BOMBING
If you want to play a bombing scenario, include the rules in this section.
HOW TO BOMB
At the start of the scenario, decide the load of the bomber. It can be a
single load or it can be divided in several groups of bombs. Each group is
worth a certain amount of damage points to the target (or victory points
for the scenario).
Before revealing any maneuver, the bomber can decide to drop one or
more groups of bombs, or even all the load. If he does so, take a bomb card
that represents all the bombs dropped in that turn.
Execute the maneuver and, before weapon fire is resolved, put the bombs
in play. If the last maneuver of the bomber was a stall, put a stall in front of
the airplane, then put the bomb card so that the arrow on its rear matches
the one at the rear of the card. If the last maneuver was not a stall, put a
straight in front of the plane and do the same.
A soon as they are placed on the table, the bombs hit the ground. If the red
dot on a target card is totally covered by the bomb card, the target takes
full damage (or the player scores full victory points). If the red dot is not
totally covered but even a little part of the target card is, the damage (or the
score) is halved (round down). If no part of any target card is covered, the
bombs missed. In any of the three cases, remove the bomb’s card. It is
strictly forbidden to take any kind of measurement during the game apart
from those required to check fi ring, tailing and such: You can not take
measurements to evaluate if your bombs will strike the target or not.
Bombs cannot be dropped just after an Immelmann/Split S.
BOMBING AND ALTITUDE
If you are playing with altitude, also use the following rules.
A bombing can be made at any altitude above level 0.
If the plane is at altitude 1 when it drops the bombs, they hit the ground immediately: Just use the same rules provided above. If the plane is above altitude 1 when bombs are dropped, place one or more markers on the bomb card when it is placed on the table. Place 1 marker if the altitude is 2 or 3, two markers if it is 4-6, three markers if it is 7-10, and four markers if it is above altitude 10. The bombs don’t hit the ground when they are placed on the table, and they are not removed. Instead, in each subsequent phase, they are again moved with the same maneuver card with which they are placed (stall, short straight, or long straight), and a marker is taken away each time. Ignore any effect to any card or airplane overlapping the bombs card while in the sky. When you move it and take away the last marker, the bombs hit the ground with the effects explained in the section above.
To help remember the speed of the bombs, put the markers along the front side of the bomb card if a straight has to be used, along the rear side if it is a stall.
EXAMPLE
A Sopwith Camel has four 9 kg bombs considered as a single load. The
player will get 4 victory points in the scenario if he can bomb a
building with them. Th e plane gets in front of the target card and, after
a right turn of 60° at altitude 4, it drops the bombs. In the same phase
the player puts a straight in front of the Camel and a bomb card
matching the point of the arrow on it. Since altitude is 4, two markers
are placed on top of the bomb card, along the front side. In the next two
phases, put a straight in front of the bombs and then move the bombs
matching the point of the arrow, taking away a marker. At the end of
the second phase, the bombs are landed: Since the bombs cards overlap
part of the target card but not the red dot, the player gets only two
victory points.
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