-An Me 109 at I :30 half on the mapboard (Level);
4.3 Rolli 0 on Table a-I for German fighter waves: "4" - I = -An Me 110 at 6 O'Clock entirely off the map board (Low) .
"3" = One enemy wave attacks.
6.7 Examine Table M-I, 8-17 Defensive Fire, to find which
4.4 Roll 2D on Table 8-3 to determine the size of the attacking machine gun positions can bear on the German fighters and
wave of German fighters. The colored die is a "3", and the what roll the guns must make to hit. Place counters for the

11
machine guns on the target fighters as follows: CREW NOTES:
-
-The Starboard Cheek gun fires at the Me 109 at I: 30 Level,
and must roll a 6 to hit. BOMBARDIER
-The Tail Guns fire at the Me 110 at 6 O'Clock Low, and
NAVIGATOR
must roll a 3, 4, 5, or 6 to hit.
-The Top Turret and Nose Guns fire at the FW 190 at 12 PILOT
O'Clock High, and both must roll a 6 to hit.
-The Ball Turret fires at the FW 190 at 12 O'Clock Low, COPILOT LW
and must roll a 6 to hit.
One ammunition box is marked off on the Me for each of the 6.14 Roll 20 on Table P-6, Tail Section, to determine shell hit
firing machine guns. (Note that whether or not a gun fires, or damage to the Tail Section: jj7" = Rudder. Note one rudder hit
which target it fires at if has several choices, is a player decision. in the Damage Notes section of the Me.
For example, in 6.7 above, the Ball Turret could fire instead at
the Me 110 at 6 O'Clock low.)
8-17 DAMAGE NOTES:
AMMO: START GUN RUODER HITS: r
15 NOSE 121
6.15 The German Fighter which hit the 8-17 makes a Successive
10 PORT CHEEK I I Attack . Ro1l2D on Table B-6, Successive Attacks, to determine
the new attack position of the FW 190: "5" = 12 O'Clock
10 STARBD . CHEEK 171 Level.
16 TOP TURRET 121 6_16 The FW 190 fighter card is placed at 12 O'Clock, half on
the mapboard (Level). According to Table M-I,only the Top
10 RADIO I I Turret and Nose Guns may fire at this position, and both need
20 to roll a 6 to hit. However, the special rules for the Tail Guns,
BALL TURRET 171 rules section 9.2, allow the Tail Guns a passing shot at the
20 PORT WAIST fighter after the German Offensive Fire Phase. Mark off
ammunition for the Top Turret and Nose Guns. Neither of
20 STARBD. WAIST these positions roll a 6, so the fighter attacks needing to roll a 5
or 6. It fails. but is not removed from play yet because the Tail
23 TAIL 121 Guns now get their shot as the fighter passes the rear of B-17.
Mark off one box of ammunition for the Tail Guns. The Tail
