Raf Rules
Raf Rules
Raf Rules
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Felipe Santamara
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1. Introduction
RAF is a solitaire game in which you control
British Fighter Command during the critical six
weeks of the Battle of Britain. The game
simulates history's greatest air campaign on a
day-by-day basis. The Luftwaffe, controlled by
the game system, attempts to destroy the RAF,
clearing the way for Operation Sealion, the
planned invasion of the British Isles. You must
commit fighter squadrons of the Royal Air Force
against German raiders to prevent them from
bombing targets in Britain. Your forces must be
used carefully to avoid fatigue and destruction.
Your goal is to force Hitler to cancel Sealion.
You
control
counters
(called
units)
representing British squadrons, and the gamesystem controls units representing German
Gruppen (groups). A squadron's or Gruppe's
status (ready, fatigued, damaged, and so forth)
fluctuates during the game as a result of raids,
replacements, or rest. Status is indicated by
where on the map (in the rest, damage, or
airbase boxes) the counter is placed and by
which of its two faces (front or back) is showing.
A unique card system is used to execute
Luftwaffe raids against Britain. Raids occur one
after the other in an overall German strategy
that is coherent, yet unpredictable. The number
of raids per day is determined by the overall
German effort for the day, and targets of raids,
numbers of planes, and composition of the
raiding forces is determined by drawing from
card decks. The success or failure of British
detection in each individual raid determines
when, during the unfolding of the raid, you must
decide how to cope with a raid.
The Sequence of Play (section 3) is the heart
of the game and is repeated every day until you
win or lose. Read it carefully to understand the
general flow of play. All other rules are detailed
explanations of procedures in the Sequence of
Play.
To play RAF select one of the three scenarios
and follow its instructions for setting up. The
Battle of Britain begins on August 11 when the
Luftwaffe launches its first major attacks on
English coastal targets and takes about ten
hours to play. This game presents all critical
developments of the campaign. It ends at any
time the victory conditions are met.
The Thin Blue Line begins on August 27 and
takes about five hours to play. It picks up the
battle at the height of the German effort and
ends on any day the victory conditions are met.
The Hardest Days begins on August 11 and
covers the German Aldertag offensive and the
bombings following it. It takes about 3 hours to
play and is an excellent introduction to the
game. This scenario ends on August 17th.
Felipe Santamara
2. Components
RAF includes:
134 Force, Target, and Event cards
one 16-page rule book
one die-cut counter sheet with 160 counters
one 22" x 34" game map
one six-sided die
one counter tray with lock-on lid
one game box
If any of these components are damaged or
missing write West End Games (the address is
in the colophon).
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(2.17) The
Do: Dornier
He: Heinkel
Ju: Junker
Me: Messerschmitt
(2... 2) Counters
The 47 British and 86 German counters
represent the squadrons and Gruppen which
took part in the campaign.
(2.25) Designation: Every unit has a threepart Designation. British designations indicate
the squadron number/sector/fighter group of the
unit. German designations indicate Gruppe number/Geschwader/Luftflotte of the unit. Some
independent Gruppen have no Geschwader
designation.
The following abbreviations are used in
designations:
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British:
RCAF: Royal Canadian Air Force
German:
EGr: Erprobungsruppe (experimental training
group)
JG: Jagdgeschwader (hunting wing)
KG: Kampfgeschwader (bomber wing)
KGr: Kampfgruppe (bomber group)
KuGr: Kustenfliegergruppe (coastal flying group)
LG: Lehrgeschwader (training wing)
SG: Stukageschwader (dive-bomber wing)
ZG: Zerstorergeschwader (destroyer wing)
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(2.3) Cards
Three types of cards are used to play RAF
Target, Force, and Event cards. During play, keep
these cards in three separate decks and draw them
at the appropriate times according to the Sequence
of Play; draw the top card of a deck and place it faceup beside the deck to form a discard pile. Reshuffle
each deck when it is exhausted.
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3. Sequence Of Play
RAF is played in days, divided into three phases:
Daily Upkeep, Raids, and End of Day; phases are
subdivided into segments. Each turn, the following
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5. Raid Targets
Begin each Raids Phase by determining the
target of the raid. During segment 1 of Raids,
draw the top Target card in the target deck to
determine if a major, minor, or no raid occurs.
Procedure:
A.
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B.
C.
6. Raid Detection
The stupidity of large formations sorting
themselves out in full view of British radar was
not yet realized by the Luftwaffe.
D. Wood & D. Dempster
After a target and raid size (major or minor)
are known, squadrons may intercept the raid.
The actual number of Gruppen and what type of
planes are conducting the raid are unknown until
you determine how accurate your intelligence is
and how much warning you got. These factors
are determined by the Raid Detection Track and
Chart (on the map). Roll one die and modify the
result according to the chart. Place the Raid
Detection marker in the box equal to the
modified die-roll. The results consist of two
ratings:
Warning (No, Late, Medium, or Early) determines from which sectors squadrons may
intercept a raid (see 7).
Intelligence (Poor, Vague, or Accurate)
determines the accuracy of the information you
have about the raid and, therefore, when you
may commit your squadrons. (see 3 and 7).
(7.3)
7. Squadron Commitment
(7.1) When Squadrons may Commit
(7.11) The segment in the Sequence of Play
when squadrons may be committed to
intercept a raid depends on the accuracy of
your intelligence (see 6).
If the intelligence is "poor" squadrons must
be committed before determining the number of
Grup-pen in the raid.
Deploying Squadrons
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2.
3.
(8.3)
Procedure:
1.
Summary
1.
2.
3.
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9. Interception
Interception occurs twice in resolving a raid:
when Gruppen in the Hunt Box (hunters)
intercept British squadrons, and when British
squadrons intercept German bombers.
During step A of Raid Resolution (see 3), German hunters intercept British Squadrons in the
Hunt Box of the Combat Display.
(9.12)
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3. Roll one die, and count down from the row with
the total combat strength a number of rows
equal to the modified die result. (If any
participating squadrons have "Green Pilots", see
15.3, modify the result.)
4. Read the German and British combat results
in the row. The letter code result indicates
damage inflicted on planes with a selector ("+",
"o"), or all squadrons or Gruppen.
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(11.2) Strafers
(10.3) Combat Results Table
See pullout section.
11. Bombing
Every effort had to be made to stop the enemy
before he bombed, not afterwards.
D. Wood & D. Dempster
Bombing Procedure
Damage points
differently:
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affect
each
target
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Radar: Radars (which actually represent entire networks of radar stations) are damaged for a number
of days equal to the damage points received.
Place a Damage marker on the radar symbol on
the map and the matching Damage marker on the
Calendar day when the net will be repaired; the
effects of damage begin immediately. When the
"repair day" arrives, remove the marker from the
Calendar and map.
A damaged radar does not modify the die-roll
on the Detection Track and Chart.
Example: Beachy Head radar receives 2 damage
points on August 18. Place a Damage marker on the
radar symbol on the map and the Damage marker
with the same number on the August 20 space. During the August 20 repair segment, remove both
markers.
Airfields: The number of damage points received
is the number of squadrons in the affected sector
which are reduced one status level. For each
damage point, flip a ready squadron to fatigued,
or move a fatigued squadron to the Rest Box, flipped
to ready. Only squadrons which are not on patrol,
and which did not intercept the raid, can be
affected (exception: 18.13). Squadrons in Rest or
Damage Boxes are not affected.
You decide which of the eligible squadrons are
affected.
If there are more damage points than eligible
squadrons, ignore the excess. Only one damage
point may be applied per squadron.
Industry: A number of replacement squadrons on
the Calendar equal to the number of damage
points received are flipped from ready to fatigued.
Beginning with the first available replacement, flip
over squadrons in chronological order until the
required number are flipped.
If there are fewer squadrons than damage
points the excess damage is ignored.