6.8 Roll lOon Table M-I for each machine gun: Starboard Guns must roll a6 to hit (according to rules section 9.2) and fail.
Cheek- U 6" = Hit; Tail Guns-"4" = Hit; Top Turret- U 1H Now the fighter is removed from play. This ends fighter attacks
= Miss; Nose Gun- u I" = Miss; Ball Turret-US" = Miss. for Turn 5.
6.9 Roll 10 on Table M-2, Hit Damage Against German
Fighter, forthe hit on the Me 109 and the hit on the Me 110. Roll
7.0 TURN 5-TARGET FLAK
against the Me 109: HI" = "FCA" (Fighter is damaged, but (ANTI-AIRCRAFT FIRE)
continues attack with offensive fire roll-I). Roll against the Me 7.1 Roll ID on Table 0-2, Flak Over Target, to determine how
110: "4" + I (twin guns bonus) = "5" = Fighter destroyed heavy the German flak is over the target: u4" = Medium flak.
and may not fire at the 8-17. Remove the Me 110 card from the
map, and note the kill on the MC next to the Tail Gunner. 7_2 Ro1l2D three times (as indicated) on Table 0-3, Flak to Hit
B-17, under the Medium column, to determine if flak hits the
6.10 Roll 10 on Table M-3, German Offensive Fire, for each 8-17: "5" = Miss; "7" = Hit; "8" = Miss. The 8-17 has
surviving fighter: FW 190 12 O'Clock High-"5" = Hit; FW taken one flak hit.
190 12 O'Clock Low-"I" = Miss; Me 1091 :30 Level-"3"-
I (this fighter took an FCA result during the B-17 defensive fire) 7.3 Roll lOon Table 0-4, Effects of Flak Hits, to determine
= "2" = Miss. The FW 190at120'Clock Low and theMe 109
the effect of each flak hit: "7" = I hit. The flak hit is the
equivalent of one shell hit.
at 1:30 Level are removed from play because they missed.
6.11 Roll 20 on Table B-4, Shell Hits By Area, to determine 7.4 Ro1l2D on Table 0-5, Area Affected by Flak Hits, to deter-
howmanyshellshavehittheB-17: "5" = 2x I.5(FW 190shell mine where the flak shell has hit the B-17 : j'6" = Port Wing.
hits are xl.S the number on the table due to their heavy arma- Record the Port Wing hit in the Hit Notes section of the MC.
ment, see Note [a], Table B-4) = 3 shell hits. Record "3 hits-12 7.5 Roll 20 on Table BI-I, Wing, to determine the damage to
O'Clock High" in the Hit Notes section of the MC. the Port Wing from the flak shell hit: u12" = Landing Oear.
Roll 10: "4" = Landing Gear Inoperable. Note that the land-
ing gear is inoperable in the Damage Notes section of the MC,
HIT NOTES: 3"'- IV4: pe-iAIL-- and circle the "-3" box in the row ULand" of the Landing
Modifiers section .
u
LANDING MODIFIERS:
9
6_12 Roll 20 three times on Table B-5, Area Damage Tables,
under Attack From i2 O'Ciock (High) to determine which B-i7
WATER 1+ 110 1-+21 (
d

I Hl xl 14 I ~ 1 _---'3"--__
I
compartments have been hit : "4" = Superficial damage (No LAND
effect); "7" = Pilot Compartment; and "10" = Tail. Note
Pilm Compartment and Tail in the Hit Notes section of the MC.
6.13 Roll 20 on Table P-2, Pilot Compartment, to determine
shell hit damage: "5" = Copilot. Roll for Copilot wound on 8_0 TURN 5-BOMB RUN
Table BI-4, Wounds: "2" = Light Wound. Note "LW" for the 8.1 Ron lOon Table 0-6, Bomb Run, to determine whetherthe
Copilot on the MC, and put a Light Wound marker on the bombs land on or off target: "5" - 1 (B-17 hit by flak over
Copilot counter on the Crew Placement 80ard. target) = "4" = On Target.
12
8.2 Ro1l2D on TableO-7, Bombing Accuracy, to determine the 9.11 Roll2D on Table P-4 to determine Radio Room damage:
percentage of the bombs hitting within 1000 feet of the aiming '16" = Radio Operator . Rolli 0 on Table 81-4 for wounds: "2"
point : "9" = 20070. Note "20070 " in the Bomb Run OJosection of = Light wound. Mark the Radio Operator as lightly wounded
theMC. on the MC and Crew Placement Board. Cross out the note
"RR" on the MC.
BOMB RUN %
20% 9.12 Roll 2D on Table P-6to determine Tail damage: "7" =
Rudder. Record on the MC that the rudder has taken a second
8.3 The Bomb Run completes Turn 5 and the outward leg of the hit. Cross out the note "Tail" on the MC.
mission. 9.13 Mark off one box of ammo for the Tail Guns. Roll ID
according to rules section 9.2 for the Tail Guns' passing shot at
9.0 TURN 6 the Me 109 allacking from 12 O'Clock Level: "2" = Miss. This
9.1 The 8-17 counter remains in Zone 5, but is rot3ted 10 point fighter is now removed from play since it failed to score a hit.
toward England . 9.14 Roll 20 twice on Table B-6 to determine successive attack
9.2 There is no fighter cover in this zone. Roll for German positions for the two Me l09s which hit the B-17: "6" = 10:30
fighter waves on Table 8-2 (Zone 5 is the target zone): " 4" - I Level; "7" = 12 O'Clock High. Place Me 109 fighter cards in
= "3" = One wave . these positions.
9.3 Roll on Table 8-3 : "5'" and "4" = "54" = Four 109's: 12 9.15 Allocate B-17 defensive fire according to Table M-I :
O'Clock Low, 12 O'Clock Level, 12 O'Clock High, and 9 -Me 109 10:30 Level: Port Cheek and Tail Guns (Tail Guns
O'Clock High. Record "54" on the Me. Place the four Me 109 must again wait to fire)
fighter cards on the mapboard in their attack positions. -Me 109 12 O'Clock High: Top Turret (Nose Guns can't
9.4 Examine Table M-I to find which guns can bear on these fire because the Bombardier was seriously wounded during this
fighters. Allocate the fire of the guns by placing the gun markers attack and the Navigator is firing the cheek gun.) Place MG
on the target fighters as follows: markers on the target fighters and mark off ammo on the MC
for the firing guns.
-Me 109 at 12 O'CLock Low: Ball Turret
-Me 109 at 12 O'Clock Level: Nose and Tail Guns (Tail
Guns must wait to attack, see rules sectio n 9.2) 9.16 Roll ID on Table M-I for each firing gun:
-Me 109 at 12 O'Clock High: Top Turret -Port Cheek: "I tI = Miss
-Me 109 at 9 O'Clock High: Port Waist -Top Turret : "3" = Miss
Mark off one ammo box for each gun on the MC, except for the 9.17 Roll ID on Table M-3 for each of the attacking fighters:
Tail Guns which will fire later.
-Me 109 10:30 Level: "5" = Hit
9.5 Roll I D on Table M-I for each gun firing now: -Me 109 12 High: "3" = Miss (Remove from play)
-Ball Turret: 1<4" = Miss 9.18 Resolve the successful attack from the fighter at 10:30
-Nose Guns: "4" = Miss Level~
-Top Turret: "1" = Miss
-RoIl2D on Table B-4: "7" = I hit (Record "I H 10:30
-Port Waist: "I" = Miss
Le" on the MC)
9.6 Roll ID on Table M-3 for each of the German fighter -Roll 2D on Table B-5: "10" = Superficial Damage (no
attacks: effect)
-Me 109 12 O'Clock Low: "6" = Hit The fighter's hit has no effect. Cross out the note "I H 10:30
-Me 109 12 O'Clock Level: "I" = Miss (Don't remove Le" on the Me.
from play yet-this fighter is the target of the Tail Guns passing
9.19 Mark off one Tail Gun's ammo box on the Me. Roll I D
attack) according to rules section 9.2 for the Tail Guns passing shot at
-Me 109 12 O'CLock High: "2" = Miss (Remove from
the Me 109 attacking from 10:30 Level: 1'6" = Hit. Roll lOon
play) Table M-2: "2" + I (Twin guns bonus) = "3" = FBOA,
-Me 109 9 O'Clock High: "5" = Hit fighter breaks off attack. The fighter is removed from play. (If
9.7 Roll 2D on Table B-4 once for each of the two Me 109's not hit by the Tail Guns, this fighter would have returned for a
above which hit the B-17 to determine how many shells have hit : second successive attack .) This ends fighter attacks for Turn 6.
-Me 109 12 O'Clock Low: "4" = 2 hilS
-Me 109 9 O'Clock High: "6" = 2 hits 10.0 TURN 7
Record on the MC under Hit Notes: 2 hilS-12 Lo; 2 hilS-9H. 10.1 Miss Cue moves into Zone 4, headed toward England.