Headquarters: Headquarters operations are disrupted for a number of days equal to the number
of damage points received. Place a Damage
marker on the headquarters and the matching
Damage marker on the Calendar; the effects of
damage begin immediately. When the "repair day"
arrives, remove both markers to show the
headquarters has been repaired.
If a Fighter Group HQ (Box or Uxbridge) is
disrupted, the total modifier added to the
detection die roll for all raids against targets in
the disrupted fighter group is halved,
rounding up (see 6). Box is the headquarters
for Fighter Group 10, and Uxbridge, for
Fighter Group 11.
If Fighter Command HQ (Stanmore) is dis-
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(12.01) Units
13. Relief
A unit's status represents its preparedness to fly.
Status is downgraded by participating in a raid and
being bombed. Status is upgraded through relief. A
unit's status is determined by which of its two sides
are up (either ready or fatigued) and its location on
the map.
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(15.33)
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Procedure:
1. Place ready Blenheims on night patrol in the
Squadron Patrol segment.
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Procedure:
1. Cross reference the number of Blenheims in
the Night Patrol Box with the total number of
bombers in both Luftflotte Night Raid Boxes on
the Night Raid Interception Table (see pullout section) to determine the interception chance.
(19.1) Cards
If the die-roll is less than or equal to the interception chance choose one Blenheim
squadron from the Night Patrol Box to intercept
one Gruppen of your choice.
Only one squadron and one Gruppe have
combat in a single night, regardless of the number
of units involved.
(18.32) Resolve
squadron-bomber
night
attacks using the normal rules for combat. If
either unit survives (is not directed to be placed in
the Rest or Damage boxes), the unit returns to the
Night Raid Box, ready. This is an exception to
section 13.
Place all 33 squadrons not marked as reinforcements on the ground in their assigned sectors,
ready side up. No German reinforcements or
replacements enter in this scenario.
Place the 77 Gruppen not marked as reinforcements in their assigned airbases, ready side up.
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(20.1) Cards
Same as 19.1.
Place the:
Hour marker in the 0600 box
Detection marker any where on the Detection Track
Day marker in the August 11th box
Weather marker in the clear box of the Weather
Track
German Effort marker in the normal box
Victory Point marker in the zero box
Green Pilots markers aside for later use
Damage markers aside for later use
John Terraine
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(21.1) Cards
Same as 19.1.
(21.21) Place all 33 squadrons not marked as reinforcements on the ground in their assigned sectors,
ready side up.
Example: Spitfire squadron 54/6/11 is placed
anywhere in Sector 6 of Group 11 except in a patrol
circle.
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There are three major strategic choices the Germans made historically that they may or may not
make in the game. If these German choices always
happened in the game (for the sake of "realism")
the game would actually be less realistic;
foreknowledge of their occurance would entice the
British player into artificial strategies. The three
choices are:
Terror Strategy: This dramatic switch from
military to civilian targets was the turning point of the
campaign. Hitler ordered the Luftwaffe to concentrate on London and other cities beginning
September 7th; a big break for the RAF. With forward airfields and radar undisturbed, and with German bombers ranging further inland, Fighter Command had plenty of time to intercept, in a big way,
even while resting overworked squadrons. The player
gains a similar advantage in the game if the Terror
Strategy occurs, and should find victory easier.
Increase Fighter Escort: Early in the campaign,
Goering became concerned with the high ratio of
bomber to fighter losses. Thus on August 19th he
ordered fighters to fly close escort in greater
numbers. This denied the Me 109s speed and
maneuverablity, the very factors that gave them an
edge in combat. If this event occurs, the player will
find it easier to attack bombers and to inflict losses
on close escort fighters because Me 109s will not
be hunting as often.
Luftflotte 3 to Luftflotte 2: On August 27th, German High Command decided to concentrate on
targets around London in an effort to remove the
RAF from southeast England entirely. Luftflotte 3
fighter support was reassigned to Luftflotte 2 airbases
to support this effort and Luftflotte 3 bombers also
flew over the Luftflotte 2 zone, putting a significant
strain on Fighter Group 11. If this event occurs, the
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