9.S Roll2D on Table B-5 for each of the four hilS to determine 10.2 RolllD on Table G-5to determine fighter cover: "5" =
which area of the B-17 they hit: Good cover. Record Good cover on the Me in Zone 4 under
"Back" .
-12 Lo: "6" = Nose; "7" = Bomb Bay
-9 H: "9" = Radio Room; "7" = Tail Record on the MC 10.3 Roll I D on Table B-1 10 determine German fighter waves:
under Hit Notes: Nose, BB, RR, Tail. "4" - 1 = "3" = One wave . Roll on Table B-3 to determine
size and position of the wave: "5" and "2" = "52" = Two
9.9 Roll 2D on Table P-I to determine damage to the Nose
lIDs: 6 Level and 9 Low. Record "52" under Zone40n the MC,
Compartment: "6" = Bombardier. Roll 10 on Table BI-4 to
and place two Me 110 fighter cards in the attack positions.
determine wound: "5" = Bombardier seriously wounded.
Record on the MC that the Bombardier is seriously wounded, 10.4 Roll lOon Table M-4 to determine fighter cover defense:
and mark his counter on the Crew Placement Board with a " 4" = 2(1). Since this result means 2 fighters are driven off
seriou sly wounded marker. Cross out the nOle "Nose" on the from the initial attack (and I fighter from each successive at-
MC to show that the shell hit in the Nose has been resolved. tack), and since the waveconsisls only of2 fighters, the wave at-
tack is over. Cross out the note "52" on the Me.
9.10 Roll2D on Table P-3 to determine damage to the Bomb
Bay: "4" = Rubber Rafts. Record on the MC under Damage 10.5 Crew movement can now take place with no penalty,
Notes that the Rubber Rafts are destroyed. Record on the MC according LO rules section 14.1. The seriously wounded Bom-
that the dice roll for a landing in water is -6. Cross out the note bardier is moved to the Radio Room . The Radio Operator
"BB" on the MC. moves to the Nose to operate the cheek guns or Nose Guns.

13
Move the crew counlers to their new positions on the Crew
Placement Board.
~
~
~

= '" ... .... ... U1 .... ..,


'"
~
MISSION#
10.6 Miss Cue has safely passed through Zone 4. and now ~ z
enters Zone 3. ~ =1»

11.0 TURN 8 ~
• • • • • • • • • • ... .:1:
~m

.... 0
11 . 1 Miss Cue enters Zone 3, pointed toward England.
-4
~
11.2 Roll ID on Table G-5 for fighter cover: "6" = Good

-
cover. Record Good cover on the MC in Zone 3 under "Back".
I»n
:=-
11.3 Roll on Table 8 -1 to determine German fighter waves: -'
II>
1:)-4
moe
-41»
" 4" - 1 = "3" = One wave. Ro1l 2D on Table 8-3 to determine
the size and positio n of the wave : "6" and f"]" = "61I' = ]09: !;I -4z
p.. :;=
Vert ical Dive (d). Place an Me 109 fighter card directly on top of m
the B-17, and record "61" on the MC under Zone 3.
:==
~
11.4 Accord ing to Note (d), Table B·3, Miss Cue's Good ~ cQ
fighter cover has no effect on the diving attack. Only the Radio o z:l:
Room and Top Turret Guns may fire defensively. However. the =
c

..
Radio Operator has moved forward to the Nose, and the Radio
=
Room Gun is un manned (t he seriously wounded Bombardier ~ r-I»=
here cannot man the gun). Only the Top Turret may fire, and
accordi ng to Note (d), it must roll a 6 to hit. Mark off one box of
ammo for the Top Turret and roll 1D: " 4" = Miss. - --
- ' :=0
g =:1:
· m
:=
11 .5 Roll I D on Table M-3 for the German fighter's attack: ~,.

In m
" 4" = Miss. Remove the fighter from play. This ends fighter
attacks in Zone 3.
11 .6 Miss Cue has safely passed through Zone 3, and into Zone 2.
.:z:
~z:
r-I:)z
_ . I» I»
'"-4c
5.0-
.:=
...
r

12.0 TURN 9 """


C')
12.1 Miss Cue enters Zone 2 (over the English Channel),
pointed toward England .
Ii
~
n~
",-
,.r-
_0
.-4
Q
3:
12.2 Roll 1D on Table G-5 for fig hter cover: "2" = Poor ..."
cover. Record Poor cover on lhe MC in Zone 2 under "Back".
II =-~o
cCiQ
Q

--t
r!)
12.3 Roll I D on Table B-1 to determine German fighter waves:
" 3" - 3 = "0" = None. No German fighters attack.
12.4 Miss Cue has safely passed through Zone 2. and enters
1 :-'-4

:l: m
m
Zone I.

13.0 TURN 10
it ",z
_I:)
;"z en -
3:
~ ""m

-en
_m
13.1 Miss Cue enters Zone 1. and is placed on the 8th Air Force .:=
Base.
Q
~J
0
",m:= Z
13.2 Roll 20 on Table 0-1 to determine the weather co nditions ~
at the base: "10" = Good weather. There is no modification to
the landing roll due to weat her.
13.3 Ro1l 2D on Table G-9 to resolve Miss Cue's landing: "7"-
"" :=1»
_1»=
-4- m
• 00
:= C')
=
3 (landi ng gear inoperable) = " 4 " = Crew and B-17 down Q
=
~
safely.

14.0 POST-MISSION DEBRIEFING


14.1 Roll ID according to Note (b) of Table BI-4 to determine
the survival of the seriously wounded Bombardier: "I" =
-4
"'c=
"" := I»
_:=r-
• mr-
-4
=
Rapid recovery. may fly on next mission.
14.2 Record the Bom b Run percentage, 20'1" on the Com-
posite Mission Record. Also, record the Me 110 kill credited to
Ii.. "'~~
... 1»0
-en:!'
· -4-4
~
the Tail Gu nner.
14.3 Since the Bomb Ru n was On Target and Miss Cue returned ~\I!
not irreparably damaged. this mission is considered an 8th Air
Force Victory.
iF ",~-4
.., !:!:'"
';J. -en""""
• -4=
=

I:)
II ",C-4
""
_z-Z I»
· mr-
:=

14
~ IJ
QUEEN OF
Sf\~y\..t THE SKIES IVIISSION CHART
BOMBER NAME: MISS CUE WEATHER: BOMB RUN "to
~
MISSION /I ~ (THIS BOMBER -.i... TARGET- _ -=
6=001>
"--_ _ _ __
TARGET CITY: ---,R
wi\~R~I!..OSL-_ _ __ TARGET TYPE: :ulbllSTRL( ENGLANO- _ J.!
UOO.=Jl>t:......_ _ _ __
FIGHTER COYER:
B-17 POSITION IN FORMATION: SQUADRON POSITION: LANDING MODIFIERS:
OUT BACK
o o
I~:::R 1~1~~il---'=;"'---
LEAO (+ 1 Me 109/12 High) HIGH
ZONE 2 F P
Ii MIOOLE !eI' MIDOLE (- 1)
ZONE 3 G- r:r
o TAIL (+ 1 Me 109/6 High) o LOW ( + 1)
ZONE 4 P 6-
o OUT OF FORMATION (+1 Me 109/12 Level/Wave) AMMO: START GUN
o ~ 10,000 FT . (2 x Oie Light Flak Over Land) 15 NOSE 11[(111 ITTTTTTI 1 1 1 1
FIGHTER WAYES: 10 PORT CHEEK 1/
.........
1 ..I-L....L-L..L....I-L-'-l
, 3 -1 4 -1 5 -1. 6_ 7_ 8 __
ZONE lOST AR BO . CHEEK IZlZtlIJIITIJTI
OUT y.... on- .far .!fJf- 16 TOP TURRET 1/1/1/1/1/ 1 1 1 1 1 1 111 :!!
BACK 'j-.. i.1- ~ -PI--- 10 RAOIO 1 [J 1 11
20 BALL TURRET 1411 I I I I I II
CREW IIOTES.
20 PORT WAIST 171 TTTI I I I I 1 I I I 1 11
BOMBAftOIER SW-IQ.4>~~ RAOIO OPERATOR _L
...........
w ____
20 STARBO. WAIST I 11111111 I I I 1111 1111I
NAVIGATOR !ALL GUNNER "'£-110
PORT WAIST
23 TAIL i2tU1 I I I I I I I I I I I I I I I I I I I
PILOT
COPILOT 1..W - STARBO. WAIST "IT NOTES: ~ - I Z. H:J+::. Mrt:-
ENGINEER TAIL GUNNER FLAt<: PeRF !PiNG-
~ 12. L.O : NtJ5e-- .f3B -
B-17 DAMAGE NOTES: ~- qH ; ~-:rMt:
RUOI>EIt. MITS : If ~ lo:"3DLE-
t.A N t>1~' crE.l>R ow
Rvseelt ~~-)(

8510003
W423
4/83
--
""z ~ ~MPlE B -17 COMP05ilTE MISSION RECORD
=
en NAME OF
en CITY AND
'" BOMB
RUN
BOM
BARDIER
NAVI
GATOR PILOT
CO
PILOT ENGINEER
RADIO
OPERATOR
BALL
TURRET
PORT
WAIST
STARBD.
WAIST
TAIL
GUNNER
B·17 TARGET TYPE % Lieut. Lieut. Capt. Lieut. Mst. Sgt. Sgt. Sgt. Sgt. Sgt. Sgt.
:Ii:

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PART III NOTES AND CREDITS

DESIGNER'S NOTES
The idea for B-17: qUEEN OF rHE SKIES came to me November 1942 to May 1943, you had only about a 30%
about halfway through a reading of Martin Gaid.!n's Fly- chance to survive 25 missions. By the time you finish
ing I'orts (which was out of character for me because I playing B-17 just once, you should have a feel for what it
am much more likely to be reading a. book on WW II ar- was like to be a B-17 crew member under attack, wtth
mor than on airpower). In the middle of a particularly nowhere to duck, hide, or run. You've got to sit there and
action packed account of fighters attacking a B-17 an take what comes, trading bullet for bullet and sweat for
"inspirational flash" came over me quite unexpectedly , swea.t.
and I realized that a game could be designed to include My own bias in gaming is toward realism and accuracy,
most of the details of aerial warfare being described. I
and I have always been dismayed when a. designer says
knew that most of the WW II air power games available
he sacriflced realism for playability. In B-17 I tried to
were much more strategic in nature. They all dealt with
maintain both maximum realism and playability. I
large numbers of planes, and aVOided great detail.
think that if a designer is w!ll1ng to take the time, it can
r wanted to design a game which would cover the ex- be done, and I hope that B-17 has given you both.
perience of just one plane in great detail. I decided at the
same time to design the game for solitaire play, with the Glen Frank
option of two player rules Included. I felt that there was a
need for a game you can go out and buy and play wtthout
having to invite, and coordinate the arrival of, up to a
half-dozen friends. With B-17 , you can have it either
way.
You can't design a game by reading just one book, so I
immediately went out and bought as many books on the
B-17 as I could find (see the bibUography). By the time I
had f!nlshed a few of them, I realized that I would have to
l!m1t the time frame of the game. I chose November 1942
to May 1943 because that was the initial period of B-17
operations In the European Theatre, when the B-17 had
to prove itself against great odds. Fighter cover for
B-17's at that time extended only about 150 miles from
their bases, mea.ning more da.nger beyond that range. At
the same t1me, the Germa.ns ha.d not yet learned the best
techniques for attacking B-17 formations . I felt that if
the game was designed to cover a later part of the war, it
would necessarily be unbalanced. For example, if it ac-
curately covered the period around the Schweinfurt
ball-bearing factory raids, the Germans should come out
ahead. If it covered the last year of the war when the
Allies were consolidating their dOmination of the skies,
the B-17's should come out ahead. Many B-17 pilots and
crew members I talked to who had been in the later
period said that they never saw any German fighters, BIBLIOGRAPHY
even In 50 missions, due to our vastly Improved fighter Pilot's Ma nual for the B-17 Flying Forl ress
cover. Bendiner, Elmer T he Fall of Fortresses
I estimate that I spent well over 600 hours in the Birdsall, Steve T he B-17 Fl yi ng Fortress
research and design of B-17, not including playtesting. Bowers, Peter Fo rtress in Ihe Sky
The system of tables was revised many times, always Bowyers, Chaz Guns in the Sky
with the idea of consolidating as much information as Caidi n, Martin Flying Forts
pOSSible into one table. I wanted to reduce the number of _ _ Blac k T hursd ay
dice rolls necessary, while still maintaining maximum Coffey, Thomas Decision Over Schweinfurt
realism. I was fortunate In being able to take a tour of an Copp, Dewitt S. Forged in Fire
existing B-17 owned by the Experimental Aircraft Freeman, Roger A. B~17 Fo rtress at War
Association of Wisconsin. This was very helpful In that I __ Mighty Eighth War Diary
wa.s a.ble to stand or kneel a.t a.ll of the gun positions and Green, WilUam Famous Bombers of Ihe Second World War
determine the angles of fire for the guns in a much better Jablonski, Edward Airwar, Vol ume II
way than had been possible on my scale model of a B-17. Peaslee, Budd Heritage of Valor
However, using 72nd scale models of both the B-17 and Scutts, Jerry USAAF Heavy Bomber Units ETO and MTO
the German fighters was ext remely important, expecial- 1942-45
ly L'1 deterIPJning what sections of the B-17 could be hit Wi!!mor, H. P. B ~ 17 Flying Fo nies5
from each angle of attack, and in measuring the percen-
tage of the B-17's surface area exposed to each angle of
attack. This allowed me to extrapolate percentages for
the dice rolls on the damage tables.
B-17: qUEEN OF rHll SKIES is action packed and bloody
for both the Americans and the Germans. This does not
just provide an exciting game, but reflects the Situation
a.t the time. If you were a. B-17 crew member from

17
COMPONENTS THE GENERAL
II "x 16" Mounted Mapboard Now that you know how to play the game,
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18
I

B-17 RULES BOOKLET OUTLINE

PART I RULES OF PLAY 10.0 ENGINES OUT


1.0 INTRODUCTION 10.1 ONE ENGINE OUT
10.2 TWO OR THREE ENGINES OUT
2.0 GAME EQUIPMENT 10.3 ONE ENGINE OPERATING
2.1 B-17 MAPBOARD
lOA NO ENGINES OPERATING
2.2 B-17 STRATEGIC MOVEMENT BOARD
2.3 CREW PLACEMENT BOARD 11.0 HEAT OUT/ FROSTBITE
204 TABLES AND CHARTS CARDS 12.0 OXYGEN OUT
2.5 GERMAN FIGHTER CARDS 12.1 OXYGEN OUT EFFECTS
2.6 DIE CUT COUNTERSHEET 12.2 OXYGEN FIRES
2.7 MISSION CHART 13.0 OUT OF FORMATION
2.8 COMPOSITE MISSION RECORD 13.1 OUT OF FORMATION EFFECTS
3.0 GAME TABLES IN PLAY 13.2 OUT OF FORMATION OPTIONS
3.1 LOCATING THE TABLES 14.0 REPLACING WOUNDED CREWMEN
3.2 USING THE TABLES 14. 1 CREW MOVEMENT
4.0 PLACING THE GAME EQUIPMENT 14.2 CREW REPLACEMENT EFFECTS
4.1 FIGHTER CARDS 15.0 EVASIVE ACTION
4.2 GAME COUNTERS 15.1 EVASIVE ACTION EFFECTS
5.0 SEQUENCE OF PLAY 15 .2 EVASIVE ACTION RESTRICTIONS
5.1 PRE-MISSION STEPS 16.0 LANDINGS
5.2 MISSION STEPS 16.1 LANDING LOCATIONS
6.0 COMBAT PROCEDURE 16.2 LANDING IN ENGLAND
6,i DETERMiNiNG ATTACKERS 16.3 LANDiNG iN EUROPE
6.2 FIGHTER COVER DEFENSE 16.4 LANDING IN THE SEA
6.3 B-17 DEFENSIVE FIRE 17.0 POST MISSION DEBRIEFING
6.4 GERMAN OFFENSIVE FIRE
6.5 SUCCESSIVE ATTACKS 18.0 RANDOM EVENTS
6.6 2ND AND 3RD WAVES 19.0 FLAK BURST INSIDE PLANE
7.0 HOW TO WIN 19.1 COMMENTARY
7.1 MISSION VICTORY CONDITIONS 19.2 BIP EFFECTS
7.2 CAMPAIGN GAME VICTORY CONDITIONS 20.0 GERMAN FIGHTER PILOT STATUS
7.3 PERFORMANCE RATINGS 21.0 TWO PLA YER RULES
8.0 ABORTING THE MISSION 21.1 REVEAL TO THE GERMAN PLAYER
9.0 DEFENSIVE FIRE 21.2 KEEP SECRET
9.1 NOSE SECTION GUNS
9.2 TAIL GUNS PART II SAMPLE MISSION
9.3 ACE GUNNERS
904 MACHINE GUN AMMUNITION
9.5 AREA SPRA Y FIRE PART III NOTES AND CREDITS

ERRATA
I. The 5 fire extinguisher counters are placed on the Crew
Placement Board in the box near the starboard waist position.
2. The nOles lO Table G-IO also apply to Table G-9.
3. Table P-3, Bomb Bay, resuit "4" = Rubber Rafts = The
Rubber Rafts are unusable, and the roll on Table 0-10 when
landing in water is -6.

19
B·17 TABLES AND CHARTS
o ~ Orange card; P ~ Pink card; B ~ Buff card; BI ~ Blue
card; G = Green card; M = Map

0·( WEATHER
0·2 FLAK OVER TARGET
0·3 FLAK TO HIT B·17
0·4 EFFECT OF FLAK HITS
0·5 AREA AFFECTED BY FLAK HITS
0·6 BOMB RUN
0·7 BOMBING ACCURACY
P·I NOSE
P·2 PILOT COMPARTMENT
P·3 BOMB BAY
P-4 RADIO ROOM
P·5 WAIST
P-6 TAIL SECTION
B·l NUMBER OF GERMAN FIGHTER WAVES IN
NON·DESIGNATED TARGET ZONE
B·2 NUMBER OF GERMAN FIGHTER WAVES
IN DESIGNATED TARGET ZONE
B·3 ATTACKING FIGHTER WAVES
B·4 SHELL HITS BY AREA
B·5 AREA DAMAGE TABLES
B·6 SUCCESSIVE ATTACKS
B·7 RANDOM EVENTS
BL·l WINGS
BL·2 INSTRUMENTS
BL·3 HAND HELD EXTINGUISHERS
BL·4 WOUNDS
BL·5 FROSTBITE
G·(,2,3 MISSION TARGETS
G-4 B·17 FORMATION POSITION
G·S FIGHTER COVER
G·6 CONTROLLED BAILOUT
G·7 BAILOUT FROM UNCONTROLLED PLANE
G·S BAILOUT OVER WATER
G·9 LANDING ON LAND
G·lO LANDING IN WATER
G·1l FLIGHT LOG GAZETTEER
M·l B·17 DEFENSIVE FIRE
M·2 HIT DAMAGE AGAINST GERMAN FIGHTER
M·3 GERMAN OFFENSIVE FIRE
M-4 FIGHTER COVER DEFENSE
M·S B·17 AREA SPRA Y FIRE
M-6 FIGHTER PILOT STATUS

X-110B 61B3 8510001

20

